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.
12
Readme.md
|
|
@ -58,19 +58,21 @@ This mod requires GZDoom 4.2.4 or later.
|
|||
- UT gore system (WIP, toggleable)
|
||||
- Liquid splashes
|
||||
- Original Invulnerability and Night Vision items
|
||||
- Hexen compatibility
|
||||
|
||||
## In progress
|
||||
|
||||
- Tooltips for menu options.
|
||||
- Help screens describing items and stuff (maybe?).
|
||||
- N/A, this is the 1.1 release.
|
||||
|
||||
## Planned
|
||||
|
||||
- Stuff for 1.1
|
||||
- Fancy titlemap like Doomreal.
|
||||
- Stuff for 1.2
|
||||
- Fancy titlemap with intro narration.
|
||||
- Touch up blood/gibbing features. At the moment, Nashgore is still a
|
||||
superior alternative.
|
||||
- Hexen/Strife compatibility ???
|
||||
- Help screens describing items and stuff (maybe?).
|
||||
- Chex Quest compatibility ?
|
||||
- Strife compatibility ????
|
||||
- Stuff for much later
|
||||
- Add ammo counters to Pulsegun, Minigun, Flak Cannon and Rocket Launcher
|
||||
once scripted textures are implemented
|
||||
|
|
|
|||
BIN
brightmaps/JAmmoBox1.png
Normal file
|
After Width: | Height: | Size: 23 KiB |
BIN
brightmaps/S_Ammo.png
Normal file
|
After Width: | Height: | Size: 547 B |
71
gldefs.txt
|
|
@ -242,6 +242,51 @@ Object ActUTNightVision
|
|||
Frame "UKEY" { light "UTVISLIGHT" }
|
||||
}
|
||||
|
||||
PointLight UTAMMOBOXLOW
|
||||
{
|
||||
Color 0.1 0.2 0.5
|
||||
Size 16
|
||||
Offset 0 20 0
|
||||
Attenuate 1
|
||||
}
|
||||
PointLight UTAMMOBOXMED
|
||||
{
|
||||
Color 0.2 0.5 0.1
|
||||
Size 18
|
||||
Offset 0 20 0
|
||||
Attenuate 1
|
||||
}
|
||||
PointLight UTAMMOBOXHIGH
|
||||
{
|
||||
Color 0.5 0.1 0.2
|
||||
Size 20
|
||||
Offset 0 20 0
|
||||
Attenuate 1
|
||||
}
|
||||
PointLight UTAMMOBOXFULL
|
||||
{
|
||||
Color 0.3 0.1 0.5
|
||||
Size 24
|
||||
Offset 0 20 0
|
||||
Attenuate 1
|
||||
}
|
||||
Object UTMinorAmmoBox
|
||||
{
|
||||
Frame "ABOX" { light "UTAMMOBOXLOW" }
|
||||
}
|
||||
Object UTMediumAmmoBox
|
||||
{
|
||||
Frame "ABOX" { light "UTAMMOBOXMED" }
|
||||
}
|
||||
Object UTMajorAmmoBox
|
||||
{
|
||||
Frame "ABOX" { light "UTAMMOBOXHIGH" }
|
||||
}
|
||||
Object ActUTFullAmmoBox
|
||||
{
|
||||
Frame "ABOX" { light "UTAMMOBOXFULL" }
|
||||
}
|
||||
|
||||
// Shaders / Brightmaps
|
||||
HardwareShader Texture "models/Jgreen.png"
|
||||
{
|
||||
|
|
@ -811,6 +856,32 @@ HardwareShader Texture "models/Effect1.png"
|
|||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/ABoxBlue_env.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/ABoxGreen_env.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/ABoxRed_env.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/ABoxPurple_env.png"
|
||||
{
|
||||
Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
|
||||
}
|
||||
HardwareShader Texture "models/JAmmoBox1.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
Texture brighttex "brightmaps/JAmmoBox1.png"
|
||||
}
|
||||
HardwareShader Texture "models/S_Ammo.png"
|
||||
{
|
||||
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
|
||||
Texture brighttex "brightmaps/S_Ammo.png"
|
||||
}
|
||||
// PP shaders
|
||||
HardwareShader PostProcess scene
|
||||
{
|
||||
|
|
|
|||
|
Before Width: | Height: | Size: 146 KiB After Width: | Height: | Size: 146 KiB |
BIN
graphics/hud/ItemABox.png
Normal file
|
After Width: | Height: | Size: 2.2 KiB |
16
language.txt
|
|
@ -88,6 +88,10 @@ I_REDEEMER = "You got the Redeemer.";
|
|||
I_CHAINSAWAMMO = "You picked up a Fuel Can.";
|
||||
I_UTINVUL = "You have Invulnerability!";
|
||||
I_UTVISION = "You have Night Vision.";
|
||||
I_AMMOBOXLOW = "You picked up a lesser Ammo Cube.";
|
||||
I_AMMOBOXMED = "You picked up a medium Ammo Cube.";
|
||||
I_AMMOBOXHIGH = "You picked up a greater Ammo Cube.";
|
||||
I_AMMOBOXFULL = "You got a full Ammo Cube.";
|
||||
/* Tags */
|
||||
T_ARMORBONUS = "Armor Bonus";
|
||||
T_THIGHPADS = "Thigh Pads";
|
||||
|
|
@ -144,6 +148,10 @@ T_REDEEMER = "Redeemer";
|
|||
T_CHAINSAWAMMO = "Chainsaw Fuel";
|
||||
T_UTINVUL = "Invulnerability";
|
||||
T_UTVISION = "Night Vision";
|
||||
T_AMMOBOXLOW = "Lesser Ammo Cube";
|
||||
T_AMMOBOXMED = "Medium Ammo Cube";
|
||||
T_AMMOBOXHIGH = "Greater Ammo Cube";
|
||||
T_AMMOBOXFULL = "Full Ammo Cube";
|
||||
/* Miscellaneous */
|
||||
D_SHIELDBELT = "The Shield Belt has depleted.";
|
||||
D_UDAMAGE = "Damage Amplifier has worn off.";
|
||||
|
|
@ -362,6 +370,10 @@ I_REDEEMER = "Has obtenido el Redentor.";
|
|||
I_CHAINSAWAMMO = "Has recogido una Lata de Combustible.";
|
||||
I_UTINVUL = "Tienes la Invulnerabilidad!";
|
||||
I_UTVISION = "Tienes la Visión Nocturna.";
|
||||
I_AMMOBOXLOW = "Has recogido un Cubo de Munición menor.";
|
||||
I_AMMOBOXMED = "Has recogido un Cubo de Munición mediano.";
|
||||
I_AMMOBOXHIGH = "Has recogido un Cubo de Munición mayor.";
|
||||
I_AMMOBOXFULL = "Has obtenido un Cubo de Munición completa.";
|
||||
/* Tags */
|
||||
T_ARMORBONUS = "Armadura Extra";
|
||||
T_THIGHPADS = "Musleras";
|
||||
|
|
@ -418,6 +430,10 @@ T_REDEEMER = "Redentor";
|
|||
T_CHAINSAWAMMO = "Combustible de Motosierra";
|
||||
T_UTINVUL = "Invulnerabilidad";
|
||||
T_UTVISION = "Visión Nocturna";
|
||||
T_AMMOBOXLOW = "Cubo de Munición menor";
|
||||
T_AMMOBOXMED = "Cubo de Munición mediano";
|
||||
T_AMMOBOXHIGH = "Cubo de Munición mayor";
|
||||
T_AMMOBOXFULL = "Cubo de Munición completa";
|
||||
/* Miscellaneous */
|
||||
D_SHIELDBELT = "El Cinturón Protector se ha agotado.";
|
||||
D_UDAMAGE = "El Amplificador de Daño ha desaparecido.";
|
||||
|
|
|
|||
|
|
@ -886,3 +886,60 @@ Model "UTLavaSplish"
|
|||
FrameIndex SPSH Y 0 25
|
||||
FrameIndex SPSH Z 0 26
|
||||
}
|
||||
|
||||
Model "UTMinorAmmoBox"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "AmmoCube_d.3d"
|
||||
SurfaceSkin 0 0 "JAmmoBox1.png"
|
||||
SurfaceSkin 0 1 "ABoxBlue_env.png"
|
||||
SurfaceSkin 0 2 "S_Ammo.png"
|
||||
Scale 0.015 0.015 0.015
|
||||
ZOffset 20
|
||||
ROTATING
|
||||
Rotation-Speed 3
|
||||
|
||||
FrameIndex ABOX A 0 0
|
||||
}
|
||||
Model "UTMediumAmmoBox"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "AmmoCube_d.3d"
|
||||
SurfaceSkin 0 0 "JAmmoBox1.png"
|
||||
SurfaceSkin 0 1 "ABoxGreen_env.png"
|
||||
SurfaceSkin 0 2 "S_Ammo.png"
|
||||
Scale 0.017 0.017 0.017
|
||||
ZOffset 20
|
||||
ROTATING
|
||||
Rotation-Speed 3
|
||||
|
||||
FrameIndex ABOX A 0 0
|
||||
}
|
||||
Model "UTMajorAmmoBox"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "AmmoCube_d.3d"
|
||||
SurfaceSkin 0 0 "JAmmoBox1.png"
|
||||
SurfaceSkin 0 1 "ABoxRed_env.png"
|
||||
SurfaceSkin 0 2 "S_Ammo.png"
|
||||
Scale 0.02 0.02 0.02
|
||||
ZOffset 20
|
||||
ROTATING
|
||||
Rotation-Speed 3
|
||||
|
||||
FrameIndex ABOX A 0 0
|
||||
}
|
||||
Model "ActUTFullAmmoBox"
|
||||
{
|
||||
Path "models"
|
||||
Model 0 "AmmoCube_d.3d"
|
||||
SurfaceSkin 0 0 "JAmmoBox1.png"
|
||||
SurfaceSkin 0 1 "ABoxPurple_env.png"
|
||||
SurfaceSkin 0 2 "S_Ammo.png"
|
||||
Scale 0.03 0.03 0.03
|
||||
ZOffset 20
|
||||
ROTATING
|
||||
Rotation-Speed 3
|
||||
|
||||
FrameIndex ABOX A 0 0
|
||||
}
|
||||
|
|
|
|||
BIN
models/ABoxBlue_env.png
Normal file
|
After Width: | Height: | Size: 56 KiB |
BIN
models/ABoxGreen_env.png
Normal file
|
After Width: | Height: | Size: 54 KiB |
BIN
models/ABoxPurple_env.png
Normal file
|
After Width: | Height: | Size: 58 KiB |
BIN
models/ABoxRed_env.png
Normal file
|
After Width: | Height: | Size: 54 KiB |
|
Before Width: | Height: | Size: 30 KiB After Width: | Height: | Size: 29 KiB |
|
Before Width: | Height: | Size: 44 KiB |
|
Before Width: | Height: | Size: 38 KiB |
|
Before Width: | Height: | Size: 44 KiB |
|
Before Width: | Height: | Size: 47 KiB |
|
|
@ -3,5 +3,5 @@ vec4 ProcessTexel()
|
|||
{
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return getTexel(norm.xz*0.5);
|
||||
return getTexel(norm.xz*0.5+0.5);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,5 +10,5 @@ vec4 ProcessTexel()
|
|||
{
|
||||
vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
|
||||
vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
|
||||
return getTexel(norm.xz*0.5);
|
||||
return getTexel(norm.xz*0.5+0.5);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -166,6 +166,12 @@ $random ut/playerfootstep { ut/playerfootstep1 ut/playerfootstep2 ut/playerfoots
|
|||
|
||||
ut/bossfootstep bfootstp
|
||||
|
||||
// Hexen fixup
|
||||
PlayerLand DSEMPTY
|
||||
PuzzleFailFighter DSEMPTY
|
||||
PuzzleFailCleric DSEMPTY
|
||||
PuzzleFailMage DSEMPTY
|
||||
|
||||
// fluid sounds
|
||||
|
||||
ut/playerfootstepwet lsplash
|
||||
|
|
|
|||
|
|
@ -21,3 +21,4 @@ Sprite "CHIPA0",1,1{}
|
|||
Sprite "USKLA0",1,1{}
|
||||
Sprite "UKEYA0",1,1{}
|
||||
Sprite "RNGXA0",1,1{}
|
||||
Sprite "ABOXA0",1,1{}
|
||||
|
|
|
|||
|
|
@ -287,13 +287,13 @@ Class UTHexenAmmoBox : Inventory
|
|||
default
|
||||
{
|
||||
UTHexenAmmoBox.AmmoFactor -1;
|
||||
+INVENTORY.ALWAYSPICKUP;
|
||||
Inventory.PickupSound = "misc/i_pkup";
|
||||
+FLOATBOB;
|
||||
Inventory.PickupSound "misc/i_pkup";
|
||||
}
|
||||
|
||||
override bool TryPickup( in out Actor toucher )
|
||||
{
|
||||
bool hasgiven = (AmmoFactor <= 0); // always true
|
||||
bool hasgiven = (AmmoFactor < 0); // always true
|
||||
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
||||
{
|
||||
let type = (class<Ammo>)(AllActorClasses[i]);
|
||||
|
|
@ -315,23 +315,27 @@ Class UTHexenAmmoBox : Inventory
|
|||
}
|
||||
}
|
||||
// sneaky fix for chainsaw ammo
|
||||
if ( (type is 'ChainsawAmmo') && flak_sawammo ) isvalid = true;
|
||||
if ( (type is 'ChainsawAmmo') && flak_sawammo && (GetReplacement(type) == type) ) isvalid = true;
|
||||
if ( !isvalid ) continue;
|
||||
let ammoitem = Ammo(toucher.FindInventory(type));
|
||||
int amount;
|
||||
if ( AmmoFactor < 0 ) amount = GetDefaultByType(type).MaxAmount;
|
||||
int amount = GetDefaultByType(type).BackpackAmount;
|
||||
if ( AmmoFactor < 0 )
|
||||
{
|
||||
if ( ammoitem ) amount = ammoitem.MaxAmount;
|
||||
else amount = GetDefaultByType(type).MaxAmount;
|
||||
}
|
||||
else
|
||||
{
|
||||
amount = (GetDefaultByType(type).Amount*100)/AmmoFactor;
|
||||
amount = (amount*AmmoFactor)/100;
|
||||
// extra ammo in baby mode and nightmare mode
|
||||
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
|
||||
}
|
||||
if ( amount < 0 ) amount = 0;
|
||||
if ( amount <= 0 ) continue;
|
||||
if ( !ammoitem )
|
||||
{
|
||||
// The player did not have the ammoitem. Add it.
|
||||
ammoitem = Ammo(Spawn(type));
|
||||
ammoitem.Amount = bDepleted?0:amount;
|
||||
ammoitem.Amount = amount;
|
||||
if ( ammoitem.Amount > ammoitem.MaxAmount )
|
||||
ammoitem.Amount = ammoitem.MaxAmount;
|
||||
ammoitem.AttachToOwner(toucher);
|
||||
|
|
@ -340,7 +344,7 @@ Class UTHexenAmmoBox : Inventory
|
|||
else
|
||||
{
|
||||
// The player had the ammoitem. Give some more.
|
||||
if ( !bDepleted && (ammoitem.Amount < ammoitem.MaxAmount) )
|
||||
if ( ammoitem.Amount < ammoitem.MaxAmount )
|
||||
{
|
||||
ammoitem.Amount += amount;
|
||||
if ( ammoitem.Amount > ammoitem.MaxAmount )
|
||||
|
|
@ -375,12 +379,12 @@ Class UTMediumAmmoBox : UTHexenAmmoBox
|
|||
{
|
||||
Tag "$T_AMMOBOXMED";
|
||||
Inventory.PickupMessage "$I_AMMOBOXMED";
|
||||
UTHexenAmmoBox.AmmoFactor 120;
|
||||
UTHexenAmmoBox.AmmoFactor 90;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ABOX B -1;
|
||||
ABOX A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
@ -390,12 +394,12 @@ Class UTMajorAmmoBox : UTHexenAmmoBox
|
|||
{
|
||||
Tag "$T_AMMOBOXHIGH";
|
||||
Inventory.PickupMessage "$I_AMMOBOXHIGH";
|
||||
UTHexenAmmoBox.AmmoFactor 180;
|
||||
UTHexenAmmoBox.AmmoFactor 120;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
ABOX C -1;
|
||||
ABOX A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
@ -407,6 +411,7 @@ Class ActUTFullAmmoBox : UTActivatable
|
|||
Inventory.Icon "ItemABox";
|
||||
Inventory.PickupMessage "$I_AMMOBOXFULL";
|
||||
+COUNTITEM;
|
||||
+FLOATBOB;
|
||||
+INVENTORY.BIGPOWERUP;
|
||||
UTActivatable.GiveItem "UTHexenAmmoBox";
|
||||
Inventory.RespawnTics 4200;
|
||||
|
|
@ -414,7 +419,7 @@ Class ActUTFullAmmoBox : UTActivatable
|
|||
States
|
||||
{
|
||||
Spawn:
|
||||
ABOX D -1;
|
||||
ABOX A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -66,7 +66,7 @@ Class ImpactHammer : UTWeapon
|
|||
if ( invoker.count > .2 )
|
||||
{
|
||||
invoker.count = 0;
|
||||
A_AlertMonsters();
|
||||
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
|
||||
}
|
||||
A_QuakeEx(clamp(int(invoker.chargesize),0,2),clamp(int(invoker.chargesize),0,2),clamp(int(invoker.chargesize),0,2),2,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
|
||||
UTMainHandler.DoSwing(self,(FRandom[Impact](-1,1),FRandom[Impact](-1,1)),invoker.chargesize*0.1,0,1,SWING_Spring);
|
||||
|
|
@ -90,7 +90,7 @@ Class ImpactHammer : UTWeapon
|
|||
A_PlaySound("impact/release",CHAN_WEAPON);
|
||||
invoker.FireEffect();
|
||||
UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),3,-0.8,3,SWING_Spring,3,2);
|
||||
A_AlertMonsters();
|
||||
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-4*z);
|
||||
|
|
@ -102,6 +102,7 @@ Class ImpactHammer : UTWeapon
|
|||
int dmg = int(60*realcharge);
|
||||
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
|
||||
d.HitActor.vel = x*(8000/d.HitActor.mass)*realcharge;
|
||||
if ( gameinfo.gametype&GAME_Strife ) d.HitActor.DaggerAlert(self);
|
||||
if ( d.HitActor.bNOBLOOD )
|
||||
{
|
||||
let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
|
||||
|
|
@ -154,7 +155,7 @@ Class ImpactHammer : UTWeapon
|
|||
A_PlaySound("impact/fire",CHAN_WEAPON);
|
||||
invoker.FireEffect();
|
||||
UTMainHandler.DoSwing(self,(FRandom[Impact](-0.3,-1.5),FRandom[Impact](-1.2,-0.4)),2,-0.6,2,SWING_Spring,1,2);
|
||||
A_AlertMonsters();
|
||||
A_AlertMonsters(gameinfo.gametype&GAME_Strife?100:0);
|
||||
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
|
|
@ -167,6 +168,7 @@ Class ImpactHammer : UTWeapon
|
|||
int dmg = int(20*dscale);
|
||||
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
|
||||
d.HitActor.vel = x*(4000/d.HitActor.mass)*dscale;
|
||||
if ( gameinfo.gametype&GAME_Strife ) d.HitActor.DaggerAlert(self);
|
||||
}
|
||||
else if ( d.HitType != TRACE_HitNone )
|
||||
{
|
||||
|
|
|
|||
|
|
@ -234,7 +234,7 @@ Class UTBackpack : BackpackItem
|
|||
}
|
||||
}
|
||||
// sneaky fix for chainsaw ammo
|
||||
if ( (type is 'ChainsawAmmo') && flak_sawammo ) isvalid = true;
|
||||
if ( (type is 'ChainsawAmmo') && flak_sawammo && (GetReplacement(type) == type) ) isvalid = true;
|
||||
if ( !isvalid ) continue;
|
||||
let ammoitem = Ammo(other.FindInventory(type));
|
||||
int amount = GetDefaultByType(type).BackpackAmount;
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
Class UTPlayer : DoomPlayer
|
||||
{
|
||||
bool doprintnoammo;
|
||||
bool lastground;
|
||||
int lastwaterlevel;
|
||||
int lastgroundtic;
|
||||
|
|
@ -198,9 +199,14 @@ Class UTPlayer : DoomPlayer
|
|||
let type = (class<Inventory>)(AllActorClasses[i]);
|
||||
if ( !type ) continue;
|
||||
let def = GetDefaultByType(type);
|
||||
if ( !(gameinfo.gametype&GAME_Raven)
|
||||
&& ((type is "UTActivatable") || (type is "UTActivatableHealth")) )
|
||||
continue; // don't give these outside of Heretic/Hexen
|
||||
if ( (!(gameinfo.gametype&GAME_Raven)
|
||||
&& ((type is "UTActivatable") || (type is "UTActivatableHealth")))
|
||||
|| ((gameinfo.gametype&GAME_HERETIC) && (type is 'ActUTFullAmmoBox')) )
|
||||
{
|
||||
// don't give activatables outside of Heretic/Hexen
|
||||
// don't give full ammo cubes outside of Hexen
|
||||
continue;
|
||||
}
|
||||
if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
|
||||
!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
|
||||
{
|
||||
|
|
@ -235,9 +241,28 @@ Class UTPlayer : DoomPlayer
|
|||
else GiveInventory(type,amount,true);
|
||||
}
|
||||
|
||||
// modified so it displays the "has no ammo" message
|
||||
override Weapon PickWeapon( int slot, bool checkammo )
|
||||
{
|
||||
doprintnoammo = true;
|
||||
let rslt = Super.PickWeapon(slot,checkammo);
|
||||
doprintnoammo = false;
|
||||
return rslt;
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( !flak_utmovement || !player || (player.mo != self) || (player.cheats&(CF_FROZEN|CF_TOTALLYFROZEN)) )
|
||||
{
|
||||
bNOFRICTION = false;
|
||||
bNOFRICTIONBOUNCE = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
bNOFRICTION = true;
|
||||
bNOFRICTIONBOUNCE = true;
|
||||
}
|
||||
if ( InStateSequence(CurState,FindState("See",true)) )
|
||||
SetStateLabel("See2");
|
||||
if ( (waterlevel >= 2) && (lastwaterlevel < 2) )
|
||||
|
|
@ -252,17 +277,6 @@ Class UTPlayer : DoomPlayer
|
|||
else if ( (waterlevel < 3) && underwatersnd )
|
||||
underwatersnd.Destroy();
|
||||
lastwaterlevel = waterlevel;
|
||||
if ( !flak_utmovement || !player || (player.mo != self) || (player.cheats&(CF_FROZEN|CF_TOTALLYFROZEN)) )
|
||||
{
|
||||
bNOFRICTION = false;
|
||||
bNOFRICTIONBOUNCE = false;
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
bNOFRICTION = true;
|
||||
bNOFRICTIONBOUNCE = true;
|
||||
}
|
||||
if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]);
|
||||
if ( !footsteps.GetBool() || (Health <= 0) ) return;
|
||||
double ang = level.time/(20*TICRATE/35.)*360.;
|
||||
|
|
@ -1895,11 +1909,9 @@ Class UTWeapon : Weapon
|
|||
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
|
||||
{
|
||||
bool rslt = Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount);
|
||||
if ( (gametic > lastnoammotic) && !rslt && !autoSwitch && !requireAmmo && Owner.CheckLocalView() )
|
||||
{
|
||||
if ( (gametic <= lastnoammotic) || rslt || !Owner.CheckLocalView() || !(Owner is 'UTPlayer') || !UTPlayer(Owner).doprintnoammo ) return rslt;
|
||||
lastnoammotic = gametic;
|
||||
Console.Printf(StringTable.Localize((Amount>1)?"$M_NOAMMO2":"$M_NOAMMO"),GetTag());
|
||||
}
|
||||
return rslt;
|
||||
}
|
||||
|
||||
|
|
@ -3133,6 +3145,10 @@ Class UTMainHandler : EventHandler
|
|||
else if ( e.Replacee == 'FWeaponPiece1' ) e.Replacement = 'WarheadAmmo';
|
||||
else if ( e.Replacee == 'CWeaponPiece1' ) e.Replacement = 'UTBackpack';
|
||||
else if ( (e.Replacee == 'MWeaponPiece1') || (e.Replacee == 'MWeapBloodscourge') || (e.Replacee.GetClassName() == 'mkFullBloodscourge') ) e.Replacement = 'WarheadLauncher';
|
||||
else if ( e.Replacee == 'Mana1' ) e.Replacement = 'UTMinorAmmoBox';
|
||||
else if ( e.Replacee == 'Mana2' ) e.Replacement = 'UTMediumAmmoBox';
|
||||
else if ( e.Replacee == 'Mana3' ) e.Replacement = 'UTMajorAmmoBox';
|
||||
else if ( e.Replacee == 'ArtiBoostMana' ) e.Replacement = 'ActUTFullAmmoBox';
|
||||
// TODO Strife replacements
|
||||
}
|
||||
|
||||
|
|
@ -3199,19 +3215,23 @@ Class UTMainHandler : EventHandler
|
|||
level.sectors[i].SetTexture(1,skyflatnum);
|
||||
if ( level.sectors[i].GetTexture(0) == deftex )
|
||||
{
|
||||
if ( gameinfo.gametype == GAME_DOOM )
|
||||
if ( gameinfo.gametype&GAME_DOOM )
|
||||
level.sectors[i].SetTexture(0,((i==47)||((i>=256)&&(i<=260)))?baseceil:baseflor);
|
||||
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||
else if ( gameinfo.gametype&GAME_HERETIC )
|
||||
level.sectors[i].SetTexture(0,((i==47)||((i>=144)&&(i<=148)))?baseceil:baseflor);
|
||||
else if ( gameinfo.gametype&GAME_HEXEN )
|
||||
level.sectors[i].SetTexture(0,((i==47)||((i>=152)&&(i<=155)))?baseceil:baseflor);
|
||||
level.sectors[i].SetXScale(0,2.);
|
||||
level.sectors[i].SetYScale(0,2.);
|
||||
}
|
||||
if ( level.sectors[i].GetTexture(1) == deftex )
|
||||
{
|
||||
if ( gameinfo.gametype == GAME_DOOM )
|
||||
if ( gameinfo.gametype&GAME_DOOM )
|
||||
level.sectors[i].SetTexture(1,((i==47)||((i>=256)&&(i<=260)))?baseflor:baseceil);
|
||||
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||
else if ( gameinfo.gametype&GAME_HERETIC )
|
||||
level.sectors[i].SetTexture(1,((i==47)||((i>=144)&&(i<=148)))?baseflor:baseceil);
|
||||
else if ( gameinfo.gametype&GAME_HEXEN )
|
||||
level.sectors[i].SetTexture(1,((i==47)||((i>=152)&&(i<=155)))?baseflor:baseceil);
|
||||
level.sectors[i].SetXScale(1,2.);
|
||||
level.sectors[i].SetYScale(1,2.);
|
||||
}
|
||||
|
|
@ -3223,8 +3243,8 @@ Class UTMainHandler : EventHandler
|
|||
for ( int j=0; j<3; j++ )
|
||||
{
|
||||
if ( level.sides[i].GetTexture(j) != deftex ) continue;
|
||||
if ( ((gameinfo.gametype == GAME_DOOM) && ((i==529) || (i==530) || (i==533) || (i==534)))
|
||||
|| ((gameinfo.gametype == GAME_HERETIC) && ((i==295) || (i==296) || (i==309) || (i==310))) )
|
||||
if ( ((gameinfo.gametype&GAME_DOOM) && ((i==529) || (i==530) || (i==533) || (i==534)))
|
||||
|| ((gameinfo.gametype&GAME_RAVEN) && ((i==295) || (i==296) || (i==309) || (i==310))) )
|
||||
{
|
||||
level.sides[i].SetTexture(j,xbasewall);
|
||||
level.sides[i].SetTextureYOffset(j,-2304);
|
||||
|
|
@ -3236,7 +3256,7 @@ Class UTMainHandler : EventHandler
|
|||
}
|
||||
// fixup
|
||||
level.sectors[53].SetFade("00 00 20");
|
||||
if ( gameinfo.gametype == GAME_DOOM )
|
||||
if ( gameinfo.gametype&GAME_DOOM )
|
||||
{
|
||||
for ( int i=215; i<246; i++ )
|
||||
{
|
||||
|
|
@ -3248,7 +3268,7 @@ Class UTMainHandler : EventHandler
|
|||
level.sides[1844].SetTexture(1,glasstex);
|
||||
level.lines[945].alpha = 0.5;
|
||||
}
|
||||
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||
else if ( gameinfo.gametype&GAME_HERETIC )
|
||||
{
|
||||
for ( int i=104; i<134; i++ )
|
||||
{
|
||||
|
|
@ -3260,6 +3280,18 @@ Class UTMainHandler : EventHandler
|
|||
level.sides[216].SetTexture(1,glasstex);
|
||||
level.lines[125].alpha = 0.5;
|
||||
}
|
||||
else if ( gameinfo.gametype&GAME_HEXEN )
|
||||
{
|
||||
for ( int i=111; i<141; i++ )
|
||||
{
|
||||
if ( (i==114) || (i==117) || (i==123)
|
||||
|| (i==126) || (i==128) || (i==134)
|
||||
|| (i==139) ) continue;
|
||||
level.sectors[i].SetSpecialColor(0,"00 00 00");
|
||||
}
|
||||
level.sides[216].SetTexture(1,glasstex);
|
||||
level.lines[125].alpha = 0.5;
|
||||
}
|
||||
AddLight((0,-288,128),"E0 E0 FF",256);
|
||||
AddLight((-2560,1024,1280),"E0 E0 FF",1024);
|
||||
AddLight((0,1024,1280),"E0 E0 FF",1024);
|
||||
|
|
@ -3271,7 +3303,7 @@ Class UTMainHandler : EventHandler
|
|||
AddLight((2904,1344,128),"80 80 FF",256);
|
||||
AddLight((3408,1344,128),"80 80 FF",256);
|
||||
AddLight((1568,1760,64),"20 20 80",128);
|
||||
if ( gameinfo.gametype == GAME_DOOM )
|
||||
if ( gameinfo.gametype&GAME_DOOM )
|
||||
{
|
||||
AddLight((1824,1760,64),"80 20 20",128);
|
||||
AddLight((2080,1760,64),"FF 80 20",128);
|
||||
|
|
@ -3281,8 +3313,14 @@ Class UTMainHandler : EventHandler
|
|||
AddLight((2944,960,64),"20 FF 20",128);
|
||||
AddLight((2944,736,64),"20 FF 20",128);
|
||||
AddLight((3264,960,64),"FF 20 20",128);
|
||||
AddLight((3264,736,64),"A0 A0 30",128);
|
||||
AddLight((3264,512,64),"80 80 20",128);
|
||||
AddLight((3584,960,64),"80 80 20",128);
|
||||
AddLight((3584,736,64),"20 FF 20",128);
|
||||
AddLight((3584,512,64),"FF 80 20",128);
|
||||
AddLight((3584,288,64),"FF 80 FF",128);
|
||||
}
|
||||
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||
else if ( gameinfo.gametype&GAME_HERETIC )
|
||||
{
|
||||
AddLight((1824,1760,64),"A0 A0 30",128);
|
||||
AddLight((2080,1760,64),"80 80 20",128);
|
||||
|
|
@ -3291,18 +3329,6 @@ Class UTMainHandler : EventHandler
|
|||
AddLight((2944,960,64),"A0 A0 30",128);
|
||||
AddLight((2944,736,64),"A0 A0 30",128);
|
||||
AddLight((3264,960,64),"A0 A0 30",128);
|
||||
}
|
||||
AddLight((3264,736,64),"A0 A0 30",128);
|
||||
if ( gameinfo.gametype == GAME_DOOM )
|
||||
{
|
||||
AddLight((3264,512,64),"80 80 20",128);
|
||||
AddLight((3584,960,64),"80 80 20",128);
|
||||
AddLight((3584,736,64),"20 FF 20",128);
|
||||
AddLight((3584,512,64),"FF 80 20",128);
|
||||
AddLight((3584,288,64),"FF 80 FF",128);
|
||||
}
|
||||
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||
{
|
||||
AddLight((3264,736,64),"A0 A0 30",128);
|
||||
AddLight((3264,512,64),"A0 A0 30",128);
|
||||
AddLight((3264,288,64),"FF 80 20",128);
|
||||
|
|
@ -3311,6 +3337,23 @@ Class UTMainHandler : EventHandler
|
|||
AddLight((3584,512,64),"FF 80 20",128);
|
||||
AddLight((3584,288,64),"A0 A0 30",128);
|
||||
}
|
||||
else if ( gameinfo.gametype&GAME_HEXEN )
|
||||
{
|
||||
AddLight((1824,1760,64),"40 80 20",128);
|
||||
AddLight((2080,1760,64),"FF 80 20",128);
|
||||
AddLight((2336,1760,64),"20 20 80",128);
|
||||
AddLight((2592,1760,64),"20 20 80",128);
|
||||
AddLight((2944,960,64),"40 80 20",128);
|
||||
AddLight((2944,736,64),"40 80 20",128);
|
||||
AddLight((3264,960,64),"40 80 20",128);
|
||||
AddLight((3264,736,64),"40 80 20",128);
|
||||
AddLight((3264,512,64),"40 80 20",128);
|
||||
AddLight((3264,288,64),"FF 80 20",128);
|
||||
AddLight((3584,960,64),"40 80 20",128);
|
||||
AddLight((3584,736,64),"FF 80 20",128);
|
||||
AddLight((3584,512,64),"FF 80 20",128);
|
||||
AddLight((3584,288,64),"FF 80 20",128);
|
||||
}
|
||||
AddAmbient((0,-288,192),"testamb/wind1",0.5,1.6);
|
||||
AddAmbient((-2560,1024,768),"testamb/wind1",0.4,0.8);
|
||||
AddAmbient((0,1024,768),"testamb/wind1",0.4,0.8);
|
||||
|
|
@ -3318,7 +3361,7 @@ Class UTMainHandler : EventHandler
|
|||
AddAmbient((768,1600,1280),"testamb/wind2",0.8,1.6);
|
||||
AddAmbient((3174,1344,128),"testamb/water",0.4,1.6);
|
||||
AddAmbient((1568,1760,64),"testamb/water",0.4,2.4);
|
||||
if ( gameinfo.gametype == GAME_DOOM )
|
||||
if ( gameinfo.gametype&GAME_DOOM )
|
||||
{
|
||||
AddAmbient((2080,1760,64),"testamb/lava",0.8,2.4);
|
||||
AddAmbient((2336,1760,64),"testamb/slime",0.4,2.4);
|
||||
|
|
@ -3326,12 +3369,19 @@ Class UTMainHandler : EventHandler
|
|||
AddAmbient((2944,736,64),"testamb/slime",0.4,2.4);
|
||||
AddAmbient((3584,736,64),"testamb/slime",0.4,2.4);
|
||||
}
|
||||
else if ( gameinfo.gametype == GAME_HERETIC )
|
||||
else if ( gameinfo.gametype&GAME_HERETIC )
|
||||
{
|
||||
AddAmbient((2336,1760,64),"testamb/water",0.4,2.4);
|
||||
AddAmbient((2592,1760,64),"testamb/lava",0.8,2.4);
|
||||
AddAmbient((3264,288,64),"testamb/lava",0.8,2.4);
|
||||
}
|
||||
else if ( gameinfo.gametype&GAME_HEXEN )
|
||||
{
|
||||
AddAmbient((2080,1760,64),"testamb/lava",0.8,2.4);
|
||||
AddAmbient((3264,288,64),"testamb/lava",0.8,2.4);
|
||||
AddAmbient((3584,736,64),"testamb/lava",0.4,2.4);
|
||||
AddAmbient((3584,288,64),"testamb/lava",0.4,2.4);
|
||||
}
|
||||
AddAmbient((3584,512,64),"testamb/lava",0.8,2.4);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -681,7 +681,41 @@ Class UTHud : BaseStatusBar
|
|||
private void DrawKeys()
|
||||
{
|
||||
if ( deathmatch ) return; // no need to draw in DM
|
||||
if ( gameinfo.gametype&(GAME_Hexen|GAME_Strife) ) return; // no key display for these ATM (will do eventually)
|
||||
if ( gameinfo.gametype&(GAME_Hexen|GAME_Strife) )
|
||||
{
|
||||
if ( !automapactive ) return;
|
||||
int kw = (gameinfo.gametype&GAME_Strife)?20:30,
|
||||
kh = (gameinfo.gametype&GAME_Strife)?20:40;
|
||||
double ks = (gameinfo.gametype&GAME_Strife)?2.:1.5;
|
||||
int nkeys = 0;
|
||||
Array<int> rows;
|
||||
Array<Inventory> keys;
|
||||
keys.Clear();
|
||||
rows.Clear();
|
||||
rows.Push(0);
|
||||
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
|
||||
{
|
||||
if ( !(i is 'Key') ) continue;
|
||||
keys.Push(i);
|
||||
if ( rows[rows.Size()-1] >= 6 ) rows.Push(1);
|
||||
else rows[rows.Size()-1]++;
|
||||
}
|
||||
int j = 0;
|
||||
CurX = (Screen.GetWidth()-kw*hudsize*HScale*ks);
|
||||
for ( int i=0; i<rows.Size(); i++ )
|
||||
{
|
||||
CurY = (Screen.GetHeight()-rows[i]*kh*hudsize*HScale*ks)*0.5;
|
||||
CurY += 64*hudsize*HScale;
|
||||
for ( int k=0; k<rows[i]; k++ )
|
||||
{
|
||||
UTDrawPlainTex(keys[j].Icon,hudsize*ks,min(opacity,15));
|
||||
j++;
|
||||
CurY += kh*hudsize*HScale*ks;
|
||||
}
|
||||
CurX -= kw*hudsize*HScale*ks;
|
||||
}
|
||||
return;
|
||||
}
|
||||
bool locks[6];
|
||||
for ( int i=0; i<6; i++ ) locks[i] = CPlayer.mo.CheckKeys(i+1,false,true);
|
||||
int nrows = 0, nrowss = 0;
|
||||
|
|
|
|||