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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parent
64a0648ae7
commit
fe08f11997
7 changed files with 50 additions and 8 deletions
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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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