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:
parent
20666ac1bd
commit
da49775e7d
29 changed files with 568 additions and 10 deletions
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@ -9,6 +9,21 @@ Model "EClip"
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FrameIndex ECLP A 0 0
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}
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Model "EnforcerMag"
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{
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Path "models"
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Model 0 "UsedMag_d.3d"
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Skin 0 "jautot1_.png"
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Scale 0.06 0.06 0.072
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ZOffset 1
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USEACTORPITCH
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USEACTORROLL
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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FrameIndex PCAS A 0 0
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}
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Model "UTCasing"
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{
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Path "models"
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@ -20,7 +35,6 @@ Model "UTCasing"
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ZOffset 1
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USEACTORPITCH
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USEACTORROLL
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DONTCULLBACKFACES
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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@ -182,6 +182,22 @@ Model "FlakChunk"
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FrameIndex FCH4 L 3 0
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}
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Model "FlakMag"
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{
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Path "models"
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Model 0 "UsedFlak_d.3d"
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Skin 0 "flak_t_.png"
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Scale 0.15 0.3 0.36
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AngleOffset 90
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ZOffset 1
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USEACTORPITCH
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USEACTORROLL
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USEROTATIONCENTER
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Rotation-Center 0 0 1
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FrameIndex PCAS A 0 0
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}
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Model "FlakCannon"
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{
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Path "models"
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@ -55,6 +55,21 @@ Model "StarterBolt"
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FrameIndex PBLT E 0 0
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}
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Model "PulseMag"
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{
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Path "models"
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Model 0 "UsedPulse_d.3d"
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Skin 0 "JPulseGun_02.png"
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Scale 0.2 0.2 0.24
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ZOffset 2
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USEACTORPITCH
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USEACTORROLL
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USEROTATIONCENTER
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Rotation-Center 0 0 2
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FrameIndex PCAS A 0 0
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}
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Model "PulseGun"
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{
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Path "models"
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BIN
models/Flak_t_.png
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BIN
models/Flak_t_.png
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After Width: | Height: | Size: 11 KiB |
BIN
models/Jautot1_.png
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BIN
models/Jautot1_.png
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After Width: | Height: | Size: 12 KiB |
BIN
models/UsedFlak_a.3d
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BIN
models/UsedFlak_a.3d
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BIN
models/UsedFlak_d.3d
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BIN
models/UsedFlak_d.3d
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BIN
models/UsedMag_a.3d
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BIN
models/UsedMag_a.3d
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BIN
models/UsedMag_d.3d
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BIN
models/UsedMag_d.3d
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BIN
models/UsedPulse_a.3d
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BIN
models/UsedPulse_a.3d
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BIN
models/UsedPulse_d.3d
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BIN
models/UsedPulse_d.3d
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25
sndinfo.txt
25
sndinfo.txt
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@ -166,9 +166,27 @@ $random ut/playerfootstep { ut/playerfootstep1 ut/playerfootstep2 ut/playerfoots
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ut/bossfootstep bfootstp
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// fluid sounds
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ut/playerfootstepwet lsplash
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ut/wetsplash dsplash
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ut/wetsurface wtrexit1
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ut/underwater uwater1a
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ut/playerfootstepslime dsslime1
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ut/slimesplash goopj1
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ut/slimesurface goope1
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ut/underslime ugoop1
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ut/playerfootsteplava dslava1
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ut/lavasplash goopj1
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ut/lavasurface goope1
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ut/underlava ulava1
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ut/playerfootstepnitro lsplash
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ut/nitrosplash dsplash
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ut/nitrosurface wtrexit1
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ut/undernitro ulnitro1
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// everything else
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@ -232,8 +250,12 @@ enforcer/select cocking
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enforcer/shoot e_shot
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enforcer/reload reload
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enforcer/click click
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enforcer/bounce clipb
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$volume enforcer/bounce 0.5
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$attenuation enforcer/bounce 3
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bullet/casing shell2
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$attenuation bullet/casing 2
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bullet/hit1 impact1
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bullet/hit2 impact2
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$random bullet/hit { bullet/hit1 bullet/hit2 }
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@ -289,6 +311,9 @@ flak/bounce3 hit3
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$random flak/bounce { flak/bounce1 flak/bounce2 flak/bounce3 }
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$limit flak/bounce 64
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flak/explode expl04
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flak/sbounce chnkhit1
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$volume flak/sbounce 0.5
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$attenuation flak/sbounce 3
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utrl/select selectin
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utrl/rotate barrelmv
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BIN
sounds/ChnkHit1.ogg
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BIN
sounds/ChnkHit1.ogg
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BIN
sounds/GoopE1.ogg
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BIN
sounds/GoopE1.ogg
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BIN
sounds/GoopJ1.ogg
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BIN
sounds/GoopJ1.ogg
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BIN
sounds/clipb.ogg
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BIN
sounds/clipb.ogg
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BIN
sounds/dslava1.ogg
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BIN
sounds/dslava1.ogg
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BIN
sounds/dsslime1.ogg
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BIN
sounds/dsslime1.ogg
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BIN
sounds/uGoop1.ogg
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BIN
sounds/uGoop1.ogg
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BIN
sounds/uLNitro1.ogg
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BIN
sounds/uLNitro1.ogg
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BIN
sounds/uLava1.ogg
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BIN
sounds/uLava1.ogg
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BIN
sounds/uWater1a.ogg
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BIN
sounds/uWater1a.ogg
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155
terrain.txt
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155
terrain.txt
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@ -0,0 +1,155 @@
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// splish sploshes
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splash utwater
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{
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smallclass utwatersplish
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smallclip 4
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smallsound ut/playerfootstepwet
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baseclass utwatersplash
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sound ut/wetsplash
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}
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splash utslime
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{
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smallclass utslimesplish
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smallclip 4
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smallsound ut/playerfootstepslime
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baseclass utslimesplash
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sound ut/slimesplash
}
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splash utnukage
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{
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smallclass utnukagesplish
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smallclip 4
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smallsound ut/playerfootstepslime
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baseclass utnukagesplash
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sound ut/slimesplash
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}
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splash utlava
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{
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smallclass utlavasplish
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smallclip 4
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smallsound ut/playerfootsteplava
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baseclass utlavasplash
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sound ut/lavasplash
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}
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splash utnitro
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{
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smallclass utnitrosplish
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smallclip 4
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smallsound ut/playerfootstepnitro
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baseclass utnitrosplash
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sound ut/nitrosplash
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}
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splash utblood
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{
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smallclass utbloodsplish
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smallclip 4
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smallsound ut/playerfootstepwet
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baseclass utbloodsplash
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sound ut/wetsplash
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}
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terrain utwater
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{
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splash utwater
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footclip 6
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liquid
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}
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terrain utslime
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{
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splash utslime
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footclip 6
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liquid
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}
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terrain utnukage
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{
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splash utnukage
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footclip 6
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liquid
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}
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terrain utlava
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{
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splash utlava
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footclip 6
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liquid
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}
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terrain utnitro
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{
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splash utnitro
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footclip 6
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liquid
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}
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terrain utblood
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{
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splash utblood
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footclip 6
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liquid
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}
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ifdoom
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floor BLOOD1 UTBlood
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floor BLOOD2 UTBlood
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floor BLOOD3 UTBlood
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floor FWATER1 UTWater
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floor FWATER2 UTWater
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floor FWATER3 UTWater
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floor FWATER4 UTWater
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floor LAVA1 UTLava
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floor LAVA2 UTLava
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floor LAVA3 UTLava
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floor LAVA4 UTLava
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floor NUKAGE1 UTNukage
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floor NUKAGE2 UTNukage
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floor NUKAGE3 UTNukage
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floor SLIME01 UTSlime
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floor SLIME02 UTSlime
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floor SLIME03 UTSlime
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floor SLIME04 UTSlime
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floor SLIME05 UTSlime
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floor SLIME06 UTSlime
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floor SLIME07 UTSlime
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floor SLIME08 UTSlime
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endif
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ifheretic
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floor FLTWAWA1 UTWater
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floor FLTFLWW1 UTWater
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floor FLTLAVA1 UTLava
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floor FLATHUH1 UTLava
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floor FLTSLUD1 UTSlime
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endif
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ifhexen
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floor X_005 UTWater
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floor X_001 UTLava
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floor X_009 UTSlime
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endif
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ifstrife
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floor F_WATR03 UTWater
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floor F_WATR02 UTWater
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floor F_WATR01 UTWater
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floor F_VWATR3 UTWater
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floor F_VWATR2 UTWater
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floor P_VWATR1 UTWater
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floor F_HWATR3 UTWater
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floor F_HWATR2 UTWater
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floor F_HWATR1 UTWater
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floor F_PWATR3 UTWater
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floor F_PWATR2 UTWater
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floor F_PWATR1 UTWater
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endif
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@ -167,12 +167,36 @@ Class UTCasing : Actor
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PCAS A -1
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{
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pitch = 0;
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angle = FRandom[Junk](0,360);
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roll = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class EnforcerMag : UTCasing
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{
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Default
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{
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BounceSound "enforcer/bounce";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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heat = 0.;
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = RandomPick[Junk](-90,90);
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class Enforcer : UTWeapon
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{
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int ClipCount, SlaveClipCount;
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@ -388,6 +412,8 @@ Class Enforcer : UTWeapon
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}
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origin = level.Vec3Offset(origin,x*8+ydir*y*6-z*2);
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let c = Spawn("UTCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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}
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@ -574,6 +600,13 @@ Class Enforcer : UTWeapon
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount<min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)));
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*4.-z*8.);
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let c = Spawn("EnforcerMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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ENFS A 0 A_PlaySound("enforcer/select",CHAN_WEAPON);
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Goto Ready;
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@ -599,6 +632,13 @@ Class Enforcer : UTWeapon
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayReloading();
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invoker.slavereload = false;
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*4.-z*8.);
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let c = Spawn("EnforcerMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
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}
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2NFS A 0 A_PlaySound("enforcer/select",CHAN_6);
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Goto LeftReady;
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@ -607,6 +607,33 @@ Class FlakLight : DynamicLight
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}
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}
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Class FlakMag : UTCasing
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{
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Default
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{
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BounceSound "flak/sbounce";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( special1 )
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{
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anglevel *= .1;
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pitchvel *= .1;
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}
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = RandomPick[Junk](-90,90);
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class FlakCannon : UTWeapon
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{
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action void A_Loading( bool first = false )
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@ -714,6 +741,11 @@ Class FlakCannon : UTWeapon
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s.scale *= 2.4;
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s.alpha *= 0.5;
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}
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let c = Spawn("FlakMag",origin);
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c.angle = angle;
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c.pitch = BulletSlope();
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c.vel = x*FRandom[Junk](15.,20.)+y*FRandom[Junk](-.1,.1)+z*FRandom[Junk](.1,.8);
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c.special1 = 1;
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}
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Default
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@ -756,7 +788,16 @@ Class FlakCannon : UTWeapon
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Fire:
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FLKF A 1 A_FireChunks();
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FLKF BCDEFGHI 1;
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FLKF J 4;
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FLKF J 4
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{
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Vector3 x, y, z, origin;
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[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.+y*3.-z*8.);
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let c = Spawn("FlakMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = vel*.5+x*FRandom[Junk](-.8,.1)+y*FRandom[Junk](-.2,.2)-z*FRandom[Junk](1,2);
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}
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Goto Loading;
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AltFire:
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FLKA A 1 A_FireSlug();
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@ -172,6 +172,8 @@ Class Minigun : UTWeapon
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}
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origin = level.Vec3Offset(origin,x*8+y*5-z*5);
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let c = Spawn("UTCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
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c.Scale *= 0.5;
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}
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@ -531,6 +531,31 @@ Class StarterBolt : PulseBolt
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}
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}
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Class PulseMag : UTCasing
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{
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Default
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{
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BounceSound "enforcer/bounce";
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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heat = 0.;
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}
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States
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{
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Death:
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PCAS A -1
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{
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pitch = Normalize180(pitch);
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if ( abs(deltaangle(pitch,0)) < 35 ) pitch = 0;
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else pitch = (pitch>0)?90:-90;
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angle = FRandom[Junk](0,360);
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}
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Stop;
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}
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}
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Class PulseGun : UTWeapon
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{
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int clipcount;
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@ -778,7 +803,17 @@ Class PulseGun : UTWeapon
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invoker.clipcount = 0;
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}
|
||||
PGNR QRSTUVWXYZ 1;
|
||||
PGR2 ABCD 1;
|
||||
PGR2 A 1
|
||||
{
|
||||
Vector3 x, y, z, origin;
|
||||
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*4.-y*6.-z*8.);
|
||||
let c = Spawn("PulseMag",origin);
|
||||
c.angle = angle;
|
||||
c.pitch = pitch;
|
||||
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
|
||||
}
|
||||
PGR2 BCD 1;
|
||||
PGR2 E 1
|
||||
{
|
||||
invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount);
|
||||
|
|
|
|||
|
|
@ -171,6 +171,8 @@ Class SniperRifle : UTWeapon
|
|||
origin = level.Vec3Offset(origin,x*8+y*6-z*9);
|
||||
let c = Spawn("UTCasing",origin);
|
||||
c.scale *= 1.25;
|
||||
c.angle = angle;
|
||||
c.pitch = pitch;
|
||||
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
|
||||
}
|
||||
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue