Whole set of new features:

- Spent mags for Enforcer, Flak Cannon and Pulsegun.
- Fixed up bullet casing orientations.
- Terrain stuff (WIP).
This commit is contained in:
Marisa the Magician 2019-10-16 18:03:00 +02:00
commit da49775e7d
29 changed files with 568 additions and 10 deletions

View file

@ -11,6 +11,7 @@ Class UTPlayer : DoomPlayer
int last_fm_tap, last_sm_tap;
int last_tap_fm, last_tap_sm;
int last_jump_held;
Actor underwatersnd;
int tempslide;
double ssup;
@ -250,7 +251,7 @@ Class UTPlayer : DoomPlayer
if ( lastvelz < -8 )
{
double vol = clamp((-lastvelz-8)*0.05,0.01,1.0);
if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,vol);
if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) PlaySplash(vol);
else A_PlaySound("*uland",CHAN_AUTO,vol);
PlayLanding();
}
@ -265,13 +266,20 @@ Class UTPlayer : DoomPlayer
{
double vol = abs(vel.xy.length())*0.03;
if ( forcefootstep ) vol = clamp(-lastvelz*0.05,0.01,1.0);
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,vol);
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) PlayWetFootstep(vol);
else PlayFootstep(vol);
}
if ( (waterlevel >= 2) && (lastwaterlevel < 2) )
A_PlaySound("ut/wetsplash",CHAN_AUTO);
PlaySplash(1.);
else if ( (waterlevel < 2) && (lastwaterlevel >= 2) )
A_PlaySound("ut/wetsurface",CHAN_AUTO);
PlaySurface();
if ( (waterlevel >= 3) && !underwatersnd )
{
underwatersnd = Spawn("UTUnderSound",pos);
underwatersnd.target = self;
}
else if ( (waterlevel < 3) && underwatersnd )
underwatersnd.Destroy();
lastground = player.onground;
lastvelz = prevvelz;
prevvelz = vel.z;
@ -385,8 +393,17 @@ Class UTPlayer : DoomPlayer
else Angle += cmd.yaw*(360./65536.);
player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
// slant (aka steep slope) detection
// TODO make it 3d floor aware when the PR makes it in
if ( floorsector.floorplane.normal dot (0,0,1) < (46342./65536.) )
Vector3 floornormal = floorsector.floorplane.normal;
for ( int i=0; i<floorsector.Get3DFloorCount(); i++ )
{
F3DFloor ff = floorsector.Get3DFloor(i);
if ( ff.top.ZAtPoint(pos.xy) ~== floorz )
{
floornormal = -ff.top.normal;
break;
}
}
if ( floornormal dot (0,0,1) < (46342./65536.) )
player.onground = false;
if ( player.onground ) lastgroundtic = gametic;
if ( !player.onground && !bNoGravity && (waterlevel < 2) && (abs(pos.z-floorz) <= maxdropoffheight) && (player.jumptics == 0) && (vel.z < 0) )
@ -726,7 +743,70 @@ Class UTPlayer : DoomPlayer
virtual void PlayFootstep( double vol )
{
A_PlaySound("ut/playerfootstep",CHAN_5,vol);
A_PlaySound("ut/playerfootstep",CHAN_AUTO,vol);
}
virtual void PlaySplash( double vol )
{
TerrainDef t = GetFloorTerrain();
String snd = "ut/wetsplash";
switch ( t.TerrainName )
{
case 'UTLava':
case 'Lava':
snd = "ut/lavasplash";
break;
case 'UTSlime':
case 'UTNukage':
case 'Slime':
case 'Nukage':
case 'Sludge':
snd = "ut/slimesplash";
break;
}
A_PlaySound(snd,CHAN_AUTO,vol);
}
virtual void PlaySurface()
{
TerrainDef t = GetFloorTerrain();
String snd = "ut/wetsurface";
switch ( t.TerrainName )
{
case 'UTLava':
case 'Lava':
snd = "ut/lavasurface";
break;
case 'UTSlime':
case 'UTNukage':
case 'Slime':
case 'Nukage':
case 'Sludge':
snd = "ut/slimesurface";
break;
}
A_PlaySound(snd,CHAN_AUTO);
}
virtual void PlayWetFootstep( double vol )
{
TerrainDef t = GetFloorTerrain();
String snd = "ut/playerfootstepwet";
switch ( t.TerrainName )
{
case 'UTLava':
case 'Lava':
snd = "ut/playerfootsteplava";
break;
case 'UTSlime':
case 'UTNukage':
case 'Slime':
case 'Nukage':
case 'Sludge':
snd = "ut/playerfootstepslime";
break;
}
A_PlaySound(snd,CHAN_AUTO,vol);
}
override void PlayIdle()
@ -1120,6 +1200,139 @@ Class UTPlayer : DoomPlayer
}
}
Class UTUnderSound : Actor
{
enum EFluidType
{
FLUID_WATER,
FLUID_SLIME,
FLUID_LAVA,
FLUID_NITRO
};
int curfluid, lastfluid;
String fluidsounds[4];
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+NOINTERACTION;
}
int GetFluid()
{
int thisfluid = FLUID_WATER;
// try to guess where we are
for ( int i=0; i<CurSector.Get3DFloorCount(); i++ )
{
F3DFloor ff = CurSector.Get3DFloor(i);
switch ( ff.model.damagetype )
{
case 'Slime':
thisfluid = FLUID_SLIME;
break;
case 'Fire':
thisfluid = FLUID_LAVA;
break;
case 'Ice':
thisfluid = FLUID_NITRO;
break;
}
}
return thisfluid;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
curfluid = lastfluid = GetFluid();
fluidsounds[0] = 'ut/underwater';
fluidsounds[1] = 'ut/underslime';
fluidsounds[2] = 'ut/underlava';
fluidsounds[3] = 'ut/undernitro';
A_PlaySound(fluidsounds[curfluid],CHAN_VOICE|CHAN_LISTENERZ,1.,true,100.);
A_SoundVolume(CHAN_VOICE,(players[consoleplayer].camera==target)?1.:0.);
}
override void OnDestroy()
{
A_StopSound(CHAN_VOICE);
Super.OnDestroy();
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
curfluid = GetFluid();
if ( curfluid != lastfluid )
A_PlaySound(fluidsounds[curfluid],CHAN_VOICE|CHAN_LISTENERZ,1.,true,100.);
lastfluid = curfluid;
A_SoundVolume(CHAN_VOICE,(players[consoleplayer].camera==target)?1.:0.);
}
}
// TODO terrain stuff
Class UTTerrainFX : Actor
{
States
{
Spawn:
TNT1 A 1;
Stop;
}
}
Class UTWaterSplish : UTTerrainFX
{
}
Class UTWaterSplash : UTTerrainFX
{
}
Class UTBloodSplish : UTTerrainFX
{
}
Class UTBloodSplash : UTTerrainFX
{
}
Class UTSlimeSplish : UTTerrainFX
{
}
Class UTSlimeSplash : UTTerrainFX
{
}
Class UTNukageSplish : UTTerrainFX
{
}
Class UTNukageSplash : UTTerrainFX
{
}
Class UTLavaSplish : UTTerrainFX
{
}
Class UTLavaSplash : UTTerrainFX
{
}
Class UTNitroSplish : UTTerrainFX
{
}
Class UTNitroSplash : UTTerrainFX
{
}
// these only exist for sound
// female classes have identical sounds, so they use the same soundclass here
Class UTPlayerTMale1 : UTPlayer