Increased spread of rockets, increased tween time after firing (it looks weird for some fire animations, but it also did in UT anyway).
This commit is contained in:
parent
0a7587a19f
commit
b1b38561c1
16 changed files with 101 additions and 65 deletions
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@ -45,3 +45,9 @@ In progress:
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- Add some more effects, maybe some nicer recoil on guns too.
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- General polishing and bugfixing.
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- Trim out unused animations.
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Known bugs:
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- Sometimes the slave enforcer gets "lowered" while the main enforcer is
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reloading. No idea what causes this.
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- Sludge doesn't react to ceiling and wall movement.
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@ -87,6 +87,11 @@ $playeralias player female *pain75-drowning ut/femaledrowning
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$playeralias player female *pain50-drowning ut/femaledrowning
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$playeralias player female *pain25-drowning ut/femaledrowning
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ut/playerfootstep1 stone02
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ut/playerfootstep2 stone04
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ut/playerfootstep3 stone05
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$random ut/playerfootstep { ut/playerfootstep1 ut/playerfootstep2 ut/playerfootstep3 }
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// everything else
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misc/secret capsound
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@ -26,7 +26,7 @@ Class BioAmmo : Ammo
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Inventory.Amount 25;
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Inventory.MaxAmount 100;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 100;
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Ammo.BackpackMaxAmount 199;
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Ammo.DropAmount 10;
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}
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States
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@ -336,6 +336,7 @@ Class BioGel : Actor
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{
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Obituary "%o drank a glass of %k's dripping green load.";
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DamageType 'Slime';
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DamageFunction Random[GES](20,30)*Scale.x;
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RenderStyle "Add";
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Radius 4;
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Height 4;
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@ -498,7 +499,7 @@ Class BioRifle : UTWeapon
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BIOP B -1;
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Stop;
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Ready:
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BIOS ABCDEFGHIJKLMNOPQRSTUV 1;
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BIOS ABCDEFGHIJKLMNOPQRSTUV 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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BIOI A 1
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{
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@ -155,6 +155,7 @@ Class UTChainsaw : UTWeapon
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Ready:
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CSWS ABCDEFGHIJLMNO 1
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{
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A_WeaponReady(WRF_NOFIRE);
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A_AlertMonsters();
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A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
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}
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@ -7,7 +7,7 @@ Class UTRocketAmmo : Ammo
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Inventory.Amount 12;
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Inventory.MaxAmount 48;
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Ammo.BackpackAmount 12;
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Ammo.BackpackMaxAmount 48;
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Ammo.BackpackMaxAmount 96;
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Ammo.DropAmount 3;
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}
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States
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@ -312,7 +312,7 @@ Class UTRocketLauncher : UTWeapon
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{
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// single rocket
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = (x2+cos(a)*y2*s*0.01+sin(a)*z2*s*0.01).unit()*p.speed;
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p.vel = x2*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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}
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@ -325,7 +325,7 @@ Class UTRocketLauncher : UTWeapon
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("UTRocket",origin+cos(a)*y*s+sin(a)*z*s);
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p.vel = (x2+cos(a)*y2*s*0.01+sin(a)*z2*s*0.01).unit()*p.speed;
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p.vel = (x2+cos(a)*y2*s*0.02+sin(a)*z2*s*0.02).unit()*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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a += step;
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@ -334,12 +334,12 @@ Class UTRocketLauncher : UTWeapon
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else
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{
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// rockets (wide spread)
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double range = (num-1);
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double range = 2.5*(num-1);
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double step = range/(num-1);
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s = -range*0.5;
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for ( int i=0; i<num; i++ )
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{
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p = Spawn("UTRocket",origin+sin(s)*y*2);
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p = Spawn("UTRocket",origin+sin(s)*y);
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p.vel = (x2+sin(s)*y2).unit()*p.speed;
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p.target = self;
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p.tracer = invoker.LockedTarget;
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@ -398,7 +398,7 @@ Class UTRocketLauncher : UTWeapon
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EBLS A 1 A_Raise(int.max);
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Wait;
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Ready:
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EBLS ABCDEFGHIJKLMNOPQRST 1;
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EBLS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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EBLI A 1
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{
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@ -640,32 +640,32 @@ Class UTRocketLauncher : UTWeapon
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FireOne:
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EBF1 A 0 A_FireRockets(1);
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EBF1 ABCDEFGH 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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FireTwo:
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EBF2 A 0 A_FireRockets(2);
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EBF2 ABCDEFGHIJK 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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FireThree:
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EBF3 A 0 A_FireRockets(3);
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EBF3 ABCDEFGHIJ 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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FireFour:
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EBF4 A 0 A_FireRockets(4);
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EBF4 ABCDEFGHIJK 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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FireFive:
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EBF5 A 0 A_FireRockets(5);
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EBF5 ABCDEFGHIJKLM 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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FireSix:
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EBF6 A 0 A_FireRockets(6);
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EBF6 ABCDEFGHIJKLMNOP 2;
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EBLI A 2;
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EBLI A 10;
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Goto Idle;
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Deselect:
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EBLD ABCDEFGHIJK 1;
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@ -377,7 +377,7 @@ Class Enforcer : UTWeapon replaces Pistol
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if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
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A_Overlay(2,"LeftReady");
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}
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ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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ENFI A 0 A_Overlay(-9999,"Dummy");
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ENFI AB 30;
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@ -389,7 +389,7 @@ Class Enforcer : UTWeapon replaces Pistol
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A_PlaySound("enforcer/select",CHAN_7);
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invoker.slaveactive = true;
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}
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2NFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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2NFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
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LeftIdle:
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2NFI A 0 A_Overlay(-9998,"LeftDummy");
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2NFI AB 30;
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@ -405,7 +405,7 @@ Class Enforcer : UTWeapon replaces Pistol
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TNT1 A 1
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{
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if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload");
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if ( CVar.GetCVar('flak_enforcerreload').GetBool() && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else if ( CVar.GetCVar('flak_enforcerreload').GetBool() && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
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else A_WeaponReady();
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if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) A_Overlay(2,"LeftReady");
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}
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@ -418,9 +418,9 @@ Class Enforcer : UTWeapon replaces Pistol
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invoker.slaveactive = false;
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A_Overlay(2,"LeftDeselect");
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}
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if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
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A_LeftWeaponReady();
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else if ( CVar.GetCVar('flak_enforcerreload').GetBool() && (invoker.slavereload || (invoker.slaveclipcount < 0)) ) A_Overlay(2,"LeftReload");
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else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
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else A_LeftWeaponReady();
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}
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Wait;
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Fire:
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@ -33,7 +33,7 @@ Class FlakAmmo : Ammo
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 50;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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States
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@ -574,8 +574,8 @@ Class FlakCannon : UTWeapon
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FPCK B -1;
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Stop;
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Ready:
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FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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FKS2 ABC 1;
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FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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FKS2 ABC 1 A_WeaponReady(WRF_NOFIRE);
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FLKL A 1 A_Loading(true);
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FLKL BCDEFGHIJKLMNO 1;
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Goto Idle;
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@ -217,7 +217,7 @@ Class ImpactHammer : UTWeapon replaces Fist
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IMPS A 1 A_Raise(int.max);
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Wait;
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Ready:
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IMPS ABCDEFGHIJKLMNOPQ 1;
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IMPS ABCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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IMPI A 1 A_WeaponReady();
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Wait;
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@ -204,7 +204,7 @@ Class Minigun : UTWeapon
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MGNS A 1 A_Raise(int.max);
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Wait;
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Ready:
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MGNS ABCDEFGHIJKLMNOPQRST 1;
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MGNS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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MGNI ABCDEFGHIJKLMNOPQRS 5
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{
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@ -197,6 +197,7 @@ Class PulseBoltCap : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.15;
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}
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States
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@ -217,6 +218,7 @@ Class PulseBoltHit : Actor
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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Scale 0.15;
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}
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States
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@ -293,8 +295,8 @@ Class PulseBolt : Actor
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weffect.Destroy();
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weffect = null;
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}
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if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
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if ( !weffect ) weffect = Spawn("PulseBoltHit",t.Results.HitPos-t.Results.HitVector*4);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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A_SprayDecal("BoltScorch",beamsize+8);
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if ( next )
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{
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@ -325,8 +327,8 @@ Class PulseBolt : Actor
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weffect.Destroy();
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weffect = null;
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}
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if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos-t.Results.HitVector);
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else weffect.SetOrigin(t.Results.HitPos-t.Results.HitVector,true);
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if ( !weffect ) weffect = Spawn("PulseBoltCap",t.Results.HitPos);
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else weffect.SetOrigin(t.Results.HitPos,true);
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}
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else
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{
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@ -496,7 +498,12 @@ Class PulseGun : UTWeapon
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action void A_StartBeam()
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{
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A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
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invoker.beam = Spawn("StarterBolt",pos);
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Vector3 x, y, z, origin;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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origin = (0,0,player.viewz-pos.z)+5.0*x+3.0*y-1.0*z;
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invoker.beam = Spawn("StarterBolt",Vec3Offset(origin.x,origin.y,origin.z));
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invoker.beam.angle = angle;
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invoker.beam.pitch = BulletSlope();
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invoker.beam.target = self;
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}
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action void A_StopBeam()
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@ -531,7 +538,7 @@ Class PulseGun : UTWeapon
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PGNP B -1;
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Stop;
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Ready:
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PGNS ABCDEFGHIJKLMNOPQRSTUVW 1;
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PGNS ABCDEFGHIJKLMNOPQRSTUVW 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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PGNI A 1
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{
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@ -622,7 +629,7 @@ Class PulseGun : UTWeapon
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Goto Idle;
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Reload:
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PGNI A 1;
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PGNI A 0 A_JumpIf(invoker.clipcount >= 50,"Idle");
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PGNI A 0 A_JumpIf(invoker.clipcount >= Min(50,invoker.Ammo1.Amount),"Idle");
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PGNR A 1 A_Reloading();
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PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1;
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@ -7,7 +7,7 @@ Class RipperAmmo : Ammo
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Inventory.Amount 25;
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Inventory.MaxAmount 75;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 75;
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Ammo.BackpackMaxAmount 150;
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Ammo.DropAmount 10;
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}
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States
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@ -185,7 +185,7 @@ Class Razor2Alt : Razor2
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{
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A_SetRenderStyle(1.0,STYLE_Add);
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bFORCEXYBILLBOARD = true;
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Scale *= 0.5;
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Scale *= 0.65;
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A_StopSound(CHAN_VOICE);
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A_PlaySound("ripper/althit");
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Spawn("Razor2AltLight",pos);
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@ -280,8 +280,8 @@ Class Ripper2 : UTWeapon
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RZRS A 1 A_Raise(int.max);
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Wait;
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Ready:
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RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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RZS2 ABCD 1;
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RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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RZS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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RZRI ABCDEFGHIJKLMNOPQRS 2
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{
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@ -7,7 +7,7 @@ Class ShockAmmo : Ammo
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 50;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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States
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@ -261,6 +261,7 @@ Class ShockBeam : Actor
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+FORCERADIUSDMG;
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}
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override void PostBeginPlay()
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{
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@ -476,6 +477,7 @@ Class SuperShockBeam : Actor
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+FORCERADIUSDMG;
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+EXTREMEDEATH;
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}
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override void PostBeginPlay()
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@ -789,7 +791,7 @@ Class ShockBall : Actor
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}
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action void A_BallExplode()
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{
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A_Explode(Random[ASMD](50,60),70);
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A_Explode(Random[ASMD](40,50),70);
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A_SprayDecal("ShockMarkBig",16);
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Spawn("ShockExplLight",pos);
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A_SetScale(1.0);
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@ -814,6 +816,7 @@ Class ShockBall : Actor
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Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
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RenderStyle "Add";
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DamageType 'jolted';
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DamageFunction Random[ASMD](50,60);
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Radius 2;
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Height 0;
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Scale 0.4;
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@ -821,7 +824,6 @@ Class ShockBall : Actor
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PROJECTILE;
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+FORCEXYBILLBOARD;
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+SKYEXPLODE;
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+FORCERADIUSDMG;
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}
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States
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{
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@ -850,7 +852,7 @@ Class SuperShockBall : Actor
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}
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action void A_BallExplode()
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{
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A_Explode(Random[ASMD](5000,6000),120);
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A_Explode(Random[ASMD](4000,5000),120);
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A_SprayDecal("ShockMarkBig",16);
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Spawn("SuperShockExplLight",pos);
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A_SetScale(1.5);
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@ -876,6 +878,7 @@ Class SuperShockBall : Actor
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Obituary "%k electrified %o with the Enhanced Shock Rifle.";
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RenderStyle "Add";
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DamageType 'jolted';
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DamageFunction Random[ASMD](5000,6000);
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Radius 2;
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Height 0;
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Scale 0.5;
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@ -962,7 +965,7 @@ Class ShockRifle : UTWeapon
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ASMP B -1;
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||||
Stop;
|
||||
Ready:
|
||||
ASMS ABCDEFGHIJKLMNO 1;
|
||||
ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
|
||||
Idle:
|
||||
ASMI A 1
|
||||
{
|
||||
|
|
@ -1071,7 +1074,7 @@ Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
|
|||
ASMP B -1;
|
||||
Stop;
|
||||
Ready:
|
||||
ASMS ABCDEFGHIJKLMNO 1;
|
||||
ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
|
||||
Idle:
|
||||
ASMI A 1
|
||||
{
|
||||
|
|
|
|||
|
|
@ -7,7 +7,7 @@ Class RifleAmmo : Ammo
|
|||
Inventory.Amount 10;
|
||||
Inventory.MaxAmount 50;
|
||||
Ammo.BackpackAmount 20;
|
||||
Ammo.BackpackMaxAmount 50;
|
||||
Ammo.BackpackMaxAmount 100;
|
||||
Ammo.DropAmount 5;
|
||||
}
|
||||
States
|
||||
|
|
@ -150,23 +150,27 @@ Class SniperRifle : UTWeapon
|
|||
SRFS A 1 A_Raise(int.max);
|
||||
Wait;
|
||||
Ready:
|
||||
SRFS A 1 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
|
||||
SRFS B 2;
|
||||
SRFS C 1;
|
||||
SRFS D 2;
|
||||
SRFS E 1;
|
||||
SRFS F 2;
|
||||
SRFS G 1;
|
||||
SRFS H 2;
|
||||
SRFS I 1;
|
||||
SRFS J 2;
|
||||
SRFS K 1;
|
||||
SRFS L 2;
|
||||
SRFS M 1;
|
||||
SRFS N 2;
|
||||
SRFS O 1;
|
||||
SRFS P 2;
|
||||
SRFS Q 1;
|
||||
SRFS A 1
|
||||
{
|
||||
A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
|
||||
A_WeaponReady(WRF_NOFIRE);
|
||||
}
|
||||
SRFS B 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS C 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS D 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS E 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS F 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS G 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS H 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS I 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS J 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS K 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS L 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS M 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS N 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS O 1 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS P 2 A_WeaponReady(WRF_NOFIRE);
|
||||
SRFS Q 1 A_WeaponReady(WRF_NOFIRE);
|
||||
Idle:
|
||||
SRFI A 1
|
||||
{
|
||||
|
|
|
|||
|
|
@ -370,11 +370,11 @@ Class Translocator : UTWeapon
|
|||
Wait;
|
||||
Ready:
|
||||
TLCS A 0 A_JumpIf(invoker.module,"Ready2");
|
||||
TLCS ABCDEFGHIJKL 1;
|
||||
TLCS ABCDEFGHIJKL 1 A_WeaponReady(WRF_NOFIRE);
|
||||
TLCS L 0 A_JumpIf(invoker.module,"Idle");
|
||||
Goto Idle2;
|
||||
Ready2:
|
||||
TLD2 GFEDCBA 2;
|
||||
TLD2 GFEDCBA 2 A_WeaponReady(WRF_NOFIRE);
|
||||
Idle:
|
||||
TLCI A 0 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
|
||||
TLCI AB 25 A_JumpIf(!invoker.module,"PickedUp");
|
||||
|
|
|
|||
|
|
@ -157,6 +157,14 @@ Class UTPlayer : DoomPlayer
|
|||
}
|
||||
else GiveInventory(type,amount,true);
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
double ang = level.time/(20*TICRATE/35.)*360.;
|
||||
if ( (abs(sin(ang)) >= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
|
||||
A_PlaySound("ut/playerfootstep",CHAN_BODY);
|
||||
}
|
||||
}
|
||||
|
||||
// Random Spawner that passes through dropped status to items
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ Class WarheadAmmo : Ammo
|
|||
Inventory.Amount 1;
|
||||
Inventory.MaxAmount 2;
|
||||
Ammo.BackpackAmount 0;
|
||||
Ammo.BackpackMaxAmount 2;
|
||||
Ammo.BackpackMaxAmount 3;
|
||||
Ammo.DropAmount 1;
|
||||
Inventory.RespawnTics 2100;
|
||||
}
|
||||
|
|
@ -69,7 +69,7 @@ Class ShockWave : Actor
|
|||
if ( (dist > olddmgradius) || (dir dot a.vel < 0) )
|
||||
{
|
||||
a.vel += dir*(moscale/a.mass+20);
|
||||
a.DamageMobj(self,target,moscale,'RedeemerDeath');
|
||||
a.DamageMobj(self,target,moscale,'RedeemerDeath',DMG_THRUSTLESS);
|
||||
}
|
||||
}
|
||||
olddmgradius = dmgradius;
|
||||
|
|
@ -246,6 +246,7 @@ Class WarShell : Actor
|
|||
Height 4;
|
||||
Speed 2;
|
||||
DamageType 'RedeemerDeath';
|
||||
DamageFactor 1000;
|
||||
PROJECTILE;
|
||||
+FORCEXYBILLBOARD;
|
||||
+SKYEXPLODE;
|
||||
|
|
@ -657,7 +658,7 @@ Class WarheadLauncher : UTWeapon replaces BFG9000
|
|||
RDMP B -1;
|
||||
Stop;
|
||||
Ready:
|
||||
WARS ABCDEFGHIJKLMNO 1;
|
||||
WARS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
|
||||
Idle:
|
||||
WARI A 1
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue