diff --git a/Readme.md b/Readme.md index 5740542..502408a 100644 --- a/Readme.md +++ b/Readme.md @@ -3,7 +3,7 @@ What began as a test for importing UT vertex meshes has turned into an actual full UT weapon and item mod. -This mod requires GZDoom 3.7.0 or later. +This mod requires GZDoom 4.1 or later. ## Currently implemented @@ -49,6 +49,8 @@ This mod requires GZDoom 3.7.0 or later. toggled) - UT-like weapon dropping style - UT player classes (sound only, no models yet) + - Heretic compatibility + - Spanish localization ## In progress @@ -56,6 +58,12 @@ This mod requires GZDoom 3.7.0 or later. - Add some more effects - Lava/Slime footstep sounds? - UT gore system (toggleable) + - French localization + - Italian localization + +## Ideas + + - Chainsaw balancing (maybe give it ammo?) ## Future plans @@ -71,6 +79,8 @@ This mod requires GZDoom 3.7.0 or later. - Unreal 1 weapons mod and maybe also a monsters mod - Port some of my UT weapon mods (and maybe also some of my personal faves by others, such as Psi Weapon Dreams) + - Hexen compatibility ??? + - Relics? ## Known bugs diff --git a/cvarinfo.txt b/cvarinfo.txt index e769b3d..7ddad09 100644 --- a/cvarinfo.txt +++ b/cvarinfo.txt @@ -39,3 +39,6 @@ server bool flak_radboots = true; // jump boots protect against damaging floor server bool flak_blood = true; // [WIP] use doom tournament blood (disable if using another gore mod) server bool flak_gibs = false; // [WIP/UNSTABLE] use doom tournament gibbing (disable if using another gore mod) server bool flak_doomtest = false; // made toggleable due to loud complaints +server bool flak_dmsshock = false; // allow enhanced shock rifle on deathmatch (otherwise they are replaced with udamage) +server noarchive bool flak_instagib = false; // instagib mode (only for dm) - this cvar has to be set from the command line +user float flak_flashstrength = 1.0; // strength of screen flashes diff --git a/fontdefs.txt b/fontdefs.txt index 0e945c2..e0d1509 100644 --- a/fontdefs.txt +++ 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and b/graphics/hud/WomanBlt.png differ diff --git a/language.txt b/language.txt index 00e3d62..b6a0742 100644 --- a/language.txt +++ b/language.txt @@ -1,5 +1,5 @@ +[default eng enc ena enz eni ens enj enb enl ent enw] /* DamNums support */ -[enu default] DAMNUM_TYPECOLOR_PULSED = "DamGreen"; DAMNUM_TYPECOLOR_ZAPPED = "DamGreen"; DAMNUM_TYPECOLOR_SHOT = "DamYellow"; @@ -15,3 +15,407 @@ DAMNUM_TYPECOLOR_IMPACT = "DamGray"; DAMNUM_TYPECOLOR_RIPPERALTDEATH = "DamCream"; DAMNUM_TYPECOLOR_ROCKETDEATH = "DamTan"; DAMNUM_TYPECOLOR_GRENADEDEATH = "DamTan"; +/* Obituaries */ +O_BIORIFLE = "%o drank a glass of %k's dripping green load."; +O_CHAINSAW = "%k ripped into %o with a blood soaked Chainsaw."; +O_EIGHTBALL = "%o was smacked down by %k's Rocket Launcher."; +O_ENFORCER = "%k riddled %o full of holes with the Enforcer."; +O_ENFORCER2 = "%k riddled %o full of holes with dual Enforcers."; +O_FLAKCANNON = "%o was ripped to shreds by %k's Flak Cannon."; +O_IMPACTHAMMER = "%o was smeared by %k's piston."; +O_MINIGUN = "%k's Minigun turned %o into a leaky piece of meat."; +O_PULSEGUN = "%o ate %k's burning plasma death."; +O_RIPPER = "%k ripped a chunk of meat out of %o with the Ripper."; +O_SHOCKRIFLE = "%k inflicted mortal damage upon %o with the Shock Rifle"; +O_SSHOCKRIFLE = "%k electrified %o with the Enhanced Shock Rifle."; +O_SNIPER = "%k put a bullet through %o."; +O_SNIPERDECAP = "%k put a bullet through %o's head."; +O_REDEEMER = "%o was vaporized by %k's Redeemer!!"; +/* Pickup messages */ +I_ARMORBONUS = "You picked up an Armor Bonus."; +I_THIGHPADS = "You got the Thigh Pads."; +I_BODYARMOR = "You got the Body Armor."; +I_SHIELDBELT = "You got the Shield Belt."; +I_BIOAMMO = "You picked up the Biosludge Ammo."; +I_BIOAMMO2 = "You picked up the small Biosludge Ammo."; +I_BIORIFLE = "You got the GES BioRifle."; +I_CHAINSAW = "It's been twenty five years since I've seen one of these."; // was five years in UT99 +I_REDKEY = "You got the Red Key."; +I_GREENKEY = "You got the Green Key."; +I_BLUEKEY = "You got the Blue Key."; +I_YELLOWKEY = "You got the Yellow Key."; +I_GOLDKEY = "You got the Gold Key."; +I_REDSKULL = "You got the Red Skull."; +I_BLUESKULL = "You got the Blue Skull."; +I_GOLDSKULL = "You got the Gold Skull."; +I_ROCKETAMMO = "You picked up a Rocket Pack."; +I_ROCKETAMMO2 = "You picked up a Rocket."; +I_EIGHTBALL = "You got the Rocket Launcher."; +I_CLIP = "You picked up a Clip."; +I_ENFORCER = "You picked up another Enforcer!"; +I_FLAKAMMOL = "You picked up "; +I_FLAKAMMOR = " Flak Shells."; +I_FLAKAMMO2 = "You picked up a Flak Shell."; +I_FLAKCANNON = "You got the Flak Cannon."; +I_SUPERHEALTH = "You picked up the Big Keg O' Health."; +I_HEALTHBOX = "You picked up a Health Box."; +I_MEDBOX = "You picked up a Health Pack."; +I_VIAL = "You picked up a Health Vial."; +I_IMPACTHAMMER = "You got the Impact Hammer."; +I_MINIAMMOL = "You picked up "; +I_MINIAMMOR = " bullets."; +I_MINIGUN = "You got the Minigun."; +I_UDAMAGE = "You got the Damage Amplifier!"; +I_BACKPACK = "You got a Backpack."; +I_INVISIBILITY = "You have Invisibility."; +I_MAPREVEALER = "You got the Computer Map."; +I_JUMPBOOTS = "You picked up the AntiGrav boots."; +I_SEARCHLIGHT = "You picked up the Searchlight."; +I_PULSEAMMO = "You picked up a Pulse Cell."; +I_PULSEGUN = "You got a Pulse Gun."; +I_RIPPERAMMO = "You picked up Razor Blades."; +I_RIPPER = "You got the Ripper."; +I_SHOCKAMMO = "You picked up a Shock Core."; +I_SHOCKAMMO2 = "You picked up a used Shock Core."; +I_SHOCKRIFLE = "You got the ASMD Shock Rifle."; +I_SSHOCKAMMO = "You picked up an Enhanced Shock Core."; +I_SSHOCKRIFLE = "You got an Enhanced Shock Rifle!"; +I_RIFLEAMMO = "You picked up a box of Rifle Rounds."; +I_RIFLEAMMO2 = "You got a Rifle Round."; +I_SNIPER = "You got the Sniper Rifle."; +I_TRANSLOCATOR = "You got the Translocator Source Module."; +I_WARHEADAMMO = "You picked up a Redeemer Missile."; +I_REDEEMER = "You got the Redeemer."; +/* Tags */ +T_ARMORBONUS = "Armor Bonus"; +T_THIGHPADS = "Thigh Pads"; +T_BODYARMOR = "Body Armor"; +T_SHIELDBELT = "Shield Belt"; +T_BIOAMMO = "Biosludge Ammo"; +T_BIOAMMO2 = "Small Biosludge Ammo"; +T_BIORIFLE = "GES Bio Rifle"; +T_CHAINSAW = "Chainsaw"; +T_REDKEY = "Red Key"; +T_GREENKEY = "Green Key"; +T_BLUEKEY = "Blue Key"; +T_YELLOWKEY = "Yellow Key"; +T_GOLDKEY = "Gold Key"; +T_REDSKULL = "Red Skull"; +T_BLUESKULL = "Blue Skull"; +T_GOLDSKULL = "Gold Skull"; +T_ROCKETAMMO = "Rocket Pack"; +T_ROCKETAMMO2 = "Single Rocket"; +T_EIGHTBALL = "Rocket Launcher"; +T_CLIP = "Clip"; +T_ENFORCER = "Enforcer"; +T_ENFORCER2 = "Dual Enforcers"; +T_FLAKAMMO = "Flak Shells"; +T_FLAKAMMO2 = "Flak Shell"; +T_FLAKCANNON = "Flak Cannon"; +T_SUPERHEALTH = "Big Keg O' Health"; +T_HEALTHBOX = "Health Box"; +T_MEDBOX = "Health Pack"; +T_VIAL = "Health Vial"; +T_IMPACTHAMMER = "Impact Hammer"; +T_MINIAMMO = "Large Bullets"; +T_MINIGUN = "Minigun"; +T_UDAMAGE = "Damage Amplifier"; +T_BACKPACK = "Backpack"; +T_INVISIBILITY = "Invisibility"; +T_JUMPBOOTS = "AntiGrav Boots"; +T_SEARCHLIGHT = "Searchlight"; +T_PULSEAMMO = "Pulse Cell"; +T_PULSEGUN = "Pulse Gun"; +T_RIPPERAMMO = "Razor Blades"; +T_RIPPER = "Ripper"; +T_SHOCKAMMO = "Shock Core"; +T_SHOCKAMMO2 = "Used Shock Core"; +T_SHOCKRIFLE = "Shock Rifle"; +T_SSHOCKAMMO = "Enhanced Shock Core"; +T_SSHOCKRIFLE = "Enhanced Shock Rifle"; +T_RIFLEAMMO = "Box of Rifle Rounds"; +T_RIFLEAMMO2 = "Rifle Round"; +T_SNIPER = "Sniper Rifle"; +T_TRANSLOCATORAMMO = "Translocator Charges"; +T_TRANSLOCATOR = "Translocator"; +T_WARHEADAMMO = "Redeemer Missile"; +T_REDEEMER = "Redeemer"; +/* Miscellaneous */ +D_SHIELDBELT = "The Shield Belt has depleted."; +D_UDAMAGE = "Damage Amplifier has worn off."; +D_INVISIBILITY = "Invisibility has worn off."; +D_JUMPBOOTS = "The AntiGrav Boots have drained."; +D_SEARCHLIGHT = "Searchlight batteries have died."; +N_TBOSS = "Boss"; +N_TMALE1 = "Male Commando"; +N_TMALE2 = "Male Soldier"; +N_TFEMALE1 = "Female Commando"; +N_TFEMALE2 = "Female Soldier"; +M_SINGLEROCKETON = "Instant Rocket mode enabled"; +M_SINGLEROCKETOFF = "Instant Rocket mode disabled"; +M_CLIP = "Clip"; +M_LCLIP = "L Clip"; +M_RCLIP = "R Clip"; +M_NAME = "Name"; +M_HEALTH = "Health"; +/* Menus */ +FLAK_BTOP1 = "Standard"; +FLAK_BTOP2 = "Beta"; +FLAK_BTOP3 = "Beta (extended theme)"; +FLAK_CPOP1 = "Team"; +FLAK_CPOP2 = "Player"; +FLAK_CPOP3 = "Custom"; +FLAK_MTITLE = "UT Options"; +FLAK_MOPTS = "Menu Options"; +FLAK_SMENU = "Show menu"; +FLAK_MTYPE = "Menu type"; +FLAK_APPLY = "Apply changes"; +FLAK_WOPTS = "Weapon Options"; +FLAK_ERELOAD = "Enforcer reloading"; +FLAK_PRELOAD = "Pulsegun reloading"; +FLAK_RREADOUT = "Redeemer target visuals"; +FLAK_RUPDATES = "Per-frame target updates"; +FLAK_RSHADER = "Redeemer view shader"; +FLAK_RSWITCH = "No Redeemer autoswitch"; +FLAK_CSSHOCK = "Classic Enhanced Shock Rifle"; +FLAK_RECOIL = "Visual recoil"; +FLAK_RSTRENGTH = "Visual recoil strength"; +FLAK_IOPTS = "Item Options"; +FLAK_RADBOOTS = "Jump Boots act like Radsuit"; +FLAK_DMSSHOCK = "Allow Enhanced Shock Rifle in DM"; +FLAK_TOPTS = "Translocator Options"; +FLAK_TLOCBOSS = "Prevent boss telefrag"; +FLAK_TLOCAMMO = "Translocator has ammo"; +FLAK_TLOCENABLE = "Enable Translocator"; +FLAK_POPTS = "Player Options"; +FLAK_UTMOVE = "Enable UT movement"; +FLAK_DPSPEED = "Doom player speed"; +FLAK_DACONTROL = "Doom air control"; +FLAK_WDROPOFF = "Walk disables dropoff (glitchy)"; +FLAK_DTDODGE = "Double tap dodge"; +FLAK_DTSENS = "Double tap sensitivity in tics"; +FLAK_HOPTS = "HUD Options"; +FLAK_SWBAR = "Show weapon bar"; +FLAK_SSDOLL = "Show status doll"; +FLAK_SFRAGS = "Show frags"; +FLAK_SAMMO = "Show ammo"; +FLAK_SPINFO = "Show player names"; +FLAK_HSIZE = "HUD size"; +FLAK_WSIZE = "Weapon bar size"; +FLAK_DSIZE = "Status doll size"; +FLAK_CCHOOSE = "Color choice"; +FLAK_CCOLOR = "Custom color"; +FLAK_HOPAC = "HUD opacity"; +FLAK_MSOPTS = "Misc Options"; +FLAK_UTFOOT = "UT footsteps"; +FLAK_BFOOT = "Boss class uses unique footsteps"; +FLAK_UBLOD = "UT blood"; +FLAK_UGIB = "[WIP] UT gibbing"; +FLAK_UCORPS = "[WIP] Corpses take damage"; +FLAK_DTEST = "Edit Kinsie's test map"; +FLAK_FSTRENGTH = "Screen flash strength"; + +[es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu] +/* Obituaries */ +O_BIORIFLE = "%o bebió un vaso del líquido verde y espeso de %k."; +O_CHAINSAW = "%k cortó en pedazos a %o con una Motosierra ensangrentada."; +O_EIGHTBALL = "%o fue vapulead@[ao_esp] por el Lanzacohetes de %k."; +O_ENFORCER = "%k acribilló a %o con el Reforzador."; +O_ENFORCER2 = "%k acribilló a %o con dos Reforzadores."; +O_FLAKCANNON = "%o fue hech@[ao_esp] añicos por el Cañón Antiaéreo de %k."; +O_IMPACTHAMMER = "%o fue derrotad@[ao_esp] por el pistón de %k."; +O_MINIGUN = "La Miniarma de %k convirtió a %o en un pedazo de carne chorreante."; +O_PULSEGUN = "%o se tragó el plasma mortal ardiente de %k."; +O_RIPPER = "%k arrancó un trozo de carne de %o con el Destripador."; +O_SHOCKRIFLE = "%k hirió mortalmente a %o con el Rifle de Choque"; +O_SSHOCKRIFLE = "%k electrificó a %o con el Rifle de Choque Mejorado."; +O_SNIPER = "%k metió una bala a través de %o."; +O_SNIPERDECAP = "%k metió una bala a través de la cabeza de %o."; +O_REDEEMER = "¡¡%o fue vaporizad@[ao_esp] por el Redentor de %k!!"; +/* Pickup messages */ +I_ARMORBONUS = "Has recogido Armadura Extra."; +I_THIGHPADS = "Has obtenido unas Musleras."; +I_BODYARMOR = "Has obtenido un Blindaje de Cuerpo Entero."; +I_SHIELDBELT = "Has obtenido el Cinturón Protector."; +I_BIOAMMO = "Has recogido la Munición de Biolodo."; +I_BIOAMMO2 = "Has recogido la Munición de Biolodo pequeña."; +I_BIORIFLE = "Has obtenido el Biorifle GES."; +I_CHAINSAW = "Hace veinticinco años que no veo una de estas."; // was five years in UT99 +I_REDKEY = "Has obtenido la Llave Roja."; +I_GREENKEY = "Has obtenido la Llave Verde."; +I_BLUEKEY = "Has obtenido la Llave Azul."; +I_YELLOWKEY = "Has obtenido la Llave Amarilla."; +I_GOLDKEY = "Has obtenido la Llave Dorada."; +I_REDSKULL = "Has obtenido la Calavera Roja."; +I_BLUESKULL = "Has obtenido la Calavera Azul."; +I_GOLDSKULL = "Has obtenido la Calavera Dorada."; +I_ROCKETAMMO = "Has recogido un paquete de Cohetes."; +I_ROCKETAMMO2 = "Has recogido un Cohete."; +I_EIGHTBALL = "Has obtenido el Lanzacohetes."; +I_CLIP = "Has recogido un Cargador."; +I_ENFORCER = "¡Has recogido otro Reforzador!"; +I_FLAKAMMOL = "Has recogido "; +I_FLAKAMMOR = " Proyectiles Antiaéreos."; +I_FLAKAMMO2 = "Has recogido un Proyectil Antiaéreo."; +I_FLAKCANNON = "Has obtenido el Cañón Antiaéreo."; +I_SUPERHEALTH = "Has recogido el Barril de Salud."; +I_HEALTHBOX = "Has recogido una Caja de Salud."; +I_MEDBOX = "Has recogido un Paquete de Salud."; +I_VIAL = "Has recogido un Frasco de Salud."; +I_IMPACTHAMMER = "Has obtenido el Martillo de Impacto."; +I_MINIAMMOL = "Has recogido "; +I_MINIAMMOR = " balas."; +I_MINIGUN = "Has obtenido la Miniarma."; +I_UDAMAGE = "¡Has obtenido el Amplificador de Daño!"; +I_BACKPACK = "Has obtenido una Mochila."; +I_INVISIBILITY = "Tienes la Invisibilidad."; +I_MAPREVEALER = "Has obtenido un Mapa Computarizado."; +I_JUMPBOOTS = "Has recogido las Botas Antigravedad."; +I_SEARCHLIGHT = "Has recogido el Faro."; +I_PULSEAMMO = "Has recogido una Pila de Impulsos."; +I_PULSEGUN = "Has obtenido el Arma de Impulsos."; +I_RIPPERAMMO = "Has recogido Cuchillas."; +I_RIPPER = "Has obtenido el Destripador."; +I_SHOCKAMMO = "Has recogido un Núcleo de Choque."; +I_SHOCKAMMO2 = "Has recogido un Núcleo de Choque usado."; +I_SHOCKRIFLE = "Has conseguido el Rifle de Choque ASMD."; +I_SSHOCKAMMO = "Has recogido un Núcleo de Choque Mejorado."; +I_SSHOCKRIFLE = "¡Has obtenido el Rifle de Choque Mejorado!"; +I_RIFLEAMMO = "Has recogido un paquete de Balas de Rifle."; +I_RIFLEAMMO2 = "Has recogido una Bala de Rifle."; +I_SNIPER = "Has obtenido el Rifle de Francotirador."; +I_TRANSLOCATOR = "Has conseguido el Módulo Fuente del Translocalizador."; +I_WARHEADAMMO = "Has recogido un Misil de Redentor."; +I_REDEEMER = "Has obtenido el Redentor."; +/* Tags */ +T_ARMORBONUS = "Armadura Extra"; +T_THIGHPADS = "Musleras"; +T_BODYARMOR = "Armadura de Cuerpo Entero"; +T_SHIELDBELT = "Cinturón Protector"; +T_BIOAMMO = "Munición de Biolodo"; +T_BIOAMMO2 = "Munición de Biolodo pequeña"; +T_BIORIFLE = "Biorifle GES"; +T_CHAINSAW = "Motosierra"; +T_REDKEY = "Llave Roja"; +T_GREENKEY = "Llave Verde"; +T_BLUEKEY = "Llave Azul"; +T_YELLOWKEY = "Llave Amarilla"; +T_GOLDKEY = "Llave Dorada"; +T_REDSKULL = "Calavera Roja"; +T_BLUESKULL = "Calavera Azul"; +T_GOLDSKULL = "Calavera Dorada"; +T_ROCKETAMMO = "Paquete de Cohetes"; +T_ROCKETAMMO2 = "Un Cohete"; +T_EIGHTBALL = "Lanzacohetes"; +T_CLIP = "Cargador"; +T_ENFORCER = "Reforzadores"; +T_ENFORCER2 = "Dos Reforzadores"; +T_FLAKAMMO = "Proyectiles Antiaéreos"; +T_FLAKAMMO2 = "Proyectil Antiaéreos"; +T_FLAKCANNON = "Cañón Antiaéreo"; +T_SUPERHEALTH = "Barril de Salud"; +T_HEALTHBOX = "Caja de Salud"; +T_MEDBOX = "Paquete de Salud"; +T_VIAL = "Frasco de Salud"; +T_IMPACTHAMMER = "Martillo de Impacto"; +T_MINIAMMO = "Balas Grandes"; +T_MINIGUN = "Miniarma"; +T_UDAMAGE = "Amplificador de Daño"; +T_BACKPACK = "Mochila"; +T_INVISIBILITY = "Invisibilidad"; +T_JUMPBOOTS = "Botas Antigravedad"; +T_SEARCHLIGHT = "Faro"; +T_PULSEAMMO = "Pila de Impulsos"; +T_PULSEGUN = "Arma de Impulsos"; +T_RIPPERAMMO = "Cuchillas"; +T_RIPPER = "Destripador"; +T_SHOCKAMMO = "Núcleo de Choque"; +T_SHOCKAMMO2 = "Núcleo de Choque usado"; +T_SHOCKRIFLE = "Rifle de Choque"; +T_SSHOCKAMMO = "Núcleo de Choque Mejorado"; +T_SSHOCKRIFLE = "Rifle de Choque Mejorado"; +T_RIFLEAMMO = "Paquete de Balas de Rifle"; +T_RIFLEAMMO2 = "Bala de Rifle"; +T_SNIPER = "Rifle de Francotirador"; +T_TRANSLOCATORAMMO = "Cargas de Translocalizador"; +T_TRANSLOCATOR = "Translocalizador"; +T_WARHEADAMMO = "Misil de Redentor"; +T_REDEEMER = "Redentor"; +/* Miscellaneous */ +D_SHIELDBELT = "El Cinturón Protector se ha agotado."; +D_UDAMAGE = "El Amplificador de Daño ha desaparecido."; +D_INVISIBILITY = "La Invisibilidad ha desaparecido."; +D_JUMPBOOTS = "Las Botas Antigravedad se han agotado."; +D_SEARCHLIGHT = "Las pilas del Faro se han agotado."; +N_TBOSS = "Jefe"; +N_TMALE1 = "Comando Hombre"; +N_TMALE2 = "Soldado Hombre"; +N_TFEMALE1 = "Comando Mujer"; +N_TFEMALE2 = "Soldado Mujer"; +M_SINGLEROCKETON = "Modo de Cohetes Instantáneos activado"; +M_SINGLEROCKETOFF = "Modo de Cohetes Instantáneos desactivado"; +M_CLIP = "Cargador"; +M_LCLIP = "Cargador Izq."; +M_RCLIP = "Cargador Dch."; +M_NAME = "Nombre"; +M_HEALTH = "Salud"; +/* Menus */ +FLAK_BTOP1 = "Estándar"; +FLAK_BTOP2 = "Beta"; +FLAK_BTOP3 = "Beta (tema extendido)"; +FLAK_CPOP1 = "Equipo"; +FLAK_CPOP2 = "Jugador"; +FLAK_CPOP3 = "Personalizado"; +FLAK_MTITLE = "Opciones de UT"; +FLAK_MOPTS = "Opciones de Menú"; +FLAK_SMENU = "Mostrar menú"; +FLAK_MTYPE = "Tipo de menú"; +FLAK_APPLY = "Aplicar cambios"; +FLAK_WOPTS = "Opciones de Arma"; +FLAK_ERELOAD = "Reforzador recarga"; +FLAK_PRELOAD = "Arma de Impulsos recarga"; +FLAK_RREADOUT = "Visualización de objetivos del redentor"; +FLAK_RUPDATES = "Actualizar objetivos cada frame"; +FLAK_RSHADER = "Shader de vista de redentor"; +FLAK_RSWITCH = "No cambiar a Redentor automáticamente"; +FLAK_CSSHOCK = "Rifle de Choque Mejorado clásico"; +FLAK_RECOIL = "Retroceso visual"; +FLAK_RSTRENGTH = "Potencia de retroceso visual"; +FLAK_IOPTS = "Opciones de Inventario"; +FLAK_RADBOOTS = "Botas Antigrav. funcionan como Traje Antirradiación"; +FLAK_DMSSHOCK = "Permitir Rifle de Choque Mejorado en DM"; +FLAK_TOPTS = "Opciones de Translocalizador"; +FLAK_TLOCBOSS = "Evitar telecarga a jefes"; +FLAK_TLOCAMMO = "Translocalizador con munición"; +FLAK_TLOCENABLE = "Permitir Translocalizador"; +FLAK_POPTS = "Opciones de Jugador"; +FLAK_UTMOVE = "Activar movimiento de UT"; +FLAK_DPSPEED = "Velocidad de jugador de Doom"; +FLAK_DACONTROL = "Control en el aire de Doom"; +FLAK_WDROPOFF = "Caminar evita caer de bordes (Defectuoso)"; +FLAK_DTDODGE = "Esquivar con doble pulsado"; +FLAK_DTSENS = "Sensibilidad de doble pulsado en tics"; +FLAK_HOPTS = "Opciones de HUD"; +FLAK_SWBAR = "Mostrar barra de armas"; +FLAK_SSDOLL = "Mostrar muñeco de estado"; +FLAK_SFRAGS = "Mostrar bajas"; +FLAK_SAMMO = "Mostrar munición"; +FLAK_SPINFO = "Mostrar nombres de jugadores"; +FLAK_HSIZE = "Tamaño de HUD"; +FLAK_WSIZE = "Tamaño de barra de armas"; +FLAK_DSIZE = "Tamaño de muñeco de estado"; +FLAK_CCHOOSE = "Selección de color"; +FLAK_CCOLOR = "Color personalizado"; +FLAK_HOPAC = "Opacidad de HUD"; +FLAK_MSOPTS = "Opciones Misceláneas"; +FLAK_UTFOOT = "Sonidos de pasos de UT"; +FLAK_BFOOT = "La clase Jefe usa sonidos de pasos propios"; +FLAK_UBLOD = "Sangre de UT"; +FLAK_UGIB = "[WIP] Vísceras de UT"; +FLAK_UCORPS = "[WIP] Los cadáveres reciben daño"; +FLAK_DTEST = "Editar mapa de pruebas de Kinsie"; +FLAK_FSTRENGTH = "Intensidad de destellos en pantalla"; + +[fr] + +[it] diff --git a/menudef.txt b/menudef.txt index 9bec560..071a28f 100644 --- a/menudef.txt +++ b/menudef.txt @@ -1,76 +1,78 @@ OptionValue "BetaToggleMenu" { - 0, "Normal" - 1, "Beta" - 2, "Beta (Alt. music)" + 0, "$FLAK_BTOP1" + 1, "$FLAK_BTOP2" + 2, "$FLAK_BTOP3" } OptionValue "ColorPrefs" { - 0, "Team" - 1, "Player" - 2, "Custom" + 0, "$FLAK_CPOP1" + 1, "$FLAK_CPOP2" + 2, "$FLAK_CPOP3" } OptionMenu "UTOptionMenu" { - Title "UT Options" + Title "$FLAK_MTITLE" - StaticText "Menu Options", "Gold" - Option "Show Menu", "flak_showmenu", "YesNo" - Option "Menu Type", "flak_protomenu", "BetaToggleMenu" - Command "Apply Changes", "event refreshmenu" + StaticText "$FLAK_MOPTS", "Gold" + Option "$FLAK_SMENU", "flak_showmenu", "YesNo" + Option "$FLAK_MTYPE", "flak_protomenu", "BetaToggleMenu" + Command "$FLAK_APPLY", "event refreshmenu" StaticText " " - StaticText "Weapon Options", "Gold" - Option "Enforcer Reloading", "flak_enforcerreload", "YesNo" - Option "Pulsegun Reloading", "flak_pulsereload", "YesNo" - Option "Redeemer Target Visuals", "flak_redeemerreadout", "YesNo" - Option "Per-Frame Target Updates", "flak_redeemerreadout_perframe", "YesNo" - Option "Redeemer View Shader", "flak_deemershader", "YesNo" - Option "No Redeemer Autoswitch", "flak_noswitchdeemer", "YesNo" - Option "Classic Enh. Shock Rifle", "flak_classicsshock", "YesNo" - Option "Visual Recoil", "flak_swingers", "YesNo" - Slider "Visual Recoil Strength", "flak_swingerstrength", 0.0, 1.0, 0.1, 1 + StaticText "$FLAK_WOPTS", "Gold" + Option "$FLAK_ERELOAD", "flak_enforcerreload", "YesNo" + Option "$FLAK_PRELOAD", "flak_pulsereload", "YesNo" + Option "$FLAK_RREADOUT", "flak_redeemerreadout", "YesNo" + Option "$FLAK_RUPDATES", "flak_redeemerreadout_perframe", "YesNo" + Option "$FLAK_RSHADER", "flak_deemershader", "YesNo" + Option "$FLAK_RSWITCH", "flak_noswitchdeemer", "YesNo" + Option "$FLAK_CSSHOCK", "flak_classicsshock", "YesNo" + Option "$FLAK_RECOIL", "flak_swingers", "YesNo" + Slider "$FLAK_RSTRENGTH", "flak_swingerstrength", 0.0, 1.0, 0.1, 1 + Slider "$FLAK_FSTRENGTH", "flak_flashstrength", 0.0, 1.0, 0.1, 1 StaticText " " - StaticText "Item Options", "Gold" - Option "Jump Boots Act Like Radsuit", "flak_radboots", "YesNo" + StaticText "$FLAK_IOPTS", "Gold" + Option "$FLAK_RADBOOTS", "flak_radboots", "YesNo" + Option "$FLAK_DMSSHOCK", "flak_dmsshock", "YesNo" StaticText " " - StaticText "Translocator (Potentially Game-Breaking)", "Gold" - Option "Prevent Boss Telefrag", "flak_nobosstelefrag", "YesNo" - Option "Translocator Has Ammo", "flak_transloc2k4", "YesNo" - Option "Enable Translocator", "flak_translocator", "YesNo" - Command "Apply Changes", "netevent refreshtrans" + StaticText "$FLAK_TOPTS", "Gold" + Option "$FLAK_TLOCBOSS", "flak_nobosstelefrag", "YesNo" + Option "$FLAK_TLOCAMMO", "flak_transloc2k4", "YesNo" + Option "$FLAK_TLOCENABLE", "flak_translocator", "YesNo" + Command "$FLAK_APPLY", "netevent refreshtrans" StaticText " " - StaticText "Player Options", "Gold" - Option "Enable UT Movement", "flak_utmovement", "YesNo" - Option "Doom Player Speed", "flak_doomspeed", "YesNo", "flak_utmovement" - Option "Doom Air Control", "flak_doomaircontrol", "YesNo", "flak_utmovement" - Option "Walk Disables Dropoff (Glitchy)", "flak_nowalkdrop", "YesNo", "flak_utmovement" - Option "Double Tap Dodge", "flak_tapdodge", "YesNo", "flak_utmovement" - Slider "Double Tap Sensibility In Tics", "flak_taptics", 1, 10, 1, 0 + StaticText "$FLAK_POPTS", "Gold" + Option "$FLAK_UTMOVE", "flak_utmovement", "YesNo" + Option "$FLAK_DPSPEED", "flak_doomspeed", "YesNo", "flak_utmovement" + Option "$FLAK_DACONTROL", "flak_doomaircontrol", "YesNo", "flak_utmovement" + Option "$FLAK_WDROPOFF", "flak_nowalkdrop", "YesNo", "flak_utmovement" + Option "$FLAK_DTDODGE", "flak_tapdodge", "YesNo", "flak_utmovement" + Slider "$FLAK_DTSENS", "flak_taptics", 1, 10, 1, 0 StaticText " " - StaticText "HUD Options", "Gold" - Option "Show Weapon Bar", "flak_showweapons", "YesNo" - Option "Show Status Doll", "flak_showstatus", "YesNo" - Option "Show Frags", "flak_showfrags", "YesNo" - Option "Show Ammo", "flak_showammo", "YesNo" - Option "Show Player Names", "flak_showinfo", "YesNo" - Slider "HUD Size", "flak_hudsize", 0.2, 1.0, 0.2, 1 - Slider "Weapon Bar Size", "flak_weaponsize", 0.2, 1.0, 0.2, 1 - Slider "Status Doll Size", "flak_statussize", 0.5, 1.5, 0.1, 1 - Option "Color Choice", "flak_colorprefs", "ColorPrefs" - ColorPicker "Custom Color", "flak_colorcustom" - Slider "HUD Opacity", "flak_opacity", 1, 16, 1, 0 + StaticText "$FLAK_HOPTS", "Gold" + Option "$FLAK_SWBAR", "flak_showweapons", "YesNo" + Option "$FLAK_SSDOLL", "flak_showstatus", "YesNo" + Option "$FLAK_SFRAGS", "flak_showfrags", "YesNo" + Option "$FLAK_SAMMO", "flak_showammo", "YesNo" + Option "$FLAK_SPINFO", "flak_showinfo", "YesNo" + Slider "$FLAK_HSIZE", "flak_hudsize", 0.2, 1.0, 0.2, 1 + Slider "$FLAK_WSIZE", "flak_weaponsize", 0.2, 1.0, 0.2, 1 + Slider "$FLAK_DSIZE", "flak_statussize", 0.5, 1.5, 0.1, 1 + Option "$FLAK_CCHOOSE", "flak_colorprefs", "ColorPrefs" + ColorPicker "$FLAK_CCOLOR", "flak_colorcustom" + Slider "$FLAK_HOPAC", "flak_opacity", 1, 16, 1, 0 StaticText " " - StaticText "Misc Options", "Gold" - Option "UT Footsteps", "flak_footsteps", "YesNo" - Option "Use Boss Class Footsteps", "flak_bossfootsteps", "YesNo" - Option "UT Blood", "flak_blood", "YesNo" - Option "[WIP] UT Gibbing", "flak_gibs", "YesNo" - Option "[WIP] Corpses Take Damage", "flak_corpsedamage", "YesNo" - Option "Edit Kinsie's Test Map", "flak_doomtest", "YesNo" + StaticText "$FLAK_MSOPTS", "Gold" + Option "$FLAK_UTFOOT", "flak_footsteps", "YesNo" + Option "$FLAK_BFOOT", "flak_bossfootsteps", "YesNo" + Option "$FLAK_UBLOD", "flak_blood", "YesNo" + Option "$FLAK_UGIB", "flak_gibs", "YesNo" + Option "$FLAK_UCORPS", "flak_corpsedamage", "YesNo" + Option "$FLAK_DTEST", "flak_doomtest", "YesNo" } AddOptionMenu "OptionsMenu" { StaticText " " - Submenu "UT Options", "UTOptionMenu" + Submenu "$FLAK_MTITLE", "UTOptionMenu" } diff --git a/modeldef.misc b/modeldef.misc index ed85643..0fe21b2 100644 --- a/modeldef.misc +++ b/modeldef.misc @@ -58,6 +58,20 @@ Model "UTHealthPack" FrameIndex HBOX A 0 0 } +Model "ActHealthPack" +{ + Path "models" + Model 0 "hbox_d.3d" + // indices start at 1 for this mesh + SurfaceSkin 0 1 "jhbox1.png" + SurfaceSkin 0 2 "fizzfull" + Scale 0.2 0.24 0.2 + RollOffset -90 + ZOffset 16 + + FrameIndex HBOX A 0 0 +} + Model "UTHealthBox" { Path "models" @@ -72,6 +86,20 @@ Model "UTHealthBox" FrameIndex HBOX B 0 0 } +Model "ActHealthBox" +{ + Path "models" + Model 0 "hboxbeta_d.3d" + // indices start at 1 for this mesh + SurfaceSkin 0 1 "jhboxbeta1.png" + SurfaceSkin 0 2 "fizzside" + SurfaceSkin 0 3 "fizzfull" + Scale 0.08 0.08 0.096 + ZOffset 4 + + FrameIndex HBOX B 0 0 +} + Model "UTMedBox" { Path "models" @@ -85,6 +113,19 @@ Model "UTMedBox" FrameIndex HBOX C 0 0 } +Model "ActMedBox" +{ + Path "models" + Model 0 "MedBox_d.3d" + // indices start at 1 for this mesh + SurfaceSkin 0 1 "JMedBox1.png" + SurfaceSkin 0 2 "fizzfull" + Scale 0.06 0.06 0.072 + ZOffset 5 + + FrameIndex HBOX C 0 0 +} + Model "UTHealthBonus" { Path "models" @@ -147,6 +188,18 @@ Model "UTShieldBelt" FrameIndex BELT A 0 0 } +Model "ActShieldBelt" +{ + Path "models" + Model 0 "ShieldBeltMeshM_d.3d" + Skin 0 "AUbelt1.png" + Scale 0.1 0.1 0.12 + AngleOffset -90 + ZOffset 4 + + FrameIndex BELT A 0 0 +} + Model "UDamage" { Path "models" @@ -159,6 +212,18 @@ Model "UDamage" FrameIndex UDAM A 0 0 } +Model "ActUDamage" +{ + Path "models" + Model 0 "UDamage_d.3d" + Skin 0 "GoldSkin2.png" + Scale 0.16 0.16 0.192 + ZOffset 24 + ROTATING + + FrameIndex UDAM A 0 0 +} + Model "UTRedSkull" { Path "models" @@ -267,6 +332,18 @@ Model "UTInvisibilityX" FrameIndex INVS A 0 0 } +Model "ActInvisibility" +{ + Path "models" + Model 0 "invis2M_d.3d" + // indices start at 1 for this mesh + SurfaceSkin 0 1 "jinvis.png" + Scale 0.1 0.1 0.12 + ZOffset 9 + + FrameIndex INVS A 0 0 +} + Model "UTMapRevealer" { Path "models" @@ -289,6 +366,17 @@ Model "UTJumpBoots" FrameIndex JBUT A 0 0 } +Model "ActJumpBoots" +{ + Path "models" + Model 0 "jboot_d.3d" + Skin 0 "Jlboot2.png" + Scale 0.09 0.09 0.108 + ZOffset 7 + + FrameIndex JBUT A 0 0 +} + Model "Searchlight" { Path "models" @@ -301,6 +389,18 @@ Model "Searchlight" FrameIndex SLIT A 0 0 } +Model "ActSearchlight" +{ + Path "models" + Model 0 "BigFlash_d.3d" + Skin 0 "JBigFlash1.png" + Scale 0.07 0.07 0.084 + AngleOffset -90 + ZOffset 9 + + FrameIndex SLIT A 0 0 +} + Model "UTChip" { Path "models" diff --git a/sndinfo.txt b/sndinfo.txt index 5f879a3..7882490 100644 --- a/sndinfo.txt +++ b/sndinfo.txt @@ -162,7 +162,7 @@ ut/playerfootstep2 stone04 ut/playerfootstep3 stone05 $random ut/playerfootstep { ut/playerfootstep1 ut/playerfootstep2 ut/playerfootstep3 } -ut/bossfootstep bfootstep +ut/bossfootstep bfootstp ut/playerfootstepwet lsplash ut/wetsplash dsplash @@ -193,6 +193,7 @@ udamage/fire1 ampfire udamage/fire2 ampfire2 udamage/drain ampout trans/pickup voicesnd +lite/pickup fshlite1 misc/gibbed1 gib1 misc/gibbed2 gib2 misc/gibbed3 gib3 @@ -205,10 +206,6 @@ misc/gibp3 gibp4 misc/gibp4 gibp5 misc/gibp5 gibp6 $random misc/gibp { misc/gibp1 misc/gibp2 misc/gibp3 misc/gibp4 misc/gibp5 } -// universal gibs compat -$alias UniversalGibs/Gib misc/gibbed -// droplets compat -$alias blood/hit misc/gibp impact/select imppick impact/pull impaltst diff --git a/sounds/BFootstep.ogg b/sounds/BFootstp.ogg similarity index 100% rename from sounds/BFootstep.ogg rename to sounds/BFootstp.ogg diff --git a/sounds/FSHLITE1.ogg b/sounds/FSHLITE1.ogg new file mode 100644 index 0000000..0a88291 Binary files /dev/null and b/sounds/FSHLITE1.ogg differ diff --git a/textcolo.txt b/textcolo.txt index 5495612..0cbe8f3 100644 --- a/textcolo.txt +++ b/textcolo.txt @@ -38,3 +38,53 @@ Console: Flat: #707070 } + +UGreen +{ + #001000 #00FF00 +Console: + #000000 #008000 0 127 + #008000 #00FF00 128 256 +Flat: + #00FF00 +} + +UTHUDText +{ + #000810 #0080FF +Console: + #000000 #004080 0 127 + #004080 #0080FF 128 256 +Flat: + #0080FF +} + +DarkUTHUDText +{ + #000408 #004080 +Console: + #000000 #002040 0 127 + #002040 #004080 128 256 +Flat: + #004080 +} + +UTHUDTextLight +{ + #040C10 #40C0FF +Console: + #000000 #206080 0 127 + #206080 #40C0FF 128 256 +Flat: + #40C0FF +} + +DarkUTHUDTextLight +{ + #040608 #406080 +Console: + #000000 #103040 0 127 + #103040 #206080 128 256 +Flat: + #206080 +} \ No newline at end of file diff --git a/zscript.txt b/zscript.txt index 28e94b9..6f3353b 100644 --- a/zscript.txt +++ b/zscript.txt @@ -1,4 +1,4 @@ -version "3.7" +version "4.1" #include "zscript/dt_matrix.zsc" #include "zscript/dt_coordutil.zsc" diff --git a/zscript/armoritems.zsc b/zscript/armoritems.zsc index 24f9ba5..a629834 100644 --- a/zscript/armoritems.zsc +++ b/zscript/armoritems.zsc @@ -36,13 +36,13 @@ Class UTArmorBonus : UTArmor Default { - Tag "Armor Bonus"; + Tag "$T_ARMORBONUS"; +COUNTITEM; Inventory.Amount 1; Inventory.MaxAmount 50; Inventory.InterHubAmount 50; UTArmor.ArmorAbsorption 25; - Inventory.PickupMessage "You picked up an Armor Bonus."; + Inventory.PickupMessage "$I_ARMORBONUS"; Inventory.PickupSound "misc/ut_shard"; } States @@ -76,12 +76,12 @@ Class UTThighPads : UTArmor } Default { - Tag "Thigh Pads"; + Tag "$T_THIGHPADS"; Inventory.Amount 50; Inventory.MaxAmount 50; Inventory.InterHubAmount 50; UTArmor.ArmorAbsorption 50; - Inventory.PickupMessage "You got the Thigh Pads."; + Inventory.PickupMessage "$I_THIGHPADS"; Inventory.PickupSound "misc/ut_armor"; } States @@ -115,12 +115,12 @@ Class UTBodyArmor : UTArmor } Default { - Tag "Body Armor"; + Tag "$T_BODYARMOR"; Inventory.Amount 100; Inventory.MaxAmount 100; Inventory.InterHubAmount 100; UTArmor.ArmorAbsorption 75; - Inventory.PickupMessage "You got the Body Armor."; + Inventory.PickupMessage "$I_BODYARMOR"; Inventory.PickupSound "misc/ut_armor"; } States @@ -142,7 +142,7 @@ Class UTShieldBelt : UTArmor } int oldamt = amount; Super.AbsorbDamage(damage,damageType,newdamage); - if ( (oldamt > 0) && (amount <= 0) ) PrintPickupMessage(true,"The Shield Belt has depleted."); + if ( (oldamt > 0) && (amount <= 0) ) PrintPickupMessage(true,StringTable.Localize("$D_SHIELDBELT")); } override bool HandlePickup( Inventory item ) { @@ -173,14 +173,14 @@ Class UTShieldBelt : UTArmor } Default { - Tag "Shield Belt"; + Tag "$T_SHIELDBELT"; +COUNTITEM; +INVENTORY.BIGPOWERUP; Inventory.Amount 150; Inventory.MaxAmount 150; Inventory.InterHubAmount 150; UTArmor.ArmorAbsorption 100; - Inventory.PickupMessage "You got the Shield Belt."; + Inventory.PickupMessage "$I_SHIELDBELT"; Inventory.PickupSound "belt/pickup"; Inventory.RespawnTics 2100; } diff --git a/zscript/biorifle.zsc b/zscript/biorifle.zsc index a8e6e6b..c209851 100644 --- a/zscript/biorifle.zsc +++ b/zscript/biorifle.zsc @@ -2,8 +2,8 @@ Class BioAmmo : Ammo { Default { - Tag "Biosludge Ammo"; - Inventory.PickupMessage "You picked up the Biosludge Ammo."; + Tag "$T_BIOAMMO"; + Inventory.PickupMessage "$I_BIOAMMO"; Inventory.Amount 25; Inventory.MaxAmount 100; Ammo.BackpackAmount 50; @@ -22,8 +22,8 @@ Class BioAmmo2 : BioAmmo // small variant { Default { - Tag "Biosludge Ammo"; - Inventory.PickupMessage "You picked up the Small Biosludge Ammo."; + Tag "$T_BIOAMMO2"; + Inventory.PickupMessage "$I_BIOAMMO2"; Inventory.Amount 10; Ammo.DropAmount 5; Scale 0.5; @@ -138,6 +138,7 @@ Class BioLight : DynamicLight Destroy(); return; } + SetOrigin(target.pos,true); args[LIGHT_INTENSITY] = int(8*target.Scale.x); } } @@ -158,7 +159,7 @@ Class BioXLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(64*lifetime); args[LIGHT_GREEN] = int(255*lifetime); args[LIGHT_BLUE] = int(48*lifetime); @@ -211,7 +212,7 @@ Class BioGel : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( !bNOGRAVITY ) { roll += rollvel; @@ -497,7 +498,7 @@ Class BioGel : Actor invoker.deadtimer = -2; if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos); UTMainHandler.DoBlast(self,Min(175,int(Scale.x*50)),20000*Scale.x); - A_Explode(int(Random[GES](18,26)*Scale.x),Min(175,int(Scale.x*50))); + A_Explode(int(20*Scale.x),Min(175,int(Scale.x*50))); A_PlaySound("ges/explode",CHAN_VOICE); int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10); for ( int i=0; i= (d.HitActor.pos.z+d.HitActor.height*0.8) ) - dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x)); + dmg = d.HitActor.DamageMobj(invoker,self,dmg*3,'Decapitated',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x)); else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x)); d.HitActor.vel = -y*(1200/d.HitActor.mass); vel += x*(100/mass); @@ -141,7 +141,7 @@ Class UTChainsaw : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.25,-0.1,2,SWING_Spring); if ( bAlt || Random[Chainsaw](0,2) ) return; Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+5.0*x+1.0*y-3.0*z; for ( int i=0; i<5; i++ ) { @@ -156,14 +156,15 @@ Class UTChainsaw : UTWeapon } Default { - Tag "Chainsaw"; - Obituary "%k ripped into %o with a blood soaked Chainsaw."; - Inventory.PickupMessage "It's been twenty five years since I've seen one of these."; // was five years in UT99 + Tag "$T_CHAINSAW"; + Obituary "$O_CHAINSAW"; + Inventory.PickupMessage "$I_CHAINSAW"; Weapon.UpSound "chainsaw/select"; Weapon.SlotNumber 1; Weapon.SelectionOrder 9; +WEAPON.MELEEWEAPON; +FORCEPAIN; + +NOEXTREMEDEATH; } States { diff --git a/zscript/compat.zsc b/zscript/compat.zsc index 4f6ea5f..27bfcf1 100644 --- a/zscript/compat.zsc +++ b/zscript/compat.zsc @@ -1,3 +1,404 @@ -// TODO Heretic keys +// Heretic keys +Class UTHereticYellowKey : KeyYellow +{ + Default + { + Tag "$T_YELLOWKEY"; + Species "KeyYellow"; + Inventory.PickupMessage "$I_YELLOWKEY"; + } + States + { + Spawn: + UKEY B -1; + Stop; + } +} -// TODO Alternative player classes used for compatibility with Heretic, Hexen, Strife and Chex +Class UTHereticGreenKey : KeyGreen +{ + Default + { + Tag "$T_GREENKEY"; + Species "KeyGreen"; + Inventory.PickupMessage "$I_GREENKEY"; + } + States + { + Spawn: + UKEY D -1; + Stop; + } +} + +Class UTHereticBlueKey : KeyBlue +{ + Default + { + Tag "$T_BLUEKEY"; + Species "KeyBlue"; + Inventory.PickupMessage "$I_BLUEKEY"; + } + States + { + Spawn: + UKEY C -1; + Stop; + } +} + +// Base class for items that can be activated from the inventory bar +Class UTActivatable : Inventory +{ + Class GiveItem; + + Property GiveItem: GiveItem; + + override bool Use( bool pickup ) + { + if ( !Owner ) return true; + let i = GetDefaultByType(GiveItem); + if ( Owner.GiveInventory(GiveItem,i.Amount) ) + { + Owner.A_PlaySound(i.PickupSound,CHAN_ITEM); + return true; + } + return false; + } + + Default + { + +INVENTORY.INVBAR; + Inventory.DefMaxAmount; + Inventory.PickupSound "misc/p_pkup"; + Inventory.UseSound ""; + } +} + +Class ActUDamage : UTActivatable +{ + Default + { + Tag "$T_UDAMAGE"; + Inventory.Icon "ItemUdmg"; + Inventory.PickupMessage "$I_UDAMAGE"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + UTActivatable.GiveItem "UDamage"; + Inventory.RespawnTics 4200; + } + States + { + Spawn: + UDAM A -1; + Stop; + } +} + +Class ActShieldBelt : UTActivatable +{ + Default + { + Tag "$T_SHIELDBELT"; + Inventory.Icon "ItemBelt"; + Inventory.PickupMessage "$I_SHIELDBELT"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + UTActivatable.GiveItem "UTShieldBelt"; + Inventory.RespawnTics 2100; + } + States + { + Spawn: + BELT A -1; + Stop; + } +} + +Class ActInvisibility : UTActivatable +{ + Default + { + Tag "$T_INVISIBILITY"; + Inventory.Icon "ItemInvs"; + Inventory.PickupMessage "$I_INVISIBILITY"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + UTActivatable.GiveItem "UTInvisibility"; + Inventory.RespawnTics 4200; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + tracer = Spawn("UTInvisibilityX",pos); + tracer.angle = angle; + tracer.target = self; + } + States + { + Spawn: + INVS A -1; + Stop; + } +} + +Class ActJumpBoots : UTActivatable +{ + Default + { + Tag "$T_JUMPBOOTS"; + Inventory.Icon "ItemBoot"; + Inventory.PickupMessage "$I_JUMPBOOTS"; + UTActivatable.GiveItem "UTJumpBoots"; + Inventory.RespawnTics 1050; + } + States + { + Spawn: + JBUT A -1; + Stop; + } +} + +Class ActSearchlight : UTActivatable +{ + Default + { + Tag "$T_SEARCHLIGHT"; + Inventory.Icon "ItemLite"; + Inventory.PickupMessage "$I_SEARCHLIGHT"; + +COUNTITEM; + UTActivatable.GiveItem "Searchlight"; + Inventory.RespawnTics 1050; + } + States + { + Spawn: + SLIT A -1; + Stop; + } +} + +// These have to be subclassed from HealthPickup for auto-use +Class UTActivatableHealth : HealthPickup +{ + Default + { + +INVENTORY.INVBAR; + Inventory.DefMaxAmount; + Inventory.PickupSound "misc/p_pkup"; + Inventory.UseSound "misc/ut_heal"; + HealthPickup.Autouse 1; + } +} + +Class ActHealthPack : UTActivatableHealth +{ + Default + { + Tag "$T_SUPERHEALTH"; + Inventory.Icon "ItemHbox"; + Inventory.PickupMessage "$I_SUPERHEALTH"; + +COUNTITEM; + Health 100; + Inventory.UseSound "misc/ut_keg"; + Inventory.RespawnTics 3500; + HealthPickup.Autouse 2; + } + override bool Use( bool pickup ) + { + return Owner.GiveBody(health,200); + } + States + { + Spawn: + HBOX A -1; + Stop; + } +} + +Class ActHealthBox : UTActivatableHealth +{ + Default + { + Tag "$T_HEALTHBOX"; + Inventory.Icon "ItemHbxb"; + Inventory.PickupMessage "$I_HEALTHBOX"; + Health 50; + } + States + { + Spawn: + HBOX B -1; + Stop; + } +} + +Class ActMedBox : UTActivatableHealth +{ + Default + { + Tag "$T_MEDBOX"; + Inventory.Icon "ItemMbox"; + Inventory.PickupMessage "$I_MEDBOX"; + Health 20; + Inventory.RespawnTics 700; + } + States + { + Spawn: + HBOX C -1; + Stop; + } +} + +// Alternative player classes for compatibility with Heretic sprites +Class UTPlayerHereticCompat : UTPlayer +{ + Default + { + Player.ColorRange 225, 240; + Player.Colorset 0, "Green", 225, 240, 238; + Player.Colorset 1, "Yellow", 114, 129, 127; + Player.Colorset 2, "Red", 145, 160, 158; + Player.Colorset 3, "Blue", 190, 205, 203; + Player.Colorset 4, "Brown", 67, 82, 80; + Player.Colorset 5, "Light Gray", 9, 24, 22; + Player.Colorset 6, "Light Brown", 74, 89, 87; + Player.Colorset 7, "Light Red", 150, 165, 163; + Player.Colorset 8, "Light Blue", 192, 207, 205; + Player.Colorset 9, "Beige", 95, 110, 108; + } + States + { + Spawn: + PLAY A -1; + Stop; + See: + PLAY ABCD 4; + Loop; + Melee: + Missile: + PLAY F 6 BRIGHT; + PLAY E 12; + Goto Spawn; + Pain: + PLAY G 4; + PLAY G 4 A_Pain; + Goto Spawn; + Death: + PLAY H 6 A_PlayerSkinCheck("AltSkinDeath"); + PLAY I 6 A_PlayerScream; + PLAY JK 6; + PLAY L 6 A_NoBlocking; + PLAY MNO 6; + PLAY P -1; + Stop; + XDeath: + PLAY Q 0 A_PlayerSkinCheck("AltSkinXDeath"); + PLAY Q 5 A_PlayerScream; + PLAY R 0 A_NoBlocking; + PLAY R 5 A_SkullPop; + PLAY STUVWX 5; + PLAY Y -1; + Stop; + Burn: + FDTH A 5 BRIGHT A_PlaySound("*burndeath"); + FDTH B 4 BRIGHT; + FDTH C 5 BRIGHT; + FDTH D 4 BRIGHT A_PlayerScream; + FDTH E 5 BRIGHT; + FDTH F 4 BRIGHT; + FDTH G 5 BRIGHT A_PlaySound("*burndeath"); + FDTH H 4 BRIGHT; + FDTH I 5 BRIGHT; + FDTH J 4 BRIGHT; + FDTH K 5 BRIGHT; + FDTH L 4 BRIGHT; + FDTH M 5 BRIGHT; + FDTH N 4 BRIGHT; + FDTH O 5 BRIGHT A_NoBlocking; + FDTH P 4 BRIGHT; + FDTH Q 5 BRIGHT; + FDTH R 4 BRIGHT; + ACLO E 35 A_CheckPlayerDone; + Wait; + AltSkinDeath: + PLAY H 10; + PLAY I 10 A_PlayerScream; + PLAY J 10 A_NoBlocking; + PLAY KLM 10; + PLAY N -1; + Stop; + AltSkinXDeath: + PLAY O 5; + PLAY P 5 A_XScream; + PLAY Q 5 A_NoBlocking; + PLAY RSTUV 5; + PLAY W -1; + Stop; + } +} + +Class UTPlayerHereticCompatTMale1 : UTPlayerHereticCompat +{ + Default + { + Player.SoundClass "tmale1"; + Player.DisplayName "$N_TMALE1"; + Player.Portrait "Blake"; + -NOMENU; + } +} +Class UTPlayerHereticCompatTMale2 : UTPlayerHereticCompat +{ + Default + { + Player.SoundClass "tmale2"; + Player.DisplayName "$N_TMALE2"; + Player.Portrait "Brock"; + -NOMENU; + } +} +Class UTPlayerHereticCompatTFemale1 : UTPlayerHereticCompat +{ + Default + { + Player.SoundClass "tfemale"; + Player.DisplayName "$N_TFEMALE1"; + Player.Portrait "Ivana"; + UTPlayer.DollType DOLL_Female; + -NOMENU; + } +} +Class UTPlayerHereticCompatTFemale2 : UTPlayerHereticCompat +{ + Default + { + Player.SoundClass "tfemale"; + Player.DisplayName "$N_TFEMALE2"; + Player.Portrait "Lauren"; + UTPlayer.DollType DOLL_Female; + -NOMENU; + } +} +Class UTPlayerHereticCompatTBoss : UTPlayerHereticCompat +{ + transient CVar bossfootsteps; + Default + { + Player.SoundClass "tboss"; + Player.DisplayName "$N_TBOSS"; + Player.Portrait "Xan"; + UTPlayer.DollType DOLL_Boss; + // should have NOBLOOD, but Xan did bleed in vanilla UT so... + // (this is what gave birth to the theory that Xan was actually Jerl Liandri himself) + -NOMENU; + } + override void PlayFootstep( double vol ) + { + if ( !bossfootsteps ) bossfootsteps = CVar.GetCVar('flak_bossfootsteps',players[consoleplayer]); + if ( bossfootsteps.GetBool() ) A_PlaySound("ut/bossfootstep",CHAN_5,vol); + else Super.PlayFootstep(vol); + } +} diff --git a/zscript/dt_coordutil.zsc b/zscript/dt_coordutil.zsc index 709a425..8b40d72 100644 --- a/zscript/dt_coordutil.zsc +++ b/zscript/dt_coordutil.zsc @@ -69,4 +69,68 @@ Class dt_CoordUtil } else return ((screenpos.x+1)*Screen.getWidth(),(-screenpos.y+1)*Screen.getHeight())*0.5, (screenpos.z<=1.0); } + + // In Tim Sweeney's own words: "transform by a pitch-yaw-roll rotation" + static Vector3, Vector3, Vector3 GetUnAxes( double pitch, double yaw, double roll ) + { + Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result + Vector3 a, b, c; + // pitch and roll in gzdoom work in reverse compared to UE + pitch = -pitch; + roll = -roll; + // yaw + a = (cos(yaw),sin(yaw),0); + b = (-sin(yaw),cos(yaw),0); + c = (0,0,1); + x = (x dot a, x dot b, x dot c); + y = (y dot a, y dot b, y dot c); + z = (z dot a, z dot b, z dot c); + // pitch + a = (cos(pitch),0,sin(pitch)); + b = (0,1,0); + c = (-sin(pitch),0,cos(pitch)); + x = (x dot a, x dot b, x dot c); + y = (y dot a, y dot b, y dot c); + z = (z dot a, z dot b, z dot c); + // roll + a = (1,0,0); + b = (0,cos(roll),-sin(roll)); + c = (0,sin(roll),cos(roll)); + x = (x dot a, x dot b, x dot c); + y = (y dot a, y dot b, y dot c); + z = (z dot a, z dot b, z dot c); + return x, y, z; + } + + // In Tim Sweeney's own words: "detransform by a pitch-yaw-roll rotation" + static Vector3, Vector3, Vector3 GetAxes( double pitch, double yaw, double roll ) + { + Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result + Vector3 a, b, c; + // pitch and roll in gzdoom work in reverse compared to UE + pitch = -pitch; + roll = -roll; + // inverse roll + a = (1,0,0); + b = (0,cos(roll),sin(roll)); + c = (0,-sin(roll),cos(roll)); + x = (x dot a, x dot b, x dot c); + y = (y dot a, y dot b, y dot c); + z = (z dot a, z dot b, z dot c); + // inverse pitch + a = (cos(pitch),0,-sin(pitch)); + b = (0,1,0); + c = (sin(pitch),0,cos(pitch)); + x = (x dot a, x dot b, x dot c); + y = (y dot a, y dot b, y dot c); + z = (z dot a, z dot b, z dot c); + // inverse yaw + a = (cos(yaw),-sin(yaw),0); + b = (sin(yaw),cos(yaw),0); + c = (0,0,1); + x = (x dot a, x dot b, x dot c); + y = (y dot a, y dot b, y dot c); + z = (z dot a, z dot b, z dot c); + return x, y, z; + } } diff --git a/zscript/dt_matrix.zsc b/zscript/dt_matrix.zsc index 7a15095..3ce9ee6 100644 --- a/zscript/dt_matrix.zsc +++ b/zscript/dt_matrix.zsc @@ -106,7 +106,8 @@ Class dt_Matrix4 return r; } - // UE-like axes from rotation + // [deprecated] UE-like axes from rotation + // proper implementation moved to CoordUtil static Vector3, Vector3, Vector3 getaxes( double pitch, double yaw, double roll ) { Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result diff --git a/zscript/eightball.zsc b/zscript/eightball.zsc index b2d4782..2aa3a03 100644 --- a/zscript/eightball.zsc +++ b/zscript/eightball.zsc @@ -2,8 +2,8 @@ Class UTRocketAmmo : Ammo { Default { - Tag "Rocket Pack"; - Inventory.PickupMessage "You picked up a Rocket Pack."; + Tag "$T_ROCKETAMMO"; + Inventory.PickupMessage "$I_ROCKETAMMO"; Inventory.Amount 12; Inventory.MaxAmount 48; Ammo.BackpackAmount 12; @@ -23,8 +23,8 @@ Class UTRocketAmmo2 : UTRocketAmmo { Default { - Tag "Single Rocket"; - Inventory.PickupMessage "You picked up a Single Rocket."; + Tag "$T_ROCKETAMMO2"; + Inventory.PickupMessage "$I_ROCKETAMMO2"; Inventory.Amount 1; Ammo.DropAmount 1; +INVENTORY.IGNORESKILL; @@ -107,7 +107,7 @@ Class UTRocket : Actor int ticcnt; Default { - Obituary "%o was smacked down by %k's Rocket Launcher."; + Obituary "$O_EIGHTBALL"; DamageType 'RocketDeath'; Radius 2; Height 2; @@ -206,7 +206,7 @@ Class UTRocket : Actor } Wait; Death: - TNT1 A 0 A_RocketExplode(Random[Eightball](90,120),160); + TNT1 A 0 A_RocketExplode(100,160); SSMX ABCDEFGHIJ 2 Bright; Stop; } @@ -278,7 +278,7 @@ Class UTGrenade : UTRocket } Goto Spawn; Death: - TNT1 A 0 A_RocketExplode(Random[Eightball](100,150),140); + TNT1 A 0 A_RocketExplode(120,140); Goto Super::Death+1; } } @@ -337,6 +337,7 @@ Class UTRocketLauncher : UTWeapon invoker.LockedOn = false; } if ( checktarget && !weap.bAltFire ) A_CheckTarget(); + invoker.special1++; } // refire that is ignored if there's no ammo @@ -353,6 +354,7 @@ Class UTRocketLauncher : UTWeapon { Weapon weap = Weapon(invoker); if ( !weap ) return; + invoker.special1 = 0; if ( weap.bAltFire ) A_PlaySound("utrl/altfire",CHAN_WEAPON); else A_PlaySound("utrl/fire",CHAN_WEAPON); invoker.FireEffect(); @@ -363,9 +365,9 @@ Class UTRocketLauncher : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Eightball](0.4,-0.8),FRandom[Eightball](-0.5,0.5)),1,-0.2,Random[Eightball](3,4),SWING_Spring,Random[Eightball](2,5),Random[Eightball](2,4)); Vector3 x, y, z, x2, y2, z2; double a, s; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-3.0*z; - [x2, y2, z2] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Actor p; if ( weap.bAltFire ) { @@ -462,8 +464,8 @@ Class UTRocketLauncher : UTWeapon Default { - Tag "Rocket Launcher"; - Inventory.PickupMessage "You got the Rocket Launcher."; + Tag "$T_EIGHTBALL"; + Inventory.PickupMessage "$I_EIGHTBALL"; Weapon.UpSound "utrl/select"; Weapon.SlotNumber 9; Weapon.SelectionOrder 1; @@ -490,6 +492,7 @@ Class UTRocketLauncher : UTWeapon EBLI A 1 { invoker.locktics = 0; + invoker.special1 = 0; A_CheckReload(); A_WeaponReady(WRF_ALLOWRELOAD); } @@ -509,8 +512,9 @@ Class UTRocketLauncher : UTWeapon EBLI A 5 { A_PlaySound("utrl/load",CHAN_6,0.3); - if ( invoker.bSingleRocket = !invoker.bSingleRocket ) A_Print("Instant Rocket mode enabled"); - else A_Print("Instant Rocket mode disabled"); + if ( invoker.bSingleRocket = !invoker.bSingleRocket ) + A_Print(StringTable.Localize("$M_SINGLEROCKETON")); + else A_Print(StringTable.Localize("$M_SINGLEROCKETOFF")); } Goto Idle; Fire: diff --git a/zscript/enforcer.zsc b/zscript/enforcer.zsc index b825b25..5f05fb8 100644 --- a/zscript/enforcer.zsc +++ b/zscript/enforcer.zsc @@ -2,8 +2,8 @@ Class EClip : MiniAmmo { Default { - Tag "Clip"; // "Large Bullets" in UT, but I think that's an oversight, since it's the same as the Minigun ammo - Inventory.PickupMessage "You picked up a Clip."; + Tag "$T_CLIP"; // "Large Bullets" in UT, but I think that's an oversight, since it's the same as the Minigun ammo + Inventory.PickupMessage "$I_CLIP"; Inventory.Amount 20; Ammo.DropAmount 5; } @@ -120,7 +120,7 @@ Class UTCasing : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; if ( InStateSequence(CurState,ResolveState("Death")) ) { deadtimer++; @@ -170,22 +170,16 @@ Class Enforcer : UTWeapon int ClipCount, SlaveClipCount; bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire; int SlaveRefire; + transient ui Font usmf; property ClipCount : ClipCount; property SlaveClipCount : SlaveClipCount; - override void PostRender( double lbottom ) - { - if ( !flak_enforcerreload ) return; - if ( Amount > 1 ) Screen.DrawText(confont,Font.CR_GREEN,Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-confont.GetHeight()*2,String.Format("L Clip: %2d / 20\nR Clip: %2d / 20",slaveclipcount,clipcount)); - else Screen.DrawText(confont,Font.CR_GREEN,Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-confont.GetHeight(),String.Format("Clip: %2d / 20",clipcount)); - } - override bool HandlePickup( Inventory item ) { if ( item.GetClass() == GetClass() ) { - SetTag("Dual Enforcers"); + SetTag(StringTable.Localize("$T_ENFORCER2")); return Super.HandlePickup(item); } return false; @@ -196,8 +190,8 @@ Class Enforcer : UTWeapon Inventory inv = Super.CreateTossable(amt); if ( inv ) { - SetTag("Enforcer"); - inv.SetTag("Enforcer"); + SetTag(StringTable.Localize("$T_ENFORCER")); + inv.SetTag(StringTable.Localize("$T_ENFORCER")); if ( Owner && (Owner.player.ReadyWeapon == self) ) { // delete the slave overlay @@ -322,20 +316,20 @@ Class Enforcer : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Enforcer](-0.2,-0.5),FRandom[Enforcer](-0.3,0.2)),2,0,1,SWING_Spring,0,2); } Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = pos+(0,0,player.viewheight)+10.0*x; int ydir = slave?-1:1; if ( alt ) origin = origin-z*3.0+ydir*y*1.0; else origin = origin-z*1.0+ydir*y*4.0; double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?0.08:0.004); if ( invoker.SlaveActive ) s *= 3; - [x2, y2, z2] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); FLineTraceData d; LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); if ( d.HitType == TRACE_HitActor ) { - int dmg = Random[Enforcer](12,17); + int dmg = 17; dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x)); double mm = 3000; if ( FRandom[Enforcer](0,1) < 0.2 ) mm *= 5; @@ -382,8 +376,8 @@ Class Enforcer : UTWeapon override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack ) { - if ( Amount > 1 ) return "%k riddled %o full of holes with the Dual Enforcers."; - return "%k riddled %o full of holes with the Enforcer."; + if ( Amount > 1 ) return StringTable.Localize("$O_ENFORCER2"); + return StringTable.Localize("$O_ENFORCER"); } override void Travelled() @@ -400,8 +394,8 @@ Class Enforcer : UTWeapon Default { - Tag "Enforcer"; - Inventory.PickupMessage "You picked up another Enforcer!"; + Tag "$T_ENFORCER"; + Inventory.PickupMessage "$I_ENFORCER"; Inventory.MaxAmount 2; Inventory.InterHubAmount 2; Weapon.UpSound "enforcer/select"; diff --git a/zscript/flakcannon.zsc b/zscript/flakcannon.zsc index b17292d..b1642c6 100644 --- a/zscript/flakcannon.zsc +++ b/zscript/flakcannon.zsc @@ -2,8 +2,8 @@ Class FlakAmmo : Ammo { Default { - Tag "Flak Shells"; - Inventory.PickupMessage "You picked up %d Flak Shells."; + Tag "$T_FLAKAMMO"; + Inventory.PickupMessage ""; Inventory.Amount 10; Inventory.MaxAmount 50; Ammo.BackpackAmount 20; @@ -12,7 +12,7 @@ Class FlakAmmo : Ammo } override String PickupMessage() { - return String.Format(pickupmsg,Amount); + return String.Format("%s%d%s",StringTable.Localize("$I_FLAKAMMOL"),Amount,StringTable.Localize("$I_FLAKAMMOR")); } States { @@ -26,8 +26,8 @@ Class FlakAmmo2 : FlakAmmo { Default { - Tag "Flak Shell"; - Inventory.PickupMessage "You picked up a Flak Shell."; + Tag "$T_FLAKAMMO2"; + Inventory.PickupMessage "$I_FLAKAMMO2"; Inventory.Amount 1; Ammo.DropAmount 1; +INVENTORY.IGNORESKILL; @@ -55,7 +55,8 @@ Class ChunkLight : DynamicLight Destroy(); return; } - if ( globalfreeze || level.frozen ) return; + SetOrigin(target.pos,true); + if ( isFrozen() ) return; args[LIGHT_RED] = int(255*(10-target.frame)*0.1); args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1); args[LIGHT_BLUE] = int(128*(10-target.frame)*0.1); @@ -84,7 +85,7 @@ Class ChunkTrail : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( InStateSequence(CurState,FindState("Death")) ) return; if ( !target ) { @@ -161,11 +162,11 @@ Class FlakChunk : Actor Vector3 oldvel; Default { - Obituary "%o was ripped to shreds by %k's Flak Cannon."; + Obituary "$O_FLAKCANNON"; Radius 2; Height 2; Speed 32; - DamageFunction Random[Flak](15,20); + DamageFunction 16; DamageType 'Shredded'; BounceType "Hexen"; BounceFactor 1.0; @@ -196,7 +197,7 @@ Class FlakChunk : Actor { oldvel = vel; Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( waterlevel > 0 ) { vel.xy *= 0.98; @@ -373,7 +374,7 @@ Class SlugSmoke : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; lifetime += lifespeed; let s = Spawn("UTSmoke",pos); s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5)); @@ -407,7 +408,7 @@ Class SlugLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(255*lifetime); args[LIGHT_GREEN] = int(224*lifetime); args[LIGHT_BLUE] = int(128*lifetime); @@ -420,7 +421,7 @@ Class FlakSlug : Actor { Default { - Obituary "%o was ripped to shreds by %k's Flak Cannon."; + Obituary "$O_FLAKCANNON"; DamageType 'FlakDeath'; Radius 2; Height 2; @@ -452,7 +453,7 @@ Class FlakSlug : Actor A_NoGravity(); A_SetScale(1.2); UTMainHandler.DoBlast(self,120,75000); - A_Explode(Random[Flak](70,80),120); + A_Explode(70,120); A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2); A_PlaySound("flak/explode",CHAN_VOICE); A_AlertMonsters(); @@ -460,7 +461,7 @@ Class FlakSlug : Actor Spawn("SlugLight",pos); Vector3 x, y, z; double a, s; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Actor p; Vector3 spawnofs; if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8; @@ -564,12 +565,12 @@ Class FlakCannon : UTWeapon A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05); Vector3 x, y, z; double a, s; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z; A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); - [x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Vector3 offsets[8]; // vanilla adds these to each chunk offsets[0] = (0,0,0); offsets[1] = -z; @@ -623,7 +624,7 @@ Class FlakCannon : UTWeapon A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; double a, s; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z; A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); @@ -654,8 +655,8 @@ Class FlakCannon : UTWeapon Default { - Tag "Flak Cannon"; - Inventory.PickupMessage "You got the Flak Cannon."; + Tag "$T_FLAKCANNON"; + Inventory.PickupMessage "$I_FLAKCANNON"; Weapon.UpSound "flak/select"; Weapon.SlotNumber 8; Weapon.SelectionOrder 2; diff --git a/zscript/healitems.zsc b/zscript/healitems.zsc index 2f41b1f..541723f 100644 --- a/zscript/healitems.zsc +++ b/zscript/healitems.zsc @@ -2,14 +2,14 @@ Class UTHealthPack : Health { Default { - Tag "Big Keg O' Health"; + Tag "$T_SUPERHEALTH"; +COUNTITEM; +INVENTORY.AUTOACTIVATE; +INVENTORY.ALWAYSPICKUP; +INVENTORY.FANCYPICKUPSOUND; Inventory.Amount 100; Inventory.MaxAmount 200; - Inventory.PickupMessage "You picked up the Big Keg O' Health."; + Inventory.PickupMessage "$I_SUPERHEALTH"; Inventory.PickupSound "misc/ut_keg"; Inventory.RespawnTics 3500; } @@ -25,9 +25,9 @@ Class UTHealthBox : Health { Default { - Tag "Health Box"; + Tag "$T_HEALTHBOX"; Inventory.Amount 50; - Inventory.PickupMessage "You picked up a Health Box."; + Inventory.PickupMessage "$I_HEALTHBOX"; Inventory.PickupSound "misc/ut_heal"; } States @@ -42,9 +42,9 @@ Class UTMedBox : Health { Default { - Tag "Health Pack"; + Tag "$T_MEDBOX"; Inventory.Amount 20; - Inventory.PickupMessage "You picked up a Health Pack."; + Inventory.PickupMessage "$I_MEDBOX"; Inventory.PickupSound "misc/ut_heal"; Inventory.RespawnTics 700; } @@ -60,12 +60,12 @@ Class UTHealthBonus : Health { Default { - Tag "Health Vial"; + Tag "$T_VIAL"; +COUNTITEM; +INVENTORY.ALWAYSPICKUP; Inventory.Amount 5; Inventory.MaxAmount 200; - Inventory.PickupMessage "You picked up a Health Vial."; + Inventory.PickupMessage "$I_VIAL"; Inventory.PickupSound "misc/ut_heal"; RenderStyle "Add"; } diff --git a/zscript/impacthammer.zsc b/zscript/impacthammer.zsc index 81461dd..f3cfe2f 100644 --- a/zscript/impacthammer.zsc +++ b/zscript/impacthammer.zsc @@ -70,14 +70,14 @@ Class ImpactHammer : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),3,-0.8,3,SWING_Spring,3,2); A_AlertMonsters(); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z; double realcharge = min(1.5,invoker.chargesize); FLineTraceData d; LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); if ( d.HitType == TRACE_HitActor ) { - int dmg = int(Random[Impact](90,120)*realcharge); + int dmg = int(60*realcharge); dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS); d.HitActor.vel = x*(8000/d.HitActor.mass)*realcharge; if ( d.HitActor.bNOBLOOD ) @@ -95,7 +95,7 @@ Class ImpactHammer : UTWeapon else if ( d.HitType != TRACE_HitNone ) { realcharge = max(1.0,realcharge); - int dmg = int(Random[Impact](16,24)*realcharge); // It's a flat damage of 36 on UT, but I think it's more fair for it to scale + int dmg = int(24*realcharge); // It's a flat damage on UT, but I think it's more fair for it to scale dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS); TraceBleed(dmg,invoker); vel -= x*(1200/mass)*realcharge; @@ -122,6 +122,8 @@ Class ImpactHammer : UTWeapon s.vel = pvel; s.scale *= 0.4; } + invoker.chargesize = 0; + invoker.count = 0; } action void A_FireAltBlast() { @@ -133,20 +135,20 @@ Class ImpactHammer : UTWeapon A_AlertMonsters(); A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z; FLineTraceData d; LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); double dscale = d.Distance/120.; if ( d.HitType == TRACE_HitActor ) { - int dmg = int(Random[Impact](25,35)*dscale); + int dmg = int(20*dscale); dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS); d.HitActor.vel = x*(4000/d.HitActor.mass)*dscale; } else if ( d.HitType != TRACE_HitNone ) { - int dmg = int(Random[Impact](16,24)*dscale); + int dmg = int(24*dscale); dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS); vel -= x*(600/mass)*dscale; if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4); @@ -188,7 +190,7 @@ Class ImpactHammer : UTWeapon { FLineTraceData d; Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z; LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) ) @@ -206,9 +208,9 @@ Class ImpactHammer : UTWeapon Default { - Tag "Impact Hammer"; - Obituary "%o was smeared by %k's piston."; - Inventory.PickupMessage "You got the Impact Hammer."; + Tag "$T_IMPACTHAMMER"; + Obituary "$O_IMPACTHAMMER"; + Inventory.PickupMessage "$I_IMPACTHAMMER"; Weapon.UpSound "impact/select"; Weapon.SlotNumber 1; Weapon.SelectionOrder 9; @@ -227,7 +229,12 @@ Class ImpactHammer : UTWeapon Ready: IMPS ABCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE); Idle: - IMPI A 1 A_WeaponReady(); + IMPI A 1 + { + invoker.chargesize = 0; + invoker.count = 0; + A_WeaponReady(); + } Wait; Fire: IMPL A 0 diff --git a/zscript/minigun.zsc b/zscript/minigun.zsc index f58e761..fc22f02 100644 --- a/zscript/minigun.zsc +++ b/zscript/minigun.zsc @@ -2,8 +2,8 @@ Class MiniAmmo : Ammo { Default { - Tag "Large Bullets"; - Inventory.PickupMessage "You picked up %d bullets."; + Tag "$T_MINIAMMO"; + Inventory.PickupMessage ""; Inventory.Amount 50; Inventory.MaxAmount 200; Ammo.BackpackAmount 100; @@ -12,7 +12,7 @@ Class MiniAmmo : Ammo } override String PickupMessage() { - return String.Format(pickupmsg,Amount); + return String.Format("%s%d%s",StringTable.Localize("$I_MINIAMMOL"),Amount,StringTable.Localize("$I_MINIAMMOR")); } States { @@ -47,7 +47,7 @@ Class MinigunTracer : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; Vector3 dir = level.Vec3Diff(pos,dest); if ( dir.length() < 160 ) { @@ -101,10 +101,10 @@ Class Minigun : UTWeapon l.target = self; if ( !alt ) MinigunLight(l).cnt--; Vector3 x, y, z, x2, y2, z2; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*2.0-z*2.0; double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02); - [x2, y2, z2] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll); + [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); FLineTraceData d; LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); @@ -195,9 +195,9 @@ Class Minigun : UTWeapon Default { - Tag "Minigun"; - Obituary "%k's Minigun turned %o into a leaky piece of meat."; - Inventory.PickupMessage "You got the Minigun."; + Tag "$T_MINIGUN"; + Obituary "$O_MINIGUN"; + Inventory.PickupMessage "$I_MINIGUN"; Weapon.UpSound "minigun/select"; Weapon.SlotNumber 7; Weapon.SelectionOrder 3; diff --git a/zscript/powerups.zsc b/zscript/powerups.zsc index 0180e57..62fe05a 100644 --- a/zscript/powerups.zsc +++ b/zscript/powerups.zsc @@ -2,8 +2,8 @@ Class UDamage : PowerupGiver { Default { - Tag "Damage Amplifier"; - Inventory.PickupMessage "You got the Damage Amplifier!"; + Tag "$T_UDAMAGE"; + Inventory.PickupMessage "$I_UDAMAGE"; +COUNTITEM; +INVENTORY.AUTOACTIVATE; +INVENTORY.ALWAYSPICKUP; @@ -78,7 +78,7 @@ Class DamageAmplifier : Powerup override void EndEffect() { Super.EndEffect(); - if ( EffectTics <= 0 ) PrintPickupMessage(true,"Damage Amplifier has worn off."); + if ( EffectTics <= 0 ) PrintPickupMessage(true,StringTable.Localize("$D_UDAMAGE")); } override bool isBlinking() @@ -188,8 +188,8 @@ Class UTBackpack : BackpackItem } Default { - Tag "Backpack"; - Inventory.PickupMessage "You got a Backpack."; + Tag "$T_BACKPACK"; + Inventory.PickupMessage "$I_BACKPACK"; Inventory.RespawnTics 2100; } States @@ -217,7 +217,7 @@ Class PowerUTInvisibility : PowerInvisibility override void EndEffect() { Super.EndEffect(); - if ( EffectTics <= 0 ) PrintPickupMessage(true,"Invisibility has worn off."); + if ( EffectTics <= 0 ) PrintPickupMessage(true,StringTable.Localize("$D_INVISIBILITY")); } } @@ -225,14 +225,14 @@ Class UTInvisibility : PowerupGiver { Default { - Tag "Invisibility"; + Tag "$T_INVISIBILITY"; +COUNTITEM; +INVENTORY.AUTOACTIVATE; +INVENTORY.ALWAYSPICKUP; +INVENTORY.BIGPOWERUP; Inventory.MaxAmount 0; Powerup.Type "PowerUTInvisibility"; - Inventory.PickupMessage "You have Invisibility."; + Inventory.PickupMessage "$I_INVISIBILITY"; Inventory.PickupSound "invis/pickup"; Inventory.RespawnTics 4200; } @@ -290,7 +290,7 @@ Class UTMapRevealer : MapRevealer +INVENTORY.ALWAYSPICKUP; Inventory.MaxAmount 0; Inventory.PickupSound "trans/pickup"; - Inventory.PickupMessage "You got the Computer Map."; + Inventory.PickupMessage "$I_MAPREVEALER"; } States { @@ -304,13 +304,13 @@ Class UTJumpBoots : Inventory { Default { - Tag "AntiGrav Boots"; + Tag "$T_JUMPBOOTS"; +INVENTORY.AUTOACTIVATE; +INVENTORY.ALWAYSPICKUP; Inventory.Amount 2100; Inventory.MaxAmount 2100; Inventory.InterHubAmount 2100; - Inventory.PickupMessage "You picked up the AntiGrav boots."; + Inventory.PickupMessage "$I_JUMPBOOTS"; Inventory.PickupSound "boot/pickup"; Inventory.RespawnTics 1050; } @@ -337,7 +337,7 @@ Class UTJumpBoots : Inventory } else if ( (Amount <= 0) && owner.player.onground ) { - PrintPickupMessage(true,"The AntiGrav Boots have drained."); + PrintPickupMessage(true,StringTable.Localize("$D_JUMPBOOTS")); DepleteOrDestroy(); } } @@ -394,7 +394,7 @@ Class Searchlight : Inventory int ticcnt; Default { - Tag "Searchligh"; + Tag "$T_SEARCHLIGHT"; +COUNTITEM; +INVENTORY.UNTOSSABLE; +INVENTORY.FANCYPICKUPSOUND; @@ -403,7 +403,9 @@ Class Searchlight : Inventory Inventory.Amount 200; Inventory.MaxAmount 200; Inventory.InterHubAmount 0; - Inventory.PickupMessage "You picked up the Searchlight."; + Inventory.PickupMessage "$I_SEARCHLIGHT"; + Inventory.PickupSound "lite/pickup"; + Inventory.RespawnTics 1050; } override bool Use( bool pickup ) @@ -434,7 +436,7 @@ Class Searchlight : Inventory ticcnt = 0; if ( --Amount <= 0 ) { - PrintPickupMessage(true,"Searchlight batteries have died."); + PrintPickupMessage(true,StringTable.Localize("$D_SEARCHLIGHT")); DepleteOrDestroy(); } } diff --git a/zscript/pulsegun.zsc b/zscript/pulsegun.zsc index 1af81a2..7b04517 100644 --- a/zscript/pulsegun.zsc +++ b/zscript/pulsegun.zsc @@ -2,8 +2,8 @@ Class PulseAmmo : Ammo { Default { - Tag "Pulse Cell"; - Inventory.PickupMessage "You picked up a Pulse Cell."; + Tag "$T_PULSEAMMO"; + Inventory.PickupMessage "$I_PULSEAMMO"; Inventory.Amount 25; Inventory.MaxAmount 200; Ammo.BackpackAmount 40; @@ -87,11 +87,11 @@ Class ViewPulseSpark : PulseSpark return; } Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); bInvisible = (players[consoleplayer].camera != target); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; ofs += vvel; vvel *= 0.9; scale *= 0.8; @@ -149,7 +149,7 @@ Class PulseExplLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(64*lifetime); args[LIGHT_GREEN] = int(255*lifetime); lifetime -= 1./ReactionTime; @@ -161,10 +161,10 @@ Class PulseBall : Actor { Default { - Obituary "%o ate %k's burning plasma death."; + Obituary "$O_PULSEGUN"; DamageType 'Pulsed'; RenderStyle "Add"; - DamageFunction Random[Pulse](20,30); + DamageFunction 20; PROJECTILE; +EXPLODEONWATER; +SKYEXPLODE; @@ -373,12 +373,12 @@ Class PulseBolt : Actor if ( !damagedactor ) { accdamage = min(0.5*(level.time-lasthit),0.1); - t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x)); + t.Results.HitActor.DamageMobj(self,target,int(72*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x)); accdamage = 0; } else if ( t.Results.HitActor != damagedactor ) { - t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x)); + t.Results.HitActor.DamageMobj(self,target,int(72*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x)); accdamage = 0; } lasthit = level.time; @@ -386,7 +386,7 @@ Class PulseBolt : Actor accdamage += 1./TICRATE; if ( accdamage > 0.17 ) { - t.Results.HitActor.DamageMobj(self,target,int(Random[Pulse](80,100)*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x)); + t.Results.HitActor.DamageMobj(self,target,int(72*accdamage),'zapped',DMG_USEANGLE,atan2(x.y,x.x)); accdamage = 0; } } @@ -428,7 +428,7 @@ Class PulseBolt : Actor } else if ( damagedactor ) { - damagedactor.DamageMobj(self,target,int(Random[Pulse](65,75)*accdamage),'zapped'); + damagedactor.DamageMobj(self,target,int(72*accdamage),'zapped'); accdamage = 0; damagedactor = null; } @@ -483,7 +483,7 @@ Class PulseBolt : Actor Default { RenderStyle "Add"; - Obituary "%o ate %k's burning plasma death."; + Obituary "$O_PULSEGUN"; Radius 0.1; Height 0; +NOGRAVITY; @@ -507,7 +507,7 @@ Class StarterBolt : PulseBolt override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( !target ) { Destroy(); @@ -517,7 +517,7 @@ Class StarterBolt : PulseBolt bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works if ( target.player ) { - [x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); origin = target.Vec2OffsetZ(0,0,target.player.viewz)+8.0*x+4.1*y-2.7*z; } else origin = target.Vec3Offset(0,0,target.missileheight); @@ -535,15 +535,10 @@ Class PulseGun : UTWeapon int clipcount; double sangle; Actor beam; + transient ui Font usmf; Property ClipCount : clipcount; - override void PostRender( double lbottom ) - { - if ( !flak_pulsereload ) return; - Screen.DrawText(confont,Font.CR_GREEN,Screen.GetWidth()*0.01,lbottom-Screen.GetHeight()*0.01-confont.GetHeight(),String.Format("Clip: %2d / 50",clipcount)); - } - action void A_Reloading() { Weapon weap = Weapon(invoker); @@ -564,7 +559,7 @@ Class PulseGun : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Pulse](-1,-1),FRandom[Pulse](-1,1)),0.1,-0.02,3,SWING_Spring,0,2); A_AlertMonsters(); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z; for ( int i=0; i<4; i++ ) { @@ -630,7 +625,7 @@ Class PulseGun : UTWeapon A_OverlayRenderstyle(-2,STYLE_Add); Vector3 x, y, z; double a; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+3.0*y-1.8*z; origin += y*cos(invoker.sangle)*2.0+z*sin(invoker.sangle)*2.0; invoker.sangle += 100; @@ -662,7 +657,7 @@ Class PulseGun : UTWeapon { A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true); Vector3 x, y, z, origin; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x+4.1*y-2.7*z; invoker.beam = Spawn("StarterBolt",origin); invoker.beam.angle = angle; @@ -691,8 +686,8 @@ Class PulseGun : UTWeapon } Default { - Tag "Pulse Gun"; - Inventory.PickupMessage "You got a Pulse Gun"; + Tag "$T_PULSEGUN"; + Inventory.PickupMessage "$I_PULSEGUN"; Weapon.UpSound "pulse/select"; Weapon.SlotNumber 5; Weapon.SelectionOrder 5; diff --git a/zscript/ripper.zsc b/zscript/ripper.zsc index 1ff11a5..3245f65 100644 --- a/zscript/ripper.zsc +++ b/zscript/ripper.zsc @@ -2,8 +2,8 @@ Class RipperAmmo : Ammo { Default { - Tag "Razor Blades"; - Inventory.PickupMessage "You picked up Razor Blades."; + Tag "$T_RIPPERAMO"; + Inventory.PickupMessage "$I_RIPPERAMMO"; Inventory.Amount 10; Inventory.MaxAmount 40; Ammo.BackpackAmount 20; @@ -57,9 +57,9 @@ Class Razor2 : Actor Radius 2; Height 2; Speed 25; - DamageFunction (Random[Ripper](20,25)*((DamageType=='Decapitated')?3:1.0)); + DamageFunction (int(30*((DamageType=='Decapitated')?3.5:1.0))); DamageType 'Shredded'; - Obituary "%k ripped a chunk of meat out of %o with the Ripper."; + Obituary "$O_RIPPER"; BounceType "Hexen"; ReactionTime 7; BounceFactor 1.0; @@ -170,7 +170,7 @@ Class Razor2AltLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(255*lifetime); args[LIGHT_GREEN] = int(240*lifetime); args[LIGHT_BLUE] = int(224*lifetime); @@ -200,7 +200,7 @@ Class Razor2Alt : Razor2 A_AlertMonsters(); A_SprayDecal("RazorBlast",20); UTMainHandler.DoBlast(self,90,87000); - A_Explode(Random[Ripper](30,50),90,damagetype:'RipperAltDeath'); + A_Explode(34,90,damagetype:'RipperAltDeath'); A_QuakeEx(3,3,3,10,0,140,"",QF_RELATIVE|QF_SCALEDOWN,falloff:90,rollIntensity:0.1); int numpt = Random[Ripper](10,20); Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); @@ -248,8 +248,8 @@ Class Ripper2 : UTWeapon { Default { - Tag "Ripper"; - Inventory.PickupMessage "You got the Ripper."; + Tag "$T_RIPPER"; + Inventory.PickupMessage "$I_RIPPER"; Weapon.UpSound "ripper/select"; Weapon.SlotNumber 6; Weapon.SelectionOrder 4; @@ -282,7 +282,7 @@ Class Ripper2 : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.3,-0.6),FRandom[Ripper](0.2,0.6)),1,-0.3,2,SWING_Spring,2,2); } Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-4.0*z; Actor p; if ( alt ) p = Spawn("Razor2Alt",origin); diff --git a/zscript/shockrifle.zsc b/zscript/shockrifle.zsc index e931e46..69d5838 100644 --- a/zscript/shockrifle.zsc +++ b/zscript/shockrifle.zsc @@ -2,8 +2,8 @@ Class ShockAmmo : Ammo { Default { - Tag "Shock Core"; - Inventory.PickupMessage "You picked up a Shock Core."; + Tag "$T_SHOCKAMMO"; + Inventory.PickupMessage "$I_SHOCKAMMO"; Inventory.Amount 10; Inventory.MaxAmount 50; Ammo.BackpackAmount 20; @@ -22,8 +22,8 @@ Class ShockAmmo2 : ShockAmmo { Default { - Tag "Used Shock Core"; - Inventory.PickupMessage "You picked up a used Shock Core."; + Tag "$T_SHOCKAMMO2"; + Inventory.PickupMessage "$I_SHOCKAMMO2"; Inventory.Amount 3; Ammo.DropAmount 3; } @@ -72,7 +72,7 @@ Class ShockRifleWave : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; alpha -= 1/50.; } States @@ -99,7 +99,7 @@ Class SuperShockRifleWave : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; alpha -= 1/50.; } States @@ -127,7 +127,7 @@ Class ShockBeamRing : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; alpha -= 1./ReactionTime; } States @@ -154,7 +154,7 @@ Class SuperShockBeamRing : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; alpha -= 1./ReactionTime; } States @@ -271,7 +271,7 @@ Class ShockBeam : Actor Default { - Obituary "%k inflicted mortal damage upon %o with the Shock Rifle"; + Obituary "$O_SHOCKRIFLE"; DamageType 'jolted'; RenderStyle "Add"; Radius 0.1; @@ -295,7 +295,7 @@ Class ShockBeam : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( !moving ) return; // step trace tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); @@ -342,7 +342,7 @@ Class ShockBeam : Actor let b = t.Results.HitActor.target; UTMainHandler.DoBlast(b,250,70000); b.ExplodeMissile(null,self); - b.A_Explode(Random[ASMD](150,180),250); + b.A_Explode(165,250); b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:250,rollIntensity:0.2); b.A_SprayDecal("BigShockMark1",100); b.A_SprayDecal("BigShockMark2",100); @@ -362,7 +362,7 @@ Class ShockBeam : Actor } else { - t.Results.HitActor.DamageMobj(self,target,Random[ASMD](35,50),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x)); + t.Results.HitActor.DamageMobj(self,target,40,'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x)); UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000); let r = Spawn("ShockBeamRing",pos); r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x); @@ -497,7 +497,7 @@ Class SuperShockBeam : Actor Default { - Obituary "%k electrified %o with the Enhanced Shock Rifle."; + Obituary "$O_SSHOCKRIFLE"; DamageType 'joltedX'; RenderStyle "Add"; Radius 0.1; @@ -522,7 +522,7 @@ Class SuperShockBeam : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( !moving ) return; // step trace tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); @@ -569,7 +569,7 @@ Class SuperShockBeam : Actor let b = t.Results.HitActor.target; UTMainHandler.DoBlast(b,400,70000); b.ExplodeMissile(null,self); - b.A_Explode(Random[ASMD](15000,16000),400); + b.A_Explode(int.max,400); b.A_QuakeEx(9,9,9,60,0,2400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:400,rollIntensity:0.4); b.A_SprayDecal("BigShockMark1",100); b.A_SprayDecal("SBigShockMark2",100); @@ -593,7 +593,10 @@ Class SuperShockBeam : Actor // the actor may "cease to exist" if it dies after the call to ExplodeMissile, so guard against that if ( t.Results.HitActor ) { - t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x)); + // damage was 1000 in UT but it's meant to be instakill and players couldn't reach that health legitimately anyway, so rather than + // some absurd number they settled for that + // we ain't goin' that way here + t.Results.HitActor.DamageMobj(self,target,int.max,'joltedX',DMG_USEANGLE|DMG_THRUSTLESS,atan2(t.Results.HitVector.y,t.Results.HitVector.x)); UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000); } let r = Spawn("SuperShockBeamRing",pos); @@ -632,7 +635,7 @@ Class SuperShockBeam : Actor if ( !flak_classicsshock ) { UTMainHandler.DoBlast(self,50,60000); - A_Explode(Random[ASMD](500,800),50); + A_Explode(int.max,50); } A_QuakeEx(6,6,6,5,0,100,"",QF_RELATIVE|QF_SCALEDOWN,falloff:50,rollIntensity:0.2); A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5); @@ -765,7 +768,7 @@ Class ShockExplLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(160*lifetime); args[LIGHT_GREEN] = int(128*lifetime); args[LIGHT_BLUE] = int(255*lifetime); @@ -791,7 +794,7 @@ Class SuperShockExplLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(255*lifetime); args[LIGHT_GREEN] = int(160*lifetime); args[LIGHT_BLUE] = int(128*lifetime); @@ -841,7 +844,7 @@ Class ShockBall : Actor action void A_BallExplode() { UTMainHandler.DoBlast(self,70,70000); - A_Explode(Random[ASMD](50,60),70); + A_Explode(55,70); A_SprayDecal("ShockMarkBig",16); Spawn("ShockExplLight",pos); A_SetScale(1.0); @@ -863,7 +866,7 @@ Class ShockBall : Actor } Default { - Obituary "%k inflicted mortal damage upon %o with the Shock Rifle"; + Obituary "$O_SHOCKRIFLE"; RenderStyle "Add"; DamageType 'jolted'; Radius 2; @@ -905,7 +908,7 @@ Class SuperShockBall : Actor action void A_BallExplode() { UTMainHandler.DoBlast(self,120,70000); - A_Explode(Random[ASMD](4000,5000),120); + A_Explode(int.max,120); A_SprayDecal("ShockMarkBig",16); Spawn("SuperShockExplLight",pos); A_SetScale(1.5); @@ -928,7 +931,7 @@ Class SuperShockBall : Actor } Default { - Obituary "%k electrified %o with the Enhanced Shock Rifle."; + Obituary "$O_SSHOCKRIFLE"; RenderStyle "Add"; DamageType 'joltedX'; Radius 2; @@ -978,11 +981,11 @@ Class ViewShockSpark : ShockSpark return; } Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); bInvisible = (players[consoleplayer].camera != target); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; ofs += vvel; vvel *= 0.9; scale *= 0.8; @@ -1012,7 +1015,7 @@ Class ShockRifle : UTWeapon A_AlertMonsters(); A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z; Actor p = Spawn("ShockBeam",origin); p.angle = angle; @@ -1050,7 +1053,7 @@ Class ShockRifle : UTWeapon A_AlertMonsters(); A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z; Actor p = Spawn("ShockBall",origin); p.angle = angle; @@ -1079,8 +1082,8 @@ Class ShockRifle : UTWeapon Default { - Tag "Shock Rifle"; - Inventory.PickupMessage "You got the ASMD Shock Rifle."; + Tag "$T_SHOCKRIFLE"; + Inventory.PickupMessage "$I_SHOCKRIFLE"; Weapon.UpSound "shock/select"; Weapon.SlotNumber 4; Weapon.SelectionOrder 6; @@ -1129,28 +1132,28 @@ Class EnhancedShockAmmo : Ammo { int ticcnt; - override void BeginPlay() - { - Super.BeginPlay(); - if ( deathmatch ) - { - MaxAmount /= 2; - BackpackMaxAmount /= 2; - } - } override void Tick() { Super.Tick(); if ( !Owner ) return; ticcnt++; - if ( ticcnt < 105 ) return; - ticcnt = 0; - if ( Amount > 0 ) Amount--; + if ( deathmatch && flak_instagib ) + { + if ( ticcnt < 35 ) return; + ticcnt = 0; + if ( Amount < MaxAmount ) Amount++; + } + else + { + if ( ticcnt < 105 ) return; + ticcnt = 0; + if ( Amount > 0 ) Amount--; + } } Default { - Tag "Enhanced Shock Core"; - Inventory.PickupMessage "You picked up an Enhanced Shock Core."; + Tag "$T_SSHOCKAMMO"; + Inventory.PickupMessage "$I_SSHOCKAMMO"; Inventory.Amount 5; Inventory.MaxAmount 50; Ammo.BackpackAmount 0; @@ -1195,7 +1198,7 @@ Class EnhancedShockRifle : UTWeapon A_AlertMonsters(); A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z; Actor p = Spawn("SuperShockBeam",origin); p.angle = angle; @@ -1233,7 +1236,7 @@ Class EnhancedShockRifle : UTWeapon A_AlertMonsters(); A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z; Actor p = Spawn("SuperShockBall",origin); p.angle = angle; @@ -1266,8 +1269,8 @@ Class EnhancedShockRifle : UTWeapon } Default { - Tag "Enhanced Shock Rifle"; - Inventory.PickupMessage "You got an Enhanced Shock Rifle!"; + Tag "$T_SSHOCKRIFLE"; + Inventory.PickupMessage "$I_SSHOCKRIFLE"; Weapon.UpSound "shock/select"; Weapon.SlotNumber 4; Weapon.SelectionOrder 6; diff --git a/zscript/sniperrifle.zsc b/zscript/sniperrifle.zsc index 77c1e5c..e847328 100644 --- a/zscript/sniperrifle.zsc +++ b/zscript/sniperrifle.zsc @@ -2,8 +2,8 @@ Class RifleAmmo : Ammo { Default { - Tag "Box of Rifle Rounds"; - Inventory.PickupMessage "You picked up a Box of Rifle Rounds."; + Tag "$T_RIFLEAMMO"; + Inventory.PickupMessage "$I_RIFLEAMMO"; Inventory.Amount 10; Inventory.MaxAmount 50; Ammo.BackpackAmount 20; @@ -22,8 +22,8 @@ Class RifleAmmo2 : RifleAmmo { Default { - Tag "Rifle Round"; - Inventory.PickupMessage "You got a Rifle Round."; + Tag "$T_RIFLEAMMO2"; + Inventory.PickupMessage "$I_RIFLEAMMO2"; Inventory.Amount 1; Ammo.DropAmount 1; +INVENTORY.IGNORESKILL; @@ -48,6 +48,7 @@ Class SniperRifle : UTWeapon { double sniperzoom; TextureID reticle; + transient ui Font zfont; override void PostBeginPlay() { @@ -57,8 +58,9 @@ Class SniperRifle : UTWeapon override void PreRender( double lbottom ) { if ( sniperzoom <= 1.0 ) return; - Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_RenderStyle,(1|2<<8|1<<16)); - Screen.DrawText(confont,Font.CR_DARKGREEN,192,160,String.Format("X%.1f",sniperzoom),DTA_Clean,true); + Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_LegacyRenderStyle,STYLE_Add); + if ( !zfont ) zfont = Font.GetFont('UTFont40'); + Screen.DrawText(zfont,Font.FindFontColor('UGreen'),960,960,String.Format("X%.1f",sniperzoom),DTA_VirtualWidth,1600,DTA_VirtualHeight,1200,DTA_LegacyRenderStyle,STYLE_Add); } override void Tick() { @@ -95,17 +97,17 @@ Class SniperRifle : UTWeapon let l = Spawn("SniperLight",pos); l.target = self; Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x; if ( !zoomed ) origin = origin+y*4.0-z*2.0; FLineTraceData d; LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); if ( d.HitType == TRACE_HitActor ) { - int dmg = Random[Sniper](45,60); + int dmg = 45; if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.81) ) { - dmg = d.HitActor.DamageMobj(invoker,self,dmg+70,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x)); + dmg = d.HitActor.DamageMobj(invoker,self,100,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x)); UTMainHandler.DoKnockback(d.HitActor,d.HitDir,35000); } else @@ -158,14 +160,14 @@ Class SniperRifle : UTWeapon } override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack ) { - if ( mod == 'Decapitated' ) return "%k put a bullet through %o's head."; + if ( mod == 'Decapitated' ) return StringTable.Localize("$O_SNIPERDECAP"); return Obituary; } Default { - Tag "Sniper Rifle"; - Obituary "%k put a bullet through %o."; - Inventory.PickupMessage "You got the Sniper Rifle."; + Tag "$T_SNIPER"; + Obituary "$O_SNIPER"; + Inventory.PickupMessage "$I_SNIPER"; Weapon.UpSound "sniper/select"; Weapon.SlotNumber 0; Weapon.SelectionOrder 5; diff --git a/zscript/translocator.zsc b/zscript/translocator.zsc index 8b40114..ca6baaa 100644 --- a/zscript/translocator.zsc +++ b/zscript/translocator.zsc @@ -287,7 +287,7 @@ Class TranslocatorAmmo : Ammo { Default { - Tag "Translocator Ammo"; + Tag "$T_TRANSLOCATORAMMO"; Inventory.Amount 6; Inventory.MaxAmount 6; Ammo.BackpackAmount 0; @@ -330,7 +330,7 @@ Class Translocator : UTWeapon UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,0.4),FRandom[Translocator](-0.2,0.7)),2,-0.3,3,SWING_Spring,2,3); A_AlertMonsters(); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x-8.0*y-12.0*z; let p = Spawn("TranslocatorModule",origin); p.target = self; @@ -413,8 +413,8 @@ Class Translocator : UTWeapon Default { - Tag "Translocator"; - Inventory.PickupMessage "You got the Translocator Source Module."; + Tag "$T_TRANSLOCATOR"; + Inventory.PickupMessage "$I_TRANSLOCATOR"; Weapon.SlotNumber 1; Weapon.SelectionOrder 10; +WEAPON.NO_AUTO_SWITCH; diff --git a/zscript/utcommon.zsc b/zscript/utcommon.zsc index f7c7fca..aa666d4 100644 --- a/zscript/utcommon.zsc +++ b/zscript/utcommon.zsc @@ -34,6 +34,7 @@ Class UTPlayer : DoomPlayer const groundfriction = 8.; const fluidfriction = 1.2; const terminalvelocity = 2500.; + const slantnormal = 0.7; // slope sliding will have to be handled eventually, but currently due to how much is hardcoded this is impossible Default { @@ -50,8 +51,6 @@ Class UTPlayer : DoomPlayer // Have to modify the give cheat to handle UT armor override void CheatGive( String name, int amount ) { - if ( PlayerNumber() != consoleplayer ) - A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name)); if ( !player.mo || (player.health <= 0) ) return; int giveall = ALL_NO; if ( name ~== "all" ) giveall = ALL_YES; @@ -162,7 +161,10 @@ Class UTPlayer : DoomPlayer { let type = (class)(AllActorClasses[i]); if ( !type ) continue; - let def = GetDefaultByType (type); + let def = GetDefaultByType(type); + if ( !(self is "UTPlayerHereticCompat") + && ((type is "UTActivatable") || (type is "UTActivatableHealth")) ) + continue; // don't give these outside of Heretic/Hexen if ( def.Icon.isValid() && (def.MaxAmount > 1) && !(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor")) { @@ -394,7 +396,7 @@ Class UTPlayer : DoomPlayer Vector3 dir = (0,0,0); if ( vel.length() > double.epsilon ) dir = vel.unit(); Vector3 x, y; - [x, y] = dt_Matrix4.GetAxes(pitch,angle,0); + [x, y] = dt_CoordUtil.GetAxes(pitch,angle,0); acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove; if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500; else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500; @@ -423,7 +425,7 @@ Class UTPlayer : DoomPlayer if ( vel.length() > double.epsilon ) dir = vel.unit(); double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0); Vector3 x, y; - [x, y] = dt_Matrix4.GetAxes(pitch,angle,0); + [x, y] = dt_CoordUtil.GetAxes(pitch,angle,0); acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove; if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500; else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500; @@ -590,7 +592,7 @@ Class UTPlayerTMale1 : UTPlayer Default { Player.SoundClass "tmale1"; - Player.DisplayName "M Commando"; + Player.DisplayName "$N_TMALE1"; Player.Portrait "Blake"; -NOMENU; } @@ -600,7 +602,7 @@ Class UTPlayerTMale2 : UTPlayer Default { Player.SoundClass "tmale2"; - Player.DisplayName "M Soldier"; + Player.DisplayName "$N_TMALE2"; Player.Portrait "Brock"; -NOMENU; } @@ -610,7 +612,7 @@ Class UTPlayerTFemale1 : UTPlayer Default { Player.SoundClass "tfemale"; - Player.DisplayName "F Commando"; + Player.DisplayName "$N_TFEMALE1"; Player.Portrait "Ivana"; UTPlayer.DollType DOLL_Female; -NOMENU; @@ -621,7 +623,7 @@ Class UTPlayerTFemale2 : UTPlayer Default { Player.SoundClass "tfemale"; - Player.DisplayName "F Soldier"; + Player.DisplayName "$N_TFEMALE2"; Player.Portrait "Lauren"; UTPlayer.DollType DOLL_Female; -NOMENU; @@ -633,7 +635,7 @@ Class UTPlayerTBoss : UTPlayer Default { Player.SoundClass "tboss"; - Player.DisplayName "Boss"; + Player.DisplayName "$N_TBOSS"; Player.Portrait "Xan"; UTPlayer.DollType DOLL_Boss; // should have NOBLOOD, but Xan did bleed in vanilla UT so... @@ -784,7 +786,7 @@ Class UTWeapon : Weapon Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle); SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(dropper.pitch,dropper.angle,dropper.roll); + [x, y, z] = dt_CoordUtil.GetAxes(dropper.pitch,dropper.angle,dropper.roll); vel = x*12.0; vel.z += 4.0; angle = dropper.angle; @@ -955,11 +957,11 @@ Class UTViewSpark : UTSpark return; } Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); bInvisible = (players[consoleplayer].camera != target); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; ofs += vvel; vvel.z -= 0.1; scale *= 0.8; @@ -1001,7 +1003,7 @@ Class UTChip : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; if ( InStateSequence(CurState,ResolveState("Death")) ) { deadtimer++; @@ -1064,7 +1066,7 @@ Class UTBubble : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; vel *= 0.96; vel.z += 0.05; if ( (waterlevel <= 0) || !Random[Puff](0,100) ) Destroy(); @@ -1112,7 +1114,7 @@ Class UTSmoke : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; vel *= 0.96; vel.z += 0.01; A_FadeOut(1/32.); @@ -1200,11 +1202,11 @@ Class UTViewSmoke : UTSmoke return; } Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll); + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); bInvisible = (players[consoleplayer].camera != target); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; ofs += vvel; vvel *= 0.96; vvel.z += 0.01; @@ -1227,9 +1229,9 @@ Class UTRedSkull : RedSkull { Default { - Tag "Red Skull"; + Tag "$T_REDSKULL"; Species "RedSkull"; - Inventory.PickupMessage "You got the Red Skull."; + Inventory.PickupMessage "$I_REDSKULL"; } States { @@ -1243,9 +1245,9 @@ Class UTGoldSkull : YellowSkull { Default { - Tag "Gold Skull"; + Tag "$T_GOLDSKULL"; Species "YellowSkull"; - Inventory.PickupMessage "You got the Gold Skull."; + Inventory.PickupMessage "$I_GOLDSKULL"; } States { @@ -1259,9 +1261,9 @@ Class UTBlueSkull : BlueSkull { Default { - Tag "Blue Skull"; + Tag "$T_BLUESKULL"; Species "BlueSkull"; - Inventory.PickupMessage "You got the Blue Skull."; + Inventory.PickupMessage "$I_BLUESKULL"; } States { @@ -1275,9 +1277,9 @@ Class UTRedKey : RedCard { Default { - Tag "Red Key"; + Tag "%T_REDKEY"; Species "RedCard"; - Inventory.PickupMessage "You got the Red Key."; + Inventory.PickupMessage "$I_REDKEY"; } States { @@ -1291,9 +1293,9 @@ Class UTGoldKey : YellowCard { Default { - Tag "Gold Key"; + Tag "$T_GOLDKEY"; Species "YellowCard"; - Inventory.PickupMessage "You got the Gold Key."; + Inventory.PickupMessage "$I_GOLDKEY"; } States { @@ -1307,9 +1309,9 @@ Class UTBlueKey : BlueCard { Default { - Tag "Blue Key"; + Tag "$T_BLUEKEY"; Species "BlueCard"; - Inventory.PickupMessage "You got the Blue Key."; + Inventory.PickupMessage "$I_BLUEKEY"; } States { @@ -1436,6 +1438,7 @@ Class GenericFlash : HUDMessageBase int duration; double alpha; Actor cam; + transient CVar str; GenericFlash Setup( Actor camera, Color c, int d ) { alpha = 1.0; @@ -1453,7 +1456,8 @@ Class GenericFlash : HUDMessageBase { if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return; if ( cam && (players[consoleplayer].camera != cam) ) return; - Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight()); + if ( !str ) str = CVar.GetCVar('flak_flashstrength',players[consoleplayer]); + Screen.Dim(col,(col.a/255.)*alpha*str.GetFloat(),0,0,Screen.GetWidth(),Screen.GetHeight()); } } @@ -1547,8 +1551,13 @@ Class UTMainHandler : EventHandler else e.Replacement = 'SniperRifle'; } else if ( e.Replacee == 'BFG9000' ) e.Replacement = 'WarheadLauncher'; - else if ( e.Replacee == 'Clip' ) e.Replacement = 'EClip'; - else if ( e.Replacee == 'ClipBox' ) + else if ( e.Replacee == 'Mace' ) + { + if ( (!deathmatch || flak_dmsshock) && !Random[Replacements](0,6) ) e.Replacement = 'EnhancedShockRifle'; + else e.Replacement = 'WarheadLauncher'; + } + else if ( (e.Replacee == 'Clip') || (e.Replacee == 'GoldWandAmmo') || (e.Replacee == 'GoldWandHefty') ) e.Replacement = 'EClip'; + else if ( (e.Replacee == 'ClipBox') ) { if ( !Random[Replacements](0,2) ) e.Replacement = 'EClip'; else if ( Random[Replacements](0,2) ) e.Replacement = 'PulseAmmo'; @@ -1595,21 +1604,40 @@ Class UTMainHandler : EventHandler else if ( Random[Replacements](0,1) ) e.Replacement = 'MiniAmmo'; else e.Replacement = 'RifleAmmo'; } - else if ( e.Replacee == 'InvulnerabilitySphere' ) e.Replacement = 'EnhancedShockRifle'; + else if ( e.Replacee == 'InvulnerabilitySphere' ) e.Replacement = (!deathmatch||flak_dmsshock)?'EnhancedShockRifle':'UDamage'; else if ( e.Replacee == 'Berserk' ) e.Replacement = 'UDamage'; + else if ( (e.Replacee == 'ArtiTomeOfPower') || (e.Replacee == 'ArtiEgg') ) e.Replacement = 'ActUDamage'; else if ( e.Replacee == 'Soulsphere' ) e.Replacement = 'UTHealthPack'; + else if ( e.Replacee == 'ArtiSuperHealth' ) e.Replacement = 'ActHealthPack'; else if ( e.Replacee == 'Megasphere' ) e.Replacement = 'UTShieldBelt'; - else if ( e.Replacee == 'Allmap' ) e.Replacement = 'UTMapRevealer'; + else if ( e.Replacee == 'ArtiInvulnerability' ) e.Replacement = 'ActShieldBelt'; + else if ( (e.Replacee == 'Allmap') || (e.Replacee == 'SuperMap') ) e.Replacement = 'UTMapRevealer'; else if ( e.Replacee == 'BlurSphere' ) e.Replacement = 'UTInvisibility'; + else if ( e.Replacee == 'ArtiInvisibility' ) e.Replacement = 'ActInvisibility'; else if ( e.Replacee == 'Infrared' ) e.Replacement = 'Searchlight'; + else if ( e.Replacee == 'ArtiTorch' ) e.Replacement = 'ActSearchlight'; else if ( e.Replacee == 'RadSuit' ) e.Replacement = 'UTJumpBoots'; - else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UTBackpack'; - else if ( e.Replacee == 'ArmorBonus' ) e.Replacement = 'UTArmorBonus'; - else if ( e.Replacee == 'HealthBonus' ) e.Replacement = 'UTHealthBonus'; - else if ( e.Replacee == 'GreenArmor' ) e.Replacement = 'UTThighPads'; - else if ( e.Replacee == 'BlueArmor' ) e.Replacement = 'UTBodyArmor'; + else if ( e.Replacee == 'ArtiFly' ) e.Replacement = 'ActJumpBoots'; + else if ( (e.Replacee == 'Backpack') || (e.Replacee == 'BagOfHolding') ) e.Replacement = 'UTBackpack'; + else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') ) e.Replacement = 'UTArmorBonus'; + else if ( (e.Replacee == 'HealthBonus') || (e.Replacee == 'CrystalVial') ) e.Replacement = 'UTHealthBonus'; + else if ( (e.Replacee == 'GreenArmor') || (e.Replacee == 'Silvershield') ) e.Replacement = 'UTThighPads'; + else if ( (e.Replacee == 'BlueArmor') || (e.Replacee == 'EnchantedShield') ) e.Replacement = 'UTBodyArmor'; else if ( e.Replacee == 'Stimpack' ) e.Replacement = 'UTMedBox'; else if ( e.Replacee == 'Medikit' ) e.Replacement = 'UTHealthBox'; + else if ( e.Replacee == 'ArtiHealth' ) + { + if ( !Random[Replacements](0,3) ) e.Replacement = 'ActHealthBox'; + else e.Replacement = 'ActMedBox'; + } + else if ( e.Replacee == 'ArtiTeleport' ) + { + // I have no idea what to replace this with, so just have some random stuff + if ( Random[Replacements](0,1) ) e.Replacement = 'UTBackpack'; + else if ( Random[Replacements](0,1) ) e.Replacement = 'ActShieldBelt'; + else if ( Random[Replacements](0,1) ) e.Replacement = 'ActHealthPack'; + else e.Replacement = 'ActUDamage'; + } else if ( e.Replacee == 'RedCard' ) e.Replacement = 'UTRedKey'; else if ( e.Replacee == 'BlueCard' ) e.Replacement = 'UTBlueKey'; else if ( e.Replacee == 'YellowCard' ) e.Replacement = 'UTGoldKey'; @@ -1645,16 +1673,16 @@ Class UTMainHandler : EventHandler // just replace the -noflat- with a better scaled version and change the sky if ( !flak_doomtest ) { - if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" ) + if ( (level.GetChecksum() ~== "959A613006CC3AA912C4A22908B7566A") || (level.GetChecksum() ~== "75319AE5D2DBA214C5D394BF69DF32F4") ) { - TexMan.ReplaceTextures("-noflat-","DefTex",0); + Level.ReplaceTextures("-noflat-","DefTex",0); TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any); level.ChangeSky(skytx,skytx); } return; } // prettify Kinsie's test map for a more Unreal feel - if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" ) + if ( level.GetChecksum() ~== "959A613006CC3AA912C4A22908B7566A" ) { TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any); TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any); @@ -1674,13 +1702,13 @@ Class UTMainHandler : EventHandler level.sectors[i].SetTexture(1,skyflatnum); if ( level.sectors[i].GetTexture(0) == deftex ) { - level.sectors[i].SetTexture(0,(i==47)?baseceil:baseflor); + level.sectors[i].SetTexture(0,((i==47)||((i>=256)&&(i<=260)))?baseceil:baseflor); level.sectors[i].SetXScale(0,2.); level.sectors[i].SetYScale(0,2.); } if ( level.sectors[i].GetTexture(1) == deftex ) { - level.sectors[i].SetTexture(1,(i==47)?baseflor:baseceil); + level.sectors[i].SetTexture(1,((i==47)||((i>=256)&&(i<=260)))?baseflor:baseceil); level.sectors[i].SetXScale(1,2.); level.sectors[i].SetYScale(1,2.); } @@ -1751,20 +1779,130 @@ Class UTMainHandler : EventHandler AddAmbient((3584,736,64),"testamb/slime",0.4,2.4); AddAmbient((3584,512,64),"testamb/lava",0.8,2.4); } + else if ( level.GetChecksum() ~== "75319AE5D2DBA214C5D394BF69DF32F4" ) + { + TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any); + TextureID skytx = TexMan.CheckForTexture("KGDaySky",TexMan.Type_Any); + TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any); + TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any); + TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any); + TextureID xbasewall = TexMan.CheckForTexture("xAlnWl2b",TexMan.Type_Any); + TextureID glasstex = TexMan.CheckForTexture("Glassg",TexMan.Type_Any); + level.ChangeSky(skytx,skytx); + for ( int i=0; i=144)&&(i<=148)))?baseceil:baseflor); + level.sectors[i].SetXScale(0,2.); + level.sectors[i].SetYScale(0,2.); + } + if ( level.sectors[i].GetTexture(1) == deftex ) + { + level.sectors[i].SetTexture(1,((i==47)||((i>=144)&&(i<=148)))?baseflor:baseceil); + level.sectors[i].SetXScale(1,2.); + level.sectors[i].SetYScale(1,2.); + } + } + for ( int i=0; i ExplosionRadius) ) continue; Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5); - a.vel += Level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass)); + Vector3 dir = Level.Vec3Diff(Source.pos,midpoint); + double dist = max(1,dir.length()); + double damagescale = 1-max(0,(dist-a.radius)/ExplosionRadius); + dir = dir/dist; + a.vel += dir*damagescale*(MomentumTransfer/(Thinker.TICRATE*a.mass)); } } diff --git a/zscript/utgore.zsc b/zscript/utgore.zsc index 048d2ce..6fb73ed 100644 --- a/zscript/utgore.zsc +++ b/zscript/utgore.zsc @@ -156,7 +156,7 @@ Class UTBloodTrail : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; if ( !target ) return; SetOrigin(target.pos,true); double ang, pt; diff --git a/zscript/uthud.zsc b/zscript/uthud.zsc index 5282e09..cad6ab1 100644 --- a/zscript/uthud.zsc +++ b/zscript/uthud.zsc @@ -23,19 +23,19 @@ Class ViewTracer : LineTracer Class UTHud : BaseStatusBar { - TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2; + TextureID AmmoBar, Boxes[4], Keys[5], BigNum[12], Flash, Slots[10], Icons[14], Uses[14], Man[5], Woman[5], Boss[5], WeaponBox, IconTloc2, UseTloc2, ItemBox, ItemSel, ItemFlash, ItemArrow[2], LastItem; Class IconClasses[14]; double HScale; Color tintcolor, bgcolor; int opacity; - int lastfrag, lastfragcnt, lastpickup, lastslot; + int lastfrag, lastfragcnt, lastpickup, lastslot, lastamount; ViewTracer vtracer; Actor lastseen; int lastseentic; bool showweapons, showfrags, showammo, showstatus, showinfo; double hudsize, weaponsize, statussize; - HUDFont mConFont; + HUDFont mUTFont12; // For easier UT Canvas drawing Color DrawColor, WhiteColor, GoldColor; @@ -49,7 +49,7 @@ Class UTHud : BaseStatusBar lastfrag = int.min; lastfragcnt = 0; vtracer = new("ViewTracer"); - mConFont = HUDFont.Create("confont"); + mUTFont12 = HUDFont.Create("UTFONT12"); // Set defaults DrawColor = WhiteColor = "White"; GoldColor = "Gold"; @@ -145,6 +145,11 @@ Class UTHud : BaseStatusBar Boss[3] = TexMan.CheckForTexture("BossBot",TexMan.Type_Any); Boss[4] = TexMan.CheckForTexture("BossBlt",TexMan.Type_Any); WeaponBox = TexMan.CheckForTexture("WpSel",TexMan.Type_Any); + ItemBox = TexMan.CheckForTexture("ItemBox",TexMan.Type_Any); + ItemSel = TexMan.CheckForTexture("ItmSel",TexMan.Type_Any); + ItemFlash = TexMan.CheckForTexture("IFlash",TexMan.Type_Any); + ItemArrow[0] = TexMan.CheckForTexture("ItmArrw1",TexMan.Type_Any); + ItemArrow[1] = TexMan.CheckForTexture("ItmArrw2",TexMan.Type_Any); } override void Draw( int state, double TicFrac ) @@ -189,7 +194,7 @@ Class UTHud : BaseStatusBar { BeginHUD(); FracTic = TicFrac; - DrawUTHUD(); + DrawUTHUD(lbottom); } if ( (CPlayer.ReadyWeapon is 'UTWeapon') ) UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom); @@ -200,25 +205,25 @@ Class UTHud : BaseStatusBar return Color(a.a,int(a.r*(1.-x)+b.r*x),int(a.g*(1.-x)+b.g*x),int(a.b*(1.-x)+b.b*x)); } - private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black") ) + private void UTDrawTintedTex( TextureID tx, double sx = 1.0, int opacity = -1, Color tint = Color("Black"), bool flip = false ) { double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); double dx = CurX/ss, dy = CurY/ss; if ( opacity == -1 ) opacity = self.opacity; - if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); + if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0); double alpha = clamp(opacity/15.,0.0,1.0); - Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,(tint!="Black")?tint:tintcolor); + Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,(tint!="Black")?tint:tintcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); } - private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1 ) + private void UTDrawPlainTex( TextureID tx, double sx = 1.0, int opacity = -1, bool flip = false ) { double ss = (HScale*sx); double dw = (Screen.GetWidth()/ss), dh = (Screen.GetHeight()/ss); double dx = CurX/ss, dy = CurY/ss; if ( opacity == -1 ) opacity = self.opacity; - if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); + if ( opacity >= 16 ) Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); double alpha = clamp(opacity/15.,0.0,1.0); - Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha); + Screen.DrawTexture(tx,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_TopOffset,0,DTA_LeftOffset,0,DTA_FlipX,flip); } private bool UTDrawWeaponIcon( Weapon w, bool use, double sx = 1.0 ) @@ -255,9 +260,9 @@ Class UTHud : BaseStatusBar double flen = 3*step; double len = digits.length()*step; double alpha = clamp((opacity+7)/15.,0.0,1.0); - for ( int i=0; i 15 ) Screen.DrawTexture(BigNum[11],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); @@ -266,9 +271,9 @@ Class UTHud : BaseStatusBar } for ( int i=0; i 15 ) Screen.DrawTexture(BigNum[digits.CharCodeAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); - Screen.DrawTexture(BigNum[digits.CharCodeAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,DrawColor); - CurX += ((i 15 ) Screen.DrawTexture(BigNum[digits.ByteAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_FillColor,bgcolor); + Screen.DrawTexture(BigNum[digits.ByteAt(i)-0x30],false,CurX/ss,CurY/ss,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_Alpha,alpha,DTA_LegacyRenderStyle,STYLE_AddShaded,DTA_FillColor,DrawColor); + CurX += ((i1)?0.125:0.3)*hudsize*HScale; + double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y); + double dx = CurX/ss.x, dy = CurY/ss.y; + Vector2 bs = TexMan.GetScaledSize(AmmoBar); + double ddw = bs.x*ch; + double alpha = clamp((opacity+7)/15.,0.0,1.0); + Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); + if ( cw.Amount > 1 ) + { + ch = Enforcer(cw).SlaveClipCount/20.; + CurY += 3*hudsize*HScale; + ss = (0.54,0.125)*hudsize*HScale; + dw = (Screen.GetWidth()/ss.x); + dh = (Screen.GetHeight()/ss.y); + dx = CurX/ss.x; + dy = CurY/ss.y; + ddw = bs.x*ch; + Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); + } + } + else if ( flak_pulsereload && (cw is 'Pulsegun') ) + { + // draw clip + double ch = Pulsegun(cw).ClipCount/50.; + CurX = BaseX+6*hudsize*HScale; + CurY = BaseY+53*hudsize*HScale; + Vector2 ss = (0.54,0.3)*hudsize*HScale; + double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y); + double dx = CurX/ss.x, dy = CurY/ss.y; + Vector2 bs = TexMan.GetScaledSize(AmmoBar); + double ddw = bs.x*ch; + double alpha = clamp((opacity+7)/15.,0.0,1.0); + Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); + } + else if ( cw is 'ImpactHammer' ) + { + double ch = min(ImpactHammer(cw).chargesize,1.5)/1.5; + CurX = BaseX+6*hudsize*HScale; + CurY = BaseY+53*hudsize*HScale; + Vector2 ss = (0.54,0.3)*hudsize*HScale; + double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y); + double dx = CurX/ss.x, dy = CurY/ss.y; + Vector2 bs = TexMan.GetScaledSize(AmmoBar); + double ddw = bs.x*ch; + double alpha = clamp((opacity+7)/15.,0.0,1.0); + Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); + } + else if ( cw is 'BioRifle' ) + { + double ch = min(BioRifle(cw).charge,5.1)/5.1; + CurX = BaseX+6*hudsize*HScale; + CurY = BaseY+53*hudsize*HScale; + Vector2 ss = (0.54,0.3)*hudsize*HScale; + double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y); + double dx = CurX/ss.x, dy = CurY/ss.y; + Vector2 bs = TexMan.GetScaledSize(AmmoBar); + double ddw = bs.x*ch; + double alpha = clamp((opacity+7)/15.,0.0,1.0); + Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); + } + else if ( cw is 'UTRocketLauncher' ) + { + double ch = cw.special1/6.; + CurX = BaseX+6*hudsize*HScale; + CurY = BaseY+53*hudsize*HScale; + Vector2 ss = (0.54,0.3)*hudsize*HScale; + double dw = (Screen.GetWidth()/ss.x), dh = (Screen.GetHeight()/ss.y); + double dx = CurX/ss.x, dy = CurY/ss.y; + Vector2 bs = TexMan.GetScaledSize(AmmoBar); + double ddw = bs.x*ch; + double alpha = clamp((opacity+7)/15.,0.0,1.0); + Screen.DrawTexture(AmmoBar,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_WindowRightF,ddw,DTA_Alpha,alpha); + } } private void DrawStatus() { @@ -541,21 +624,21 @@ Class UTHud : BaseStatusBar { double lalpha = 2.0-((level.time+fractic)-lastseentic)/Thinker.TICRATE; if ( !lastseen || (lalpha <= 0) ) return; - String cl1 = "Teal", cl2 = "Cyan"; + String cl1 = "UTHUDTextLight", cl2 = "UTHUDText"; if ( deathmatch && (lastseen.player.GetTeam() < teams.size()) ) { cl2 = teams[lastseen.player.GetTeam()].mName; cl1 = String.Format("Dark%s",cl2); } - String tname = String.Format("\c[%s]Name:\c[%s] %s",cl1,cl2,lastseen.player.GetUserName()); - CurX = (640-confont.StringWidth(tname))*0.5; + String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName()); + CurX = (640-mUTFont12.mFont.StringWidth(tname))*0.5; CurY = 480*0.75; - Screen.DrawText(confont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); + Screen.DrawText(mUTFont12.mFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) ) { - CurY += 1.2*confont.GetHeight(); - tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health); - Screen.DrawText(confont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); + CurY += 1.2*mUTFont12.mFont.GetHeight(); + tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health); + Screen.DrawText(mUTFont12.mFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_Alpha,lalpha/2.); } } @@ -608,9 +691,108 @@ Class UTHud : BaseStatusBar } } + private void DrawInventory( double lbottom ) + { + if ( isInventoryBarVisible() ) + { + CPlayer.mo.InvFirst = ValidateInvFirst(5); + if ( !CPlayer.mo.InvFirst ) return; + // draw the boxes + double BaseX, BaseY; + BaseX = CurX = (Screen.GetWidth()-64*5*hudsize*HScale)/2.; + BaseY = CurY = Screen.GetHeight()-224*hudsize*HScale; + for ( int i=0; i<5; i++ ) + { + UTDrawTintedTex(ItemBox,hudsize); + CurX += 64*hudsize*HScale; + } + int i = 0; + Inventory itm; + for ( itm=CPlayer.mo.InvFirst; (itm && (i < 5)); itm=itm.NextInv() ) + { + CurX = BaseX+2*hudsize*HScale; + CurY = BaseY+2*hudsize*HScale; + // if item doesn't fit 60x60, scale + Vector2 scl = TexMan.GetScaledSize(itm.Icon); + double mscl = max(scl.x,scl.y)/60.; + UTDrawTintedTex(itm.Icon,hudsize*mscl); + // amount if >1 + if ( itm.Amount > 1 ) + { + CurX = BaseX+32*hudsize*HScale; + CurY = BaseY+40*hudsize*HScale; + DrawColor = WhiteColor; + UTDrawBigNum(itm.Amount,hudsize*0.5); + } + // selection box if current item + if ( itm == CPlayer.mo.InvSel ) + { + CurX = BaseX; + CurY = BaseY; + UTDrawPlainTex(ItemSel,hudsize,opacity+7); + } + BaseX += 64*hudsize*HScale; + i++; + } + // draw arrows + CurY = Screen.GetHeight()-204*hudsize*HScale; + CurX = (Screen.GetWidth()-(64*5+40)*hudsize*HScale)/2.; + UTDrawTintedTex(ItemArrow[CPlayer.mo.InvFirst!=CPlayer.mo.FirstInv()],hudsize,flip:true); + CurX = (Screen.GetWidth()+(64*5+8)*hudsize*HScale)/2.; + UTDrawTintedTex(ItemArrow[!!itm],hudsize); + } + else if ( CPlayer.mo.InvSel || artiflashtick ) + { + // flashie + if ( artiflashtick ) + { + DrawColor = GoldColor; + CurX = -32*hudsize*HScale; + CurY = lbottom-96*hudsize*HScale; + UTDrawTintedTex(ItemFlash,hudsize,min(opacity,15),DrawColor); + } + // position 64x64 box + CurX = 0; + CurY = lbottom-64*hudsize*HScale; + UTDrawTintedTex(ItemBox,hudsize); + if ( artiflashtick ) + { + Vector2 scl = TexMan.GetScaledSize(LastItem); + double mscl = max(scl.x,scl.y)/60.; + CurX += 2*hudsize*HScale; + CurY += 2*hudsize*HScale; + UTDrawTintedTex(LastItem,hudsize*mscl); + if ( LastAmount <= 1 ) return; + CurX = 32*hudsize*HScale; + CurY = lbottom-24*hudsize*HScale; + DrawColor = WhiteColor; + UTDrawBigNum(LastAmount,hudsize*0.5); + return; + } + if ( !CPlayer.mo.InvSel ) return; + // if item doesn't fit 60x60, scale + Vector2 scl = TexMan.GetScaledSize(CPlayer.mo.InvSel.Icon); + double mscl = max(scl.x,scl.y)/60.; + CurX += 2*hudsize*HScale; + CurY += 2*hudsize*HScale; + UTDrawTintedTex(CPlayer.mo.InvSel.Icon,hudsize*mscl); + // amount if >1 + if ( CPlayer.mo.InvSel.Amount <= 1 ) return; + CurX = 32*hudsize*HScale; + CurY = lbottom-24*hudsize*HScale; + DrawColor = WhiteColor; + UTDrawBigNum(CPlayer.mo.InvSel.Amount,hudsize*0.5); + } + } + override void Tick() { Super.Tick(); + if ( CPlayer.mo.InvSel && !artiflashtick ) + { + LastItem = CPlayer.mo.InvSel.Icon; + LastAmount = CPlayer.mo.InvSel.Amount-1; + } if ( deathmatch||teamplay ) { if ( CPlayer.fragcount != lastfragcnt ) lastfrag = level.time; @@ -628,7 +810,7 @@ Class UTHud : BaseStatusBar lastseentic = level.time; } - private void DrawUTHUD() + private void DrawUTHUD( double lbottom ) { // Display Weapons if ( showweapons ) DrawWeapons(); @@ -640,14 +822,16 @@ Class UTHud : BaseStatusBar DrawStatus(); // Display Keys DrawKeys(); + // Inventory Bar + DrawInventory(lbottom); // Display Identification Info if ( CPlayer == players[consoleplayer] && showinfo ) DrawIdentifyInfo(); } override void DrawAutomapHUD( double ticFrac ) { - int crdefault = Font.CR_TEAL; - int highlight = Font.CR_CYAN; + int crdefault = Font.FindFontColor('UTHUDTextLight'); + int highlight = Font.FindFontColor('UTHUDText'); HScale = Screen.GetWidth()/1280.; showweapons = CVar.GetCVar('flak_showweapons',players[consoleplayer]).GetBool(); showstatus = CVar.GetCVar('flak_showstatus',players[consoleplayer]).GetBool(); @@ -656,12 +840,12 @@ Class UTHud : BaseStatusBar double cbottom = Screen.GetHeight()*0.99; let scale = GetHUDScale(); double textdist = 8./scale.Y; - int height = ConFont.GetHeight(); + int height = mUTFont12.mFont.GetHeight(); String printtext; int SCREENWIDTH = screen.GetWidth(); BeginHUD(); let y = textdist; - let width = ConFont.StringWidth("00:00:00"); + let width = mUTFont12.mFont.StringWidth("00:00:00"); double tmp, hres; [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution); double swidth = 0; @@ -678,36 +862,36 @@ Class UTHud : BaseStatusBar if ( am_showtime ) { printtext = level.TimeFormatted(); - DrawString(mConFont,level.TimeFormatted(),(-textdist-width,y),0,crdefault); + DrawString(mUTFont12,level.TimeFormatted(),(-textdist-width,y),0,crdefault); y += height; } - if ( am_showtotaltime ) DrawString(mConFont,level.TimeFormatted(true),(-textdist-width,y),0,crdefault); + if ( am_showtotaltime ) DrawString(mUTFont12,level.TimeFormatted(true),(-textdist-width,y),0,crdefault); if ( !deathmatch ) { y = textdist; if ( am_showmonsters ) { - DrawString(mConFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y),0,highlight); + DrawString(mUTFont12,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y),0,highlight); y += height; } if ( am_showsecrets ) { - DrawString(mConFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y),0,highlight); + DrawString(mUTFont12,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y),0,highlight); y += height; } - if ( am_showitems ) DrawString(mConFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y),0,highlight); + if ( am_showitems ) DrawString(mUTFont12,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y),0,highlight); } String mapname = level.FormatMapName(crdefault); - BrokenLines lines = ConFont.BreakLines(mapname,int(SCREENWIDTH/scale.X)); + BrokenLines lines = mUTFont12.mFont.BreakLines(mapname,int(SCREENWIDTH/scale.X)); int numlines = lines.Count(); - int finalwidth = int(ConFont.StringWidth(lines.StringAt(numlines-1))*scale.X); + int finalwidth = int(mUTFont12.mFont.StringWidth(lines.StringAt(numlines-1))*scale.X); [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution); protrusion = GetProtrusion(finalwidth/hres); [tmp,tmp,tmp,hres] = StatusbarToRealCoords(0,0,0,protrusion); y = (cbottom-hres)/scale.Y-height*numlines; for ( int i = 0; i < numlines; i++ ) { - DrawString(mConFont,lines.StringAt(i),(0,y),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight); + DrawString(mUTFont12,lines.StringAt(i),(0,y),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight); y += height; } } diff --git a/zscript/warheadlauncher.zsc b/zscript/warheadlauncher.zsc index 9de8a0e..4c90b0d 100644 --- a/zscript/warheadlauncher.zsc +++ b/zscript/warheadlauncher.zsc @@ -3,8 +3,8 @@ Class WarheadAmmo : Ammo { Default { - Tag "Redeemer Missile"; - Inventory.PickupMessage "You picked up a Redeemer Missile."; + Tag "$T_WARHEADAMMO"; + Inventory.PickupMessage "$I_WARHEADAMMO"; Inventory.Amount 1; Inventory.MaxAmount 2; Ammo.BackpackAmount 0; @@ -29,7 +29,7 @@ Class ShockWave : Actor transient ThinkerIterator t; Default { - Obituary "%o was vaporized by %k's Redeemer!!"; + Obituary "$O_REDEEMER"; RenderStyle "Add"; Radius 0.1; Height 0; @@ -48,7 +48,7 @@ Class ShockWave : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( alpha <= 0 ) return; if ( !t ) t = ThinkerIterator.Create("Actor"); icount++; @@ -164,7 +164,7 @@ Class WarheadExplodLight : DynamicLight override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; args[LIGHT_RED] = int(255*lifetime); args[LIGHT_GREEN] = int(192*lifetime); args[LIGHT_BLUE] = int(128*lifetime); @@ -224,7 +224,7 @@ Class WarheadTrail : Actor override void Tick() { Super.Tick(); - if ( level.frozen || globalfreeze ) return; + if ( isFrozen() ) return; vel *= 0.99; A_FadeOut(0.1); } @@ -243,7 +243,7 @@ Class WarShell : Actor Default { - Obituary "%o was vaporized by %k's Redeemer!!"; + Obituary "$O_REDEEMER"; Radius 2; Height 2; Speed 6; @@ -275,7 +275,7 @@ Class WarShell : Actor override void Tick() { Super.Tick(); - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( !bMISSILE ) return; if ( vel.length() > 0 ) { @@ -375,7 +375,7 @@ Class GuidedWarShell : WarShell justleft = false; bHITOWNER = true; } - if ( globalfreeze || level.frozen ) return; + if ( isFrozen() ) return; if ( !bMISSILE ) return; if ( !target || !target.player || (target.Health <= 0) ) { @@ -660,7 +660,7 @@ Class WarheadLauncher : UTWeapon A_AlertMonsters(); A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); vel -= x*10; Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z; Actor p = Spawn("WarShell",origin); @@ -674,7 +674,7 @@ Class WarheadLauncher : UTWeapon Weapon weap = Weapon(invoker); if ( !weap ) return; Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); vel -= x*0.2; Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z; int numpt = Random[Warhead](10,20); @@ -698,7 +698,7 @@ Class WarheadLauncher : UTWeapon A_AlertMonsters(); A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2); Vector3 x, y, z; - [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); vel -= x*10; Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z; Actor p = Spawn("GuidedWarShell",origin); @@ -731,8 +731,8 @@ Class WarheadLauncher : UTWeapon Default { - Tag "Redeemer"; - Inventory.PickupMessage "You got the Redeemer."; + Tag "$T_REDEEMER"; + Inventory.PickupMessage "$I_REDEEMER"; Weapon.UpSound "warhead/select"; Weapon.SlotNumber 0; Weapon.SelectionOrder 0;