Moved beta UDamage to an add-on.

This commit is contained in:
Marisa the Magician 2018-06-01 11:30:56 +02:00
commit dd689c7962
10 changed files with 2 additions and 44 deletions

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@ -1,6 +1,5 @@
user int flak_protomenu = 0;
user bool flak_showmenu = true;
server bool flak_betaudamage = false;
server bool flak_pulsereload = false;
server bool flak_enforcerreload = false;
user bool flak_redeemerreadout = true;

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@ -254,14 +254,6 @@ HardwareShader Texture "models/jinvis.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/Judamage1.png"
{
Map "brightmaps/Judamage1.png"
}*/
HardwareShader Texture "models/Judamage1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
}
/*Brightmap Texture "models/Jlboot2.png"
{
Map "brightmaps/Jlboot2.png"

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@ -1,8 +1,3 @@
OptionValue "BetaToggle"
{
0, "Normal"
1, "Beta"
}
OptionValue "BetaToggleMenu"
{
0, "Normal"
@ -24,9 +19,6 @@ OptionMenu "UTOptionMenu"
Option "Menu Type", "flak_protomenu", "BetaToggleMenu"
Command "Apply Changes", "event refreshmenu"
StaticText " "
StaticText "Item Options", "Gold"
Option "UDamage Style", "flak_betaudamage", "BetaToggle"
StaticText " "
StaticText "Weapon Options", "Gold"
Option "Enforcer Reloading", "flak_enforcerreload", "YesNo"
Option "Pulsegun Reloading", "flak_pulsereload", "YesNo"

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@ -155,17 +155,6 @@ Model "UDamage"
FrameIndex UDAM A 0 0
}
Model "UDamage"
{
Path "models"
Model 1 "UDamageB_d.3d"
Skin 1 "Judamage1.png"
Scale 0.16 0.16 0.192
ZOffset 24
ROTATING
FrameIndex UDAM B 1 0
}
Model "UTRedSkull"
{

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@ -135,7 +135,6 @@ Sprite "THIGA0",1,1{}
Sprite "UARMA0",1,1{}
Sprite "BELTA0",1,1{}
Sprite "UDAMA0",1,1{}
Sprite "UDAMB0",1,1{}
Sprite "BPAKA0",1,1{}
Sprite "INVSA0",1,1{}
Sprite "TRNSA0",1,1{}

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@ -13,24 +13,11 @@ Class UDamage : PowerupGiver replaces Berserk
Inventory.PickupSound "udamage/pickup";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_CheckSkin();
}
action void A_CheckSkin()
{
bool isbeta = CVar.GetCVar('flak_betaudamage').GetBool();
if ( isbeta && (CurState == ResolveState("Spawn")) ) SetState(ResolveState("Spawn")+1);
else if ( !isbeta && (CurState == ResolveState("Spawn")+1) ) SetState(ResolveState("Spawn"));
}
States
{
Spawn:
UDAM A 5 A_CheckSkin();
Loop;
UDAM B 5 A_CheckSkin();
Loop;
UDAM A -1;
Stop;
}
}