1.0.2 release:
- Fix Minigun altfire not triggering while primary was previously held. - Fix Rocket Launcher fire button handling. You can fire tight wads properly now. - Corrected Biorifle Glob behaviour, now spawns an initial splash on impact, as intended. - Rename some textures to fix a small map conflict.
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@ -61,7 +61,7 @@ This mod requires GZDoom 4.2.3 or later.
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## In progress
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- N/A, this is the 1.0.1 release
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- N/A, this is the 1.0.2 release
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## Planned
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12
gldefs.txt
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@ -820,10 +820,10 @@ HardwareShader PostProcess scene
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// Skyboxes
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SkyBox "KGDaySky" fliptop
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{
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"graphics/SkySetB_front.png"
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"graphics/SkySetB_right.png"
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"graphics/SkySetB_back.png"
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"graphics/SkySetB_left.png"
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"graphics/SkySetB_up.png"
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"graphics/SkySetB_down.png"
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"graphics/dtsky_front.png"
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"graphics/dtsky_right.png"
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"graphics/dtsky_back.png"
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"graphics/dtsky_left.png"
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"graphics/dtsky_up.png"
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"graphics/dtsky_down.png"
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}
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Before Width: | Height: | Size: 5.1 KiB After Width: | Height: | Size: 5.1 KiB |
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Before Width: | Height: | Size: 124 B After Width: | Height: | Size: 124 B |
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Before Width: | Height: | Size: 6.1 KiB After Width: | Height: | Size: 6.1 KiB |
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Before Width: | Height: | Size: 6.8 KiB After Width: | Height: | Size: 6.8 KiB |
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Before Width: | Height: | Size: 6.3 KiB After Width: | Height: | Size: 6.3 KiB |
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Before Width: | Height: | Size: 10 KiB After Width: | Height: | Size: 10 KiB |
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@ -639,15 +639,8 @@ Class BioGlob : BioGel
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{
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int numsplash;
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override void AlignSelf()
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void SpawnSplash()
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{
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Super.AlignSelf();
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if ( !bAMBUSH && (Scale.x > 1) ) numsplash = int(2*Scale.x)-1;
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}
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<2; i++ )
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{
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@ -664,6 +657,18 @@ Class BioGlob : BioGel
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d.vel.z -= 2;
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}
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}
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override void AlignSelf()
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{
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Super.AlignSelf();
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if ( !bAMBUSH && (Scale.x > 1) ) numsplash = int(2*Scale.x)-1;
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SpawnSplash();
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}
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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SpawnSplash();
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}
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}
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Class BioSplash : BioGel
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@ -467,6 +467,14 @@ Class UTRocketLauncher : UTWeapon
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if ( invoker.LockedTarget ) invoker.LockedOn = true;
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}
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action bool FireCheck()
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{
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let weap = Weapon(invoker);
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if ( !weap ) return false;
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if ( weap.bAltFire ) return !(player.cmd.buttons&BT_ALTATTACK);
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else return !(player.cmd.buttons&BT_ATTACK);
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}
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Default
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{
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Tag "$T_EIGHTBALL";
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@ -526,53 +534,53 @@ Class UTRocketLauncher : UTWeapon
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AltFire:
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// one is loaded already
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EBLI A 1 A_LoadRocket(false);
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EBLI A 2 A_JumpIf((!invoker.bAltFire&&invoker.bSingleRocket)||(invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireOne");
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EBLI A 2 A_JumpIf((!invoker.bAltFire&&invoker.bSingleRocket)||(invoker.Ammo1.Amount<=0)||FireCheck(),"FireOne");
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EBLI A 0; // no tween
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// load two
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EBR1 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR1 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireOne");
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EBR1 ABCDEFG 2 A_JumpIf(FireCheck(),"FireOne");
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EBL2 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL2 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireOne");
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EBL2 ABCDEFG 3 A_JumpIf(FireCheck(),"FireOne");
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EBR2 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireTwo");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireTwo");
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}
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// load three
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EBR2 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR2 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireTwo");
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EBR2 ABCDEFG 2 A_JumpIf(FireCheck(),"FireTwo");
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EBL3 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL3 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireTwo");
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EBL3 ABCDEFG 3 A_JumpIf(FireCheck(),"FireTwo");
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EBR3 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireThree");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireThree");
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}
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// load four
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EBR3 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR3 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireThree");
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EBR3 ABCDEFG 2 A_JumpIf(FireCheck(),"FireThree");
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EBL4 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL4 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireThree");
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EBL4 ABCDEFG 3 A_JumpIf(FireCheck(),"FireThree");
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EBR4 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFour");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireFour");
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}
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// load five
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EBR4 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR4 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFour");
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EBR4 ABCDEFG 2 A_JumpIf(FireCheck(),"FireFour");
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EBL5 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL5 ABCDEFG 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFour");
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EBL5 ABCDEFG 3 A_JumpIf(FireCheck(),"FireFour");
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EBR5 A 0
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{
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A_LoadRocket();
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return A_JumpIf((invoker.Ammo1.Amount<=0)||!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFive");
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return A_JumpIf((invoker.Ammo1.Amount<=0)||FireCheck(),"FireFive");
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}
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// load six
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EBR5 A 0 A_PlaySound("utrl/rotate",CHAN_6,0.1);
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EBR5 ABCDEFG 2 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFive");
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EBR5 ABCDEFG 2 A_JumpIf(FireCheck(),"FireFive");
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EBL6 A 0 A_PlaySound("utrl/load",CHAN_6);
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EBL6 ABCDEF 3 A_JumpIf(!(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)),"FireFive");
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EBL6 ABCDEF 3 A_JumpIf(FireCheck(),"FireFive");
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EBL6 F 0 A_LoadRocket();
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Goto FireSix;
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FireOne:
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@ -248,7 +248,7 @@ Class Minigun : UTWeapon
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A_Overlay(-9999,"FireDummy");
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}
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MGNF ABCDEFGHIJKLMNOPQRS 1 A_FireBullet();
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MGNF A 0 A_JumpIf(invoker.bAltFire,1);
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MGNF A 0 A_JumpIf(player.cmd.buttons&BT_ALTATTACK,1);
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Goto Hold+1;
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AltHold:
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MGNF B 0 A_PlaySound("minigun/altfire",CHAN_WEAPON,1.0,true);
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