Bumped ZScript ver.
Added OnDrop to weapons replicating the UT drop style. Some fixes for UT player movement. Hide keys from HUD in DM. Added "classic jump boots" option. Fixed missing ambientglow on some weapon skins.
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64a0648ae7
commit
fe08f11997
7 changed files with 50 additions and 8 deletions
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@ -36,7 +36,9 @@ Class DamageAmpLight : DynamicLight
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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if ( target.player )
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SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
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else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
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args[LIGHT_INTENSITY] = Random[ASMD](10,12)*8;
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bDORMANT = Powerup(master).isBlinking();
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}
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@ -317,7 +319,8 @@ Class UTJumpBoots : Inventory
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if ( pickup )
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{
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Owner.GiveInventory("PowerJumpBoots_HighJump",1);
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Owner.GiveInventory("PowerJumpBoots_IronFeet",1);
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if ( flak_radboots )
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Owner.GiveInventory("PowerJumpBoots_IronFeet",1);
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}
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return false;
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}
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@ -325,7 +328,8 @@ Class UTJumpBoots : Inventory
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{
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Super.Tick();
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if ( !Owner || !Owner.player ) return;
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amount--;
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if ( flak_radboots )
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amount--;
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if ( (amount > 0) && (owner.player.jumptics == -1) )
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{
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Amount = max(0,Amount-700);
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@ -379,6 +383,8 @@ Class PowerJumpBoots_IronFeet : PowerIronFeet
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override void DoEffect()
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{
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Powerup.DoEffect();
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if ( !flak_radboots )
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DepleteOrDestroy();
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}
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}
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@ -235,7 +235,7 @@ Class UTPlayer : DoomPlayer
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else Angle += cmd.yaw*(360./65536.);
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player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
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if ( player.onground ) lastgroundtic = gametic;
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if ( !player.onground && (abs(pos.z-floorz) <= maxdropoffheight) && (player.jumptics == 0) )
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if ( !player.onground && !bNoGravity && (waterlevel < 3) && (abs(pos.z-floorz) <= maxdropoffheight) && (player.jumptics == 0) )
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{
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SetOrigin(Vec2OffsetZ(0,0,floorz),true);
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player.onground = true;
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@ -277,9 +277,9 @@ Class UTPlayer : DoomPlayer
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}
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}
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last_sm = sm;
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if ( !bNoGravity && player.onground )
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if ( !bNoGravity && player.onground && (waterlevel < 3) )
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{
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if ( !waterlevel && (dodge.length() > 0) )
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if ( dodge.length() > 0 )
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{
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if ( flak_doomspeed ) vel += dodge.unit()*(groundspeed_doomish*1.5)/TICRATE;
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else vel += dodge.unit()*(groundspeed*1.5)/TICRATE;
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@ -329,7 +329,7 @@ Class UTPlayer : DoomPlayer
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player.vel = vel.xy;
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}
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}
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else if ( !bNoGravity && !waterlevel )
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else if ( !bNoGravity && (waterlevel < 3) )
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{
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// air acceleration when falling
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float maxaccel = accelrate/TICRATE;
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@ -491,6 +491,12 @@ Class UTWeapon : Weapon
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override void Tick()
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{
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Super.Tick();
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// don't slide on floor when dropped
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if ( CurState == ResolveState("Spawn")+1 )
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{
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if ( pos.z <= floorz )
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vel.xy *= 0;
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}
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if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
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Owner.player.WeaponState |= WF_WEAPONBOBBING; // UT weapons always bob
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}
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@ -580,6 +586,19 @@ Class UTWeapon : Weapon
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return ammoitem;
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}
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override void OnDrop( Actor dropper )
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{
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Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
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SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(dropper.pitch,dropper.angle,dropper.roll);
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vel = x*12.0;
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vel.z += 4.0;
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angle = dropper.angle;
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pitch = 0;
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roll = 0;
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}
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Default
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{
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Weapon.BobStyle "Smooth";
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@ -509,6 +509,7 @@ 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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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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