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

@ -1,4 +1,4 @@
Class UDamage : PowerupGiver replaces InvulnerabilitySphere
Class UDamage : PowerupGiver replaces Berserk
{
Default
{
@ -11,6 +11,7 @@ Class UDamage : PowerupGiver replaces InvulnerabilitySphere
Inventory.MaxAmount 0;
Powerup.Type "DamageAmplifier";
Inventory.PickupSound "udamage/pickup";
Inventory.RespawnTics 4200;
}
action void A_CheckSkin()
{
@ -74,6 +75,12 @@ Class DamageAmplifier : Powerup
Owner.A_PlaySound("udamage/drain",CHAN_6,1.0,false,0.25);
}
override void EndEffect()
{
Super.EndEffect();
PrintPickupMessage(true,"Damage Amplifier has worn off.");
}
override bool isBlinking()
{
return ((EffectTics <= 175) && (EffectTics%35 >= 30));
@ -92,3 +99,373 @@ Class DamageAmplifier : Powerup
if ( !(Owner.player.ReadyWeapon is 'UTWeapon') ) FireEffect();
}
}
// Backpack that handles UT ammo types
Class UTBackpack : BackpackItem replaces Backpack
{
override Inventory CreateCopy( Actor other )
{
// Find every unique type of ammoitem. Give it to the player if
// he doesn't have it already, and double its maximum capacity.
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Ammo>)(AllActorClasses[i]);
if ( !type || ((type.GetParentClass() != 'Ammo') && (type.GetParentClass() != 'UTAmmo')) ) continue;
// check that it's for a valid weapon
bool isvalid = false;
for ( int j=0; j<AllActorClasses.Size(); j++ )
{
let type2 = (class<Weapon>)(AllActorClasses[j]);
if ( !type2 ) continue;
let rep = GetReplacement(type2);
if ( (rep != type2) && !(rep is "DehackedPickup") ) continue;
readonly<Weapon> weap = GetDefaultByType(type2);
if ( !other.player || !other.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue;
if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
{
isvalid = true;
break;
}
}
if ( !isvalid ) continue;
let ammoitem = Ammo(other.FindInventory(type));
int amount = GetDefaultByType(type).BackpackAmount;
// extra ammo in baby mode and nightmare mode
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
if ( amount < 0 ) amount = 0;
if ( !ammoitem )
{
// The player did not have the ammoitem. Add it.
ammoitem = Ammo(Spawn(type));
ammoitem.Amount = bDepleted?0:amount;
if ( ammoitem.BackpackMaxAmount > ammoitem.MaxAmount )
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
if ( ammoitem.Amount > ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
ammoitem.AttachToOwner(other);
}
else
{
// The player had the ammoitem. Give some more.
if ( ammoitem.MaxAmount < ammoitem.BackpackMaxAmount )
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
if ( !bDepleted && (ammoitem.Amount < ammoitem.MaxAmount) )
{
ammoitem.Amount += amount;
if ( ammoitem.Amount > ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
}
}
}
return Inventory.CreateCopy(other);
}
override bool HandlePickup (Inventory item)
{
// Since you already have a backpack, that means you already have every
// kind of ammo in your inventory, so we don't need to look at the
// entire PClass list to discover what kinds of ammo exist, and we don't
// have to alter the MaxAmount either.
if ( item is 'BackpackItem' )
{
for ( let probe = Owner.Inv; probe; probe = probe.Inv )
{
if ( (probe.GetParentClass() != 'Ammo') && (probe.GetParentClass() != 'UTAmmo') ) continue;
if ( probe.Amount >= probe.MaxAmount && !sv_unlimited_pickup ) continue;
int amount = Ammo(probe).Default.BackpackAmount;
// extra ammo in baby mode and nightmare mode
if ( !bIgnoreSkill )
amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
probe.Amount += amount;
if ( (probe.Amount > probe.MaxAmount) && !sv_unlimited_pickup )
probe.Amount = probe.MaxAmount;
}
// The pickup always succeeds, even if you didn't get anything
item.bPickupGood = true;
return true;
}
return false;
}
Default
{
Tag "Backpack";
Inventory.PickupMessage "You got a Backpack.";
Inventory.RespawnTics 2100;
}
States
{
Spawn:
BPAK A -1;
Stop;
}
}
Class PowerUTInvisibility : PowerInvisibility
{
Default
{
Powerup.Duration -50;
Powerup.Strength 95;
Powerup.Mode "Translucent";
Powerup.Color "FFFFFF", 0.15;
}
override void EndEffect()
{
Super.EndEffect();
PrintPickupMessage(true,"Invisibility has worn off.");
}
}
Class UTInvisibility : PowerupGiver replaces BlurSphere
{
Default
{
Tag "Invisibility";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "PowerUTInvisibility";
Inventory.PickupMessage "You have Invisibility.";
Inventory.PickupSound "invis/pickup";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UTInvisibilityX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
INVS A -1 Bright;
Stop;
}
}
Class UTInvisibilityX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
A_SetAngle(target.angle,SPF_INTERPOLATE);
bInvisible = target.bInvisible;
}
States
{
Spawn:
INVS A -1 Bright;
Stop;
}
}
Class UTMapRevealer : MapRevealer replaces Allmap
{
Default
{
+COUNTITEM;
+INVENTORY.FANCYPICKUPSOUND;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 0;
Inventory.PickupSound "trans/pickup";
Inventory.PickupMessage "You got the Computer Map.";
}
States
{
Spawn:
TRNS A -1;
Stop;
}
}
Class ShieldingSuit : PowerupGiver replaces RadSuit
{
Default
{
Tag "Shielding Suit";
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 0;
Powerup.Type "PowerShieldingSuit";
Inventory.PickupMessage "You got the Shielding Suit.";
Inventory.PickupSound "suit/pickup";
Inventory.RespawnTics 2100;
}
States
{
Spawn:
SSUT A -1;
Stop;
}
}
Class PowerShieldingSuit : PowerIronFeet
{
Default
{
Powerup.Duration -60;
Powerup.Color "C0FFEE", 0.35;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (damageType == 'Slime') || (damageType == 'Fire') || (damageType == 'Ice') || (damageType == 'Poison') )
newdamage = 0;
}
override void EndEffect()
{
PrintPickupMessage(true,"Air supply in the Shielding Suit has expired.");
}
}
Class Searchlight : Inventory replaces Infrared
{
Actor lt[3];
int ticcnt;
Default
{
Tag "Searchligh";
+COUNTITEM;
+INVENTORY.UNTOSSABLE;
+INVENTORY.FANCYPICKUPSOUND;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 200;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 0;
Inventory.PickupMessage "You picked up the Searchlight.";
}
override bool Use( bool pickup )
{
if ( !lt[0] ) lt[0] = Spawn("mkLight");
lt[0].target = owner;
lt[0].master = self;
if ( !lt[1] ) lt[1] = Spawn("mkLight2");
lt[1].target = owner;
lt[1].master = self;
if ( !lt[2] ) lt[2] = Spawn("mkLight3");
lt[2].target = owner;
lt[2].master = self;
return Super.Use(pickup);
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
if ( lt[2] ) lt[2].Destroy();
}
override void DoEffect()
{
Super.DoEffect();
if ( !Owner ) return;
if ( ticcnt++ < TICRATE ) return;
ticcnt = 0;
if ( --Amount <= 0 )
{
PrintPickupMessage(true,"Searchlight batteries have died.");
DepleteOrDestroy();
}
}
States
{
Spawn:
SLIT A -1;
Stop;
}
}
/* hello, Soundless Mound copypasted lights */
Class mkLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
+DynamicLight.SPOT;
+DynamicLight.ATTENUATE;
+DynamicLight.DONTLIGHTSELF;
args 255,224,160,350;
DynamicLight.SpotInnerAngle 20;
DynamicLight.SpotOuterAngle 35;
}
override void Tick()
{
Super.Tick();
if ( !target || !Inventory(master) )
{
Destroy();
return;
}
if ( target.player ) SetOrigin((target.pos.x,target.pos.y,target.player.viewz),true);
else SetOrigin(target.vec3Offset(0,0,target.height*0.75),true);
A_SetAngle(target.angle,SPF_INTERPOLATE);
A_SetPitch(target.pitch,SPF_INTERPOLATE);
args[LIGHT_RED] = GetDefaultByType(GetClass()).args[LIGHT_RED]*clamp(Inventory(master).amount/40.,0.,1.);
args[LIGHT_GREEN] = GetDefaultByType(GetClass()).args[LIGHT_GREEN]*clamp(Inventory(master).amount/40.,0.,1.);
args[LIGHT_BLUE] = GetDefaultByType(GetClass()).args[LIGHT_BLUE]*clamp(Inventory(master).amount/40.,0.,1.);
bDORMANT = (target.health <= 0);
if ( Inventory(target) && target.bInvisible ) bDORMANT = true;
// alert monsters hit by the light
if ( GetClass() != "mkLight" ) return;
if ( !bDORMANT && target.player && (target.health > 0) )
{
BlockThingsIterator bt = BlockThingsIterator.Create(target,args[LIGHT_INTENSITY]);
while ( bt.Next() )
{
if ( !bt.Thing || (Distance3D(bt.Thing) > args[LIGHT_INTENSITY]) ) continue;
Vector3 aimdir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 reldir = Vec3To(bt.Thing).unit();
if ( (acos(aimdir dot reldir) < SpotOuterAngle+5) && bt.Thing.CheckSight(target) ) bt.Thing.LastHeard = target;
}
}
}
}
Class mkLight2 : mkLight
{
Default
{
args 128,112,96,450;
DynamicLight.SpotInnerAngle 0;
DynamicLight.SpotOuterAngle 50;
}
}
Class mkLight3 : DynamicLight
{
Default
{
DynamicLight.Type "Point";
+DynamicLight.ATTENUATE;
args 32,28,24,0;
}
override void Tick()
{
Super.Tick();
if ( !target || Inventory(target) || !Inventory(master) )
{
Destroy();
return;
}
args[LIGHT_RED] = GetDefaultByType(GetClass()).args[LIGHT_RED]*clamp(Inventory(master).amount/40,0.,1.);
args[LIGHT_GREEN] = GetDefaultByType(GetClass()).args[LIGHT_GREEN]*clamp(Inventory(master).amount/40,0.,1.);
args[LIGHT_BLUE] = GetDefaultByType(GetClass()).args[LIGHT_BLUE]*clamp(Inventory(master).amount/40,0.,1.);
SetOrigin(target.vec3Offset(0,0,target.height*0.5),true);
}
}