All misc items implemented. Enhanced Shock Rifle implemented.

Going to focus on the HUD now while at the same time doing the remaining weapons.
This commit is contained in:
Marisa the Magician 2018-05-21 20:28:17 +02:00
commit d3da87cefe
310 changed files with 2236 additions and 77 deletions

View file

@ -1,9 +1,43 @@
Class UTArmorBonus : ArmorBonus replaces ArmorBonus
Class UTArmor : Armor
{
int absorb;
Property ArmorAbsorption : absorb;
Default
{
+INVENTORY.AUTOACTIVATE;
+INVENTORY.UNTOSSABLE;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
int saved;
if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
saved = damage*absorb/100.;
if ( amount <= saved ) saved = amount;
newdamage -= saved;
amount -= saved;
damage = newdamage;
}
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
if ( amount <= 0 ) Destroy();
}
}
Class UTArmorBonus : UTArmor replaces ArmorBonus
{
Default
{
Tag "Armor Bonus";
Armor.SaveAmount 5;
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 5;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 25;
Inventory.PickupMessage "You picked up an Armor Bonus.";
Inventory.PickupSound "misc/ut_shard";
}
@ -15,18 +49,15 @@ Class UTArmorBonus : ArmorBonus replaces ArmorBonus
}
}
// TODO system for separating the 4 armor pickups (like Hexen's, but not as strict)
Class UTArmor : Inventory
{
}
Class UTThighPads : BasicArmorPickup replaces GreenArmor
Class UTThighPads : UTArmor replaces GreenArmor
{
Default
{
Tag "Thigh Pads";
Armor.SaveAmount 50;
Armor.SavePercent 50;
Inventory.Amount 50;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 50;
Inventory.PickupMessage "You got the Thigh Pads.";
Inventory.PickupSound "misc/ut_armor";
}
@ -38,13 +69,15 @@ Class UTThighPads : BasicArmorPickup replaces GreenArmor
}
}
Class UTBodyArmor : BasicArmorPickup replaces BlueArmor
Class UTBodyArmor : UTArmor replaces BlueArmor
{
Default
{
Tag "Body Armor";
Armor.SaveAmount 100;
Armor.SavePercent 75;
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 75;
Inventory.PickupMessage "You got the Body Armor.";
Inventory.PickupSound "misc/ut_armor";
}
@ -56,29 +89,43 @@ Class UTBodyArmor : BasicArmorPickup replaces BlueArmor
}
}
Class UTShieldBelt : Inventory replaces Megasphere
Class UTShieldBelt : UTArmor replaces Megasphere
{
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive )
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( !passive || (damage <= 0) ) return;
newdamage = max(0,damage-Amount);
Owner.A_PlaySound("belt/absorb");
if ( amount-damage <= 0 ) Owner.A_Print("The Shield Belt has depleted.");
Owner.TakeInventory("UTShieldBelt",min(amount,damage));
if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) ) Owner.A_PlaySound("belt/absorb");
Super.AbsorbDamage(damage,damageType,newdamage);
}
override void OnDestroy()
{
Super.OnDestroy();
if ( amount <= 0 && Owner ) PrintPickupMessage(true,"The Shield Belt has depleted.");
}
override bool Use( bool pickup )
{
// removes thigh pads and body armor like in UT
Owner.TakeInventory("UTThighPads",50);
Owner.TakeInventory("UTBodyArmor",150);
return false;
}
override bool HandlePickup( Inventory item )
{
if ( (item is 'UTThighPads') || (item is 'UTBodyArmor') ) return true;
return Super.HandlePickup(item);
}
Default
{
Tag "Shield Belt";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+Inventory.UNTOSSABLE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.Amount 150;
Inventory.MaxAmount 150;
Inventory.InterHubAmount 150;
UTArmor.ArmorAbsorption 100;
Inventory.PickupMessage "You got the Shield Belt.";
Inventory.PickupSound "belt/pickup";
Inventory.RespawnTics 2100;
}
States
{