flak_m/zscript/utcommon.zsc
Marisa Kirisame 73e8e8ada9 Finished biorifle, began work on pulsegun.
Added some extra particle effects just for kicks.
Made various actors freeze-aware.
Tweaked a couple things here and there.
2018-05-17 02:17:10 +02:00

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Class UTWeapon : Weapon
{
override Inventory CreateTossable( int amt )
{
Inventory d = Super.CreateTossable(amt);
if ( d && (d.GetClass() == GetClass()) )
d.SetState(d.ResolveState("Spawn")+1);
return d;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
Owner.player.WeaponState |= WF_WEAPONBOBBING; // UT weapons always bob
}
Default
{
Weapon.BobStyle "Smooth";
Weapon.BobSpeed 1.5;
Weapon.BobRangeX 0.2;
Weapon.BobRangeY 0.4;
+WEAPON.NOALERT;
}
}
Class UTMenuHandler : StaticEventHandler
{
ui TextureID tex;
ui void StartMenu()
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( CVar.GetCVar('flak_protomenu',players[consoleplayer]).GetBool() )
{
S_ChangeMusic("xyzdMenu");
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
}
else
{
S_ChangeMusic("utmenu23");
tex = TexMan.CheckForTexture("finalbg",TexMan.Type_Any);
}
}
override void ConsoleProcess( ConsoleEvent e )
{
if ( e.Name ~== "refreshmenu" ) StartMenu();
}
override void PostUiTick()
{
if ( gametic <= 0 ) StartMenu();
}
override void RenderOverlay( RenderEvent e )
{
if ( gamestate != GS_TITLELEVEL ) return;
if ( tex.IsNull() || !tex.IsValid() ) return;
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
Screen.DrawTexture(tex,true,0,0,DTA_VirtualWidth,1024,DTA_VirtualHeight,768);
}
}