Language adjustments.

Separation of See state for playerclasses so player selection doesn't crap out.
This commit is contained in:
Marisa the Magician 2019-09-01 22:09:31 +02:00
commit cad3f9d1b9
2 changed files with 15 additions and 13 deletions

View file

@ -69,6 +69,7 @@ Class UTPlayer : DoomPlayer
Player.ViewHeight 46;
Player.GruntSpeed 20;
+NOMENU;
+DONTTRANSLATE;
UTPlayer.DollType DOLL_Male;
UTPlayer.VoiceType VOICE_None;
}
@ -740,7 +741,7 @@ Class UTPlayer : DoomPlayer
// Ground
if ( (player && (player.mo == self)) && player.cmd.yaw )
{
if ( InStateSequence(CurState,FindState("See"))
if ( InStateSequence(CurState,FindState("See2"))
|| InStateSequence(CurState,FindState("SeeAir"))
|| InStateSequence(CurState,FindState("SeeSwim"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
@ -752,7 +753,7 @@ Class UTPlayer : DoomPlayer
}
else
{
if ( InStateSequence(CurState,FindState("See"))
if ( InStateSequence(CurState,FindState("See2"))
|| InStateSequence(CurState,FindState("SeeAir"))
|| InStateSequence(CurState,FindState("SeeSwim"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
@ -765,7 +766,7 @@ Class UTPlayer : DoomPlayer
else if ( !bNoGravity && (waterlevel < 2) )
{
// Falling
if ( InStateSequence(CurState,FindState("See"))
if ( InStateSequence(CurState,FindState("See2"))
|| InStateSequence(CurState,FindState("SeeAir"))
|| InStateSequence(CurState,FindState("SeeSwim"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
@ -778,7 +779,7 @@ Class UTPlayer : DoomPlayer
else
{
// Swimming
if ( InStateSequence(CurState,FindState("See"))
if ( InStateSequence(CurState,FindState("See2"))
|| InStateSequence(CurState,FindState("SeeAir"))
|| InStateSequence(CurState,FindState("SeeSwim"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
@ -809,7 +810,7 @@ Class UTPlayer : DoomPlayer
|| InStateSequence(CurState,FindState("SeeSwim"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
|| InStateSequence(CurState,FindState("Turn")) )
SetStateLabel("See");
SetStateLabel("See2");
}
else if ( !bNoGravity && (waterlevel < 2) )
{
@ -818,7 +819,7 @@ Class UTPlayer : DoomPlayer
|| InStateSequence(CurState,FindState("SpawnAir"))
|| InStateSequence(CurState,FindState("SpawnSwim"))
|| InStateSequence(CurState,FindState("SpawnCrouch"))
|| InStateSequence(CurState,FindState("See"))
|| InStateSequence(CurState,FindState("See2"))
|| InStateSequence(CurState,FindState("SeeSwim"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
|| InStateSequence(CurState,FindState("Turn")) )
@ -831,7 +832,7 @@ Class UTPlayer : DoomPlayer
|| InStateSequence(CurState,FindState("SpawnAir"))
|| InStateSequence(CurState,FindState("SpawnSwim"))
|| InStateSequence(CurState,FindState("SpawnCrouch"))
|| InStateSequence(CurState,FindState("See"))
|| InStateSequence(CurState,FindState("See2"))
|| InStateSequence(CurState,FindState("SeeAir"))
|| InStateSequence(CurState,FindState("SeeCrouch"))
|| InStateSequence(CurState,FindState("Turn")) )
@ -957,10 +958,11 @@ Class UTPlayer : DoomPlayer
#### # 5;
PLYC A -1;
Wait;
See:
// See state needs to be defined on each subclass for the selection menu
See2:
#### # 5;
PLAY HIJKL 4;
Goto See+1;
Goto See2+1;
SeeAir:
#### # 5;
PLYA A 50;