Added support for DamNums.

This commit is contained in:
Marisa the Magician 2018-06-01 18:56:41 +02:00
commit be6c9f399c
3 changed files with 23 additions and 5 deletions

18
language.txt Normal file
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@ -0,0 +1,18 @@
/* DamNums support */
[enu default]
DAMNUM_TYPECOLOR_PULSED = "DamGreen";
DAMNUM_TYPECOLOR_ZAPPED = "DamGreen";
DAMNUM_TYPECOLOR_SHOT = "DamYellow";
DAMNUM_TYPECOLOR_JOLTED = "DamLightBlue";
DAMNUM_TYPECOLOR_JOLTEDX = "DamOrange";
DAMNUM_TYPECOLOR_REDEEMERDEATH = "DamBlack";
DAMNUM_TYPECOLOR_SHREDDED = "DamGold";
DAMNUM_TYPECOLOR_FLAKDEATH = "DamGold";
DAMNUM_TYPECOLOR_SLASHED = "DamRed";
DAMNUM_TYPECOLOR_DECAPITATED = "DamDarkRed";
DAMNUM_TYPECOLOR_SLIME = "DamDarkGreen";
DAMNUM_TYPECOLOR_IMPACT = "DamGray";
DAMNUM_TYPECOLOR_RIPPER = "DamBrick";
DAMNUM_TYPECOLOR_RIPPERALTDEATH = "DamCream";
DAMNUM_TYPECOLOR_ROCKETDEATH = "DamTan";
DAMNUM_TYPECOLOR_GRENADEDEATH = "DamTan";

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@ -59,7 +59,7 @@ Class Razor2 : Actor
Height 2;
Speed 50;
DamageFunction Random[Ripper](20,30);
DamageType "Ripper";
DamageType 'Ripper';
Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
BounceType "Doom";
ReactionTime 7;
@ -184,7 +184,7 @@ Class Razor2Alt : Razor2
Default
{
DamageFunction Random[Ripper](25,34);
DamageType "RipperAltDealth";
DamageType 'RipperAltDealth';
BounceType "None";
-CANBOUNCEWATER;
+EXPLODEONWATER;

View file

@ -474,7 +474,7 @@ Class SuperShockBeam : Actor
Default
{
Obituary "%k electrified %o with the Enhanced Shock Rifle.";
DamageType 'jolted';
DamageType 'joltedX';
RenderStyle "Add";
Radius 0.1;
Height 0;
@ -560,7 +560,7 @@ Class SuperShockBeam : Actor
}
else
{
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'jolted');
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX');
let r = Spawn("SuperShockBeamRing",pos);
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
r.pitch = asin(-t.Results.HitVector.z);
@ -884,7 +884,7 @@ Class SuperShockBall : Actor
{
Obituary "%k electrified %o with the Enhanced Shock Rifle.";
RenderStyle "Add";
DamageType 'jolted';
DamageType 'joltedX';
DamageFunction Random[ASMD](5000,6000);
Radius 2;
Height 2;