Language adjustments.
Separation of See state for playerclasses so player selection doesn't crap out.
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2 changed files with 15 additions and 13 deletions
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@ -69,6 +69,7 @@ Class UTPlayer : DoomPlayer
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Player.ViewHeight 46;
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Player.GruntSpeed 20;
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+NOMENU;
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+DONTTRANSLATE;
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UTPlayer.DollType DOLL_Male;
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UTPlayer.VoiceType VOICE_None;
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}
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@ -740,7 +741,7 @@ Class UTPlayer : DoomPlayer
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// Ground
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if ( (player && (player.mo == self)) && player.cmd.yaw )
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{
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if ( InStateSequence(CurState,FindState("See"))
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if ( InStateSequence(CurState,FindState("See2"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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@ -752,7 +753,7 @@ Class UTPlayer : DoomPlayer
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}
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else
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{
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if ( InStateSequence(CurState,FindState("See"))
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if ( InStateSequence(CurState,FindState("See2"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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@ -765,7 +766,7 @@ Class UTPlayer : DoomPlayer
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else if ( !bNoGravity && (waterlevel < 2) )
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{
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// Falling
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if ( InStateSequence(CurState,FindState("See"))
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if ( InStateSequence(CurState,FindState("See2"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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@ -778,7 +779,7 @@ Class UTPlayer : DoomPlayer
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else
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{
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// Swimming
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if ( InStateSequence(CurState,FindState("See"))
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if ( InStateSequence(CurState,FindState("See2"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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@ -809,7 +810,7 @@ Class UTPlayer : DoomPlayer
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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SetStateLabel("See");
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SetStateLabel("See2");
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}
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else if ( !bNoGravity && (waterlevel < 2) )
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{
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@ -818,7 +819,7 @@ Class UTPlayer : DoomPlayer
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("See2"))
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|| InStateSequence(CurState,FindState("SeeSwim"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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@ -831,7 +832,7 @@ Class UTPlayer : DoomPlayer
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|| InStateSequence(CurState,FindState("SpawnAir"))
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|| InStateSequence(CurState,FindState("SpawnSwim"))
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|| InStateSequence(CurState,FindState("SpawnCrouch"))
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|| InStateSequence(CurState,FindState("See"))
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|| InStateSequence(CurState,FindState("See2"))
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|| InStateSequence(CurState,FindState("SeeAir"))
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|| InStateSequence(CurState,FindState("SeeCrouch"))
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|| InStateSequence(CurState,FindState("Turn")) )
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@ -957,10 +958,11 @@ Class UTPlayer : DoomPlayer
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#### # 5;
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PLYC A -1;
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Wait;
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See:
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// See state needs to be defined on each subclass for the selection menu
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See2:
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#### # 5;
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PLAY HIJKL 4;
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Goto See+1;
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Goto See2+1;
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SeeAir:
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#### # 5;
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PLYA A 50;
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