1.0.1 release:

- Prevent the hacky player select See state from being used ingame.
 - Increase armor bonus amount per pickup to 5, like in Doomreal.
 - Add BasicArmor amount to HUD, for compatibility in case it's ever used.
 - Replacements now respect IsFinal.
 - Fix alignment of custom usable item icons in HUD.
 - Revert to vanilla physics if player is frozen/totallyfrozen.
 - Correct water level checks for swimming physics.
 - Allow crouch-jumping and crouching while swimming. This goes against vanilla
   behaviour but it would break a lot of maps otherwise.
This commit is contained in:
Marisa the Magician 2019-10-28 10:49:32 +01:00
commit d45dd3f5bb
4 changed files with 37 additions and 30 deletions

View file

@ -497,6 +497,8 @@ Class UTHud : BaseStatusBar
if ( a ) allarmor += a.amount;
if ( t ) allarmor += t.amount;
if ( s ) allarmor += s.amount;
let ba = CPlayer.mo.FindInventory("BasicArmor");
if ( ba ) allarmor += ba.amount;
CurX += 8*hudsize*HScale;
CurY += 14*hudsize*HScale;
if ( !showstatus && b ) DrawColor = GoldColor;
@ -748,7 +750,7 @@ Class UTHud : BaseStatusBar
Vector2 scl = TexMan.GetScaledSize(itm.Icon);
double mscl = 56./max(scl.x,scl.y);
CurX = BaseX+(4+(56.-scl.x*mscl)/2.)*hudsize*HScale;
CurY = BaseY+4*hudsize*HScale;
CurY = BaseY+(4+(56.-scl.y*mscl)/2.)*hudsize*HScale;
UTDrawTintedTex(itm.Icon,hudsize*mscl);
// amount if >1
if ( itm.Amount > 1 )
@ -795,7 +797,7 @@ Class UTHud : BaseStatusBar
Vector2 scl = TexMan.GetScaledSize(LastItem);
double mscl = 56./max(scl.x,scl.y);
CurX += (4+(56.-scl.x*mscl)/2.)*hudsize*HScale;
CurY += 4*hudsize*HScale;
CurY += (4+(56.-scl.y*mscl)/2.)*hudsize*HScale;
UTDrawTintedTex(LastItem,hudsize*mscl);
if ( LastAmount <= 1 ) return;
CurX = 32*hudsize*HScale;
@ -809,7 +811,7 @@ Class UTHud : BaseStatusBar
Vector2 scl = TexMan.GetScaledSize(CPlayer.mo.InvSel.Icon);
double mscl = 56./max(scl.x,scl.y);
CurX += (4+(56.-scl.x*mscl)/2.)*hudsize*HScale;
CurY += 4*hudsize*HScale;
CurY += (4+(56.-scl.y*mscl)/2.)*hudsize*HScale;
UTDrawTintedTex(CPlayer.mo.InvSel.Icon,hudsize*mscl);
// amount if >1
if ( CPlayer.mo.InvSel.Amount <= 1 ) return;