Finishing touches for hexen compatibility (1.1 update):
- Fully implemented ammo cubes. - Fixed environment map shaders (incorrect texture coords were being used). - HUD support for displaying Hexen keys. - Fixed "has no ammo" messages displaying more often than they should. - Fixed lack of footsteps with UT physics disabled. - Sneaky initial Strife compatibility work: - Impact Hammer will have reduced alert distance. - HUD support for displaying Strife keys.
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27 changed files with 314 additions and 70 deletions
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@ -681,7 +681,41 @@ Class UTHud : BaseStatusBar
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private void DrawKeys()
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{
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if ( deathmatch ) return; // no need to draw in DM
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if ( gameinfo.gametype&(GAME_Hexen|GAME_Strife) ) return; // no key display for these ATM (will do eventually)
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if ( gameinfo.gametype&(GAME_Hexen|GAME_Strife) )
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{
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if ( !automapactive ) return;
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int kw = (gameinfo.gametype&GAME_Strife)?20:30,
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kh = (gameinfo.gametype&GAME_Strife)?20:40;
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double ks = (gameinfo.gametype&GAME_Strife)?2.:1.5;
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int nkeys = 0;
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Array<int> rows;
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Array<Inventory> keys;
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keys.Clear();
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rows.Clear();
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rows.Push(0);
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for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
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{
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if ( !(i is 'Key') ) continue;
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keys.Push(i);
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if ( rows[rows.Size()-1] >= 6 ) rows.Push(1);
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else rows[rows.Size()-1]++;
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}
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int j = 0;
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CurX = (Screen.GetWidth()-kw*hudsize*HScale*ks);
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for ( int i=0; i<rows.Size(); i++ )
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{
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CurY = (Screen.GetHeight()-rows[i]*kh*hudsize*HScale*ks)*0.5;
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CurY += 64*hudsize*HScale;
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for ( int k=0; k<rows[i]; k++ )
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{
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UTDrawPlainTex(keys[j].Icon,hudsize*ks,min(opacity,15));
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j++;
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CurY += kh*hudsize*HScale*ks;
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}
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CurX -= kw*hudsize*HScale*ks;
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}
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return;
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}
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bool locks[6];
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for ( int i=0; i<6; i++ ) locks[i] = CPlayer.mo.CheckKeys(i+1,false,true);
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int nrows = 0, nrowss = 0;
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