diff --git a/GunLore.md b/GunLore.md index aaf8fa7..590931e 100644 --- a/GunLore.md +++ b/GunLore.md @@ -45,12 +45,12 @@ this the weapon will need a short time to load up ammunition again. As tarydium is highly volatile, any shards that remain attached to a target can be detonated with fire from other weapons, or sufficient kinetic force (e.g. -blunt force or making them fall from a considerable height). +making them fall from a considerable height). ## ASMD This energy weapon packs quite a punch with each shot. If the energy contained -within its internal core were to be released all at once the resulting force +within its internal core were to be released all at once the resulting blast would be enough to bring down a large building. Primary fire: A lightning-fast burst of energy with considerable knockback. @@ -128,12 +128,14 @@ galaxy, this 5ft long carbine really packs a punch. Primary fire: Long range, highly accurate shots. Aim for the head for extra damage. -Secondary fire: Toggles a retractable scope for easier long range aim. +Secondary fire: Toggles a retractable scope for easier long range aim. The Zoom +button can also be used for this. ### Extended behaviour -Secondary fire is now replaced with a rapid fire mode, while pressing the -reload button will toggle the weapon's integrated flashlight. +Secondary fire is now replaced with a fast three shot burst, while pressing the +reload button will toggle the weapon's integrated flashlight. The Zoom button +will still have the original zoom behaviour. ## Minigun @@ -159,11 +161,14 @@ complete opposite effect, causing targets to instead be pulled towards you. The secondary fire can be useful to pick up items that are way out of reach. +Since the charge rod rapidly extends on shoot, both fire modes additionally +deal considerable melee damage to anything that's too close. + ## Razorclaw A rudimentary close combat weapon handcrafted by a fellow survivor of the -Vortex Rikers crash, using a pneumatic drill and blades salvaged from stolen -Skaarj Razorjacks. +Vortex Rikers crash, using a drill and blades salvaged from stolen Skaarj +Razorjacks. Primary fire: Spins up the blades, slicing and dicing anything that gets too close. @@ -192,17 +197,17 @@ first-timers. You can use the secondary fire while both modules are still in your posession, however all this will do is allow you to show others what you think of them -making fun of your "fanny pack". +making fun of your "fanny pack". Reload also does this. ## Protomag -This prototype handgun was discontinued due to its weight making it "not very -portable". Not like that's going to stop you. Hell, you might as well use two -at the same time. +A very rare prototype handgun. Due to the difficulty of its manufacture, it was +quickly discontinued and not many of these exist. You would have to be pretty +lucky to come across one. Both of its fire modes work exactly like the Automag, although due to -internal differences, bullets come out at a much higher velocity, resulting in -increased damage. +internal differences, it fires much slower, but bullets come out at a much +higher velocity, resulting in increased damage. The special trait of this weapon comes into play when you realize that there's no need to reload. An experimental entanglement unit inside the gun's internal @@ -212,7 +217,7 @@ Since there's no need to reload, pressing the reload button makes use of the gun's weight to beat the crap out of your enemies up close. As an added bonus, you can press the zoom button to spin the gun. This doesn't -serve any purpose other than looking cool. Press again to stop spinning. +serve any purpose other than looking cool. ## Quadshot diff --git a/ItemLore.md b/ItemLore.md new file mode 100644 index 0000000..d2648cb --- /dev/null +++ b/ItemLore.md @@ -0,0 +1,194 @@ +# Standard Items + +## Universal Translator + +"Provides you with vital information, clues and hints about the game. Whenever +you encounter an item the Translator can analyze and interpret, a message will +display on your screen and your Translator icon will begin to flash. Hit F2 to +activate your Translator and read its analysis. Hit F2 again to deactivate the +Translator when you are done." + +The Universal Translator is the main item for reading text logs and others in +the original game. Here, it's up to the mapper to provide such functionality so +this item isn't really given to players. It may get use if I or someone else +recreate Unreal 1 maps. + +This mod's version of the Translator has additional features: +- Vertical scrolling for long messages, just use the up/down arrow keys +- Toggling hint display, press right if there's a glowing icon on the bottom + right. Press left to return to the message. +- Going through previous messages, by pressing page up / page down. + +## Amplifier + +When active, dramatically enhances the power of the Dispersion Pistol and ASMD. + +## Dampener + +Deadens the sound of emitted from your weapons, making it much easier to launch +sneak attacks. + +In the original game this item was pretty much useless, but here it works. + +## Flare + +Provides temporary light in dark areas when lit and tossed on the ground. You +cannot hold onto a lit flare. + +Lit flares last up to 10 seconds, after which they will detonate, dealing some +damage. They can also be shot to detonate manually. + +Flares can also alert enemies of your presence, so be careful. + +## Flashlight + +Use a flashlight when you need to carry your light source with you. Flashlights +have limited battery life, however, so keep an eye on the power meter. + +## Force Field + +Creates a temporary impenetrable barrier. Useful for blocking entryways and +narrow corridors, and for use as a protective shield. + +The barrier is also solid enough to be stood on, so it can also be used to +cross over large gaps. + +## Invisibility + +Makes you temporarily invisible. But remember, even the wind can be heard. + +Combined with the Dampener it'll make you virtually undetectable, unless an +enemy is already aware of your presence. Note that when firing your weapon you +will be visible for a split second. + +## Jump Boots + +Activating the boots enables you to jump much higher than normal. Once picked +up the Boots only last for a short period of time, so take advantage of them +while you can. + +In addition, the boots can provide resistance to damaging floors. + +## Scuba Gear + +Gives you the ability to breathe while underwater. + +Lasts around 2 minutes. + +## Searchlight + +Functions like a flashlight, but has a nearly inexhaustible power supply. + +## Nali Fruit Seed + +Plant one of these to grow a Nali Healing Fruit. Once the plant grows to full +size, it can give you a 29-unit health boost. If you eat the plant before it +is fully grown, your health gain will be less substantial. + +## Voice Box + +Creates a sound diversion to distract your enemies. + +In the original this had no effect, but here enemies will actually be alerted +by voice boxes, and will attempt to get rid of the annoying noise. + +## Bandages + +These provide limited healing (+5 units of health), but do little to reverse +the effects of major damage. + +## Nali Healing Fruit + +This native plant has natural healing properties. When eaten, it can give you a +29-unit health boost. In multiplayer games, Nali Healing Fruits re-grown soon +after they are picked. + +## Health Pack + +These give a somewhat moderate boost of health (+20 units) and are always a +welcome sight after a hard battle. + +## Super Health Pack + +Boosts your health by 100 units. Don't waste these by grabbing them when you +are close to full health (200 units). Wait until you really need the boost +before you pick it up. (Note: this is the only way to get over 100 health). + +## Assault Vest + +Standard protection. Can take up to 100 points of damage before breaking, but +only soaks up 90% of what you receive. + +Unlike in standard Doom, most armor items don't overwrite each other, excluding +the suits (see below). + +## Kevlar Suit + +Works in conjunction with the Assault Vest to provide even greater protection +from damage (100 more points, 80% absorption). + +## Asbestos Suit + +Provides resistance to fire and heat damage. + +## Toxin Suit + +Prevents damage from Slime pools and other toxic areas. + +## Shield Belt + +Generates a protective barrier around you that can completely block out up to +100 points of damage. Takes priority over normal armor items. + +## Power Shield + +A much more potent version of the Shield Belt. This one, rather than degrade +with damage taken, wears down based on the NUMBER of hits it takes. So ideally +it can eat up 200 attacks from anywhere. + +By default, it also drains slowly over time for balance reasons, but this can +be disabled for the original behaviour. + +## Dispersion Pistol Powerups + +These capsules contain upgrade parts for your starter weapon, allowing for +increased damage and ammo capacity. + +The Dispersion Pistol can be upgraded up to four times. Any more of these +picked up afterwards will simply replenish your ammo supply. + +# Misc Items + +## Backpack + +Like in Doom Tournament, these will double your maximum ammo capacity, and also +provide you with some spare ammo for all weapons. In Doomreal they can +sometimes give you additional items like Flares, Seeds and other usables. + +## Keys + +Identical to Doom Tournament. + +# Prototype Items + +## Light & Dark Flares + +Special flares that can provide additional bright light to an area or dark, +thick fog to darken a specific spot. If enabled, the player starts with an +infinitely regenerating supply of both, but only one can be used at a time. + +These merely existed as a gimmick to show off dynamic lighting in Unreal +Engine, so they're not very practical or balanced. + +## Minigun Sentry + +A deployable little helper that will gun down any enemies that stand in its +view range. Starts with a full 200 bullets, and must be replenished by players. + +In deathmatch, the Sentry will "switch owners" to whoever last replenished it +with ammunition, like the Turrets in ChaosUT. + +## Motion Detector + +This pocket device will allow you to spot nearby enemies. In addition each one +you find will give you full automap data for the current level. diff --git a/ProtoNotes.md b/ProtoNotes.md index 6dec442..33617cd 100644 --- a/ProtoNotes.md +++ b/ProtoNotes.md @@ -58,7 +58,7 @@ one from the Automag. - Barrel spin is still pump operated, but reload is break action because I felt like it. - - Might smoothen some of the geometry on the fp mesh. Hexagonal barrels aren't + - Smoothed out some of the geometry on the fp mesh. Hexagonal barrels aren't exactly the best looking. - This damn thing has so many frames of animation now, whew. Also I sure blew the polycount budget on this, normally Unreal weapons have anywhere from @@ -74,15 +74,13 @@ beam alt-fire too. In addition, a stab is available when out of ammo. - Instead of little sparkies here and there I used a fattened copy of the gem with an electricity texture. - - The weapon will use two ammo types. One for individual gems, and another for - the total charge of each gem (which will be used for the altfire). - This weapon is kind of OP, so it needs to be in the BFG replacement pool. - Supposedly meant to use the same ammo as the stinger, but... I'm giving it - a separate one. + a separate one, for balance reasons. ### Stunner - - This one can be used as-is. + - This one can be used as-is (though I did fix some holes and stuff). - Made a separate pickup model with holes filled. - Has a similar regenerating ammo as the dispersion pistol. @@ -100,10 +98,10 @@ ### Sentry - - The model clearly has frankenUVs, so I'm going to make actual textures for - it. Also it's pretty undetailed so I'll fix that too while I'm at it, and - give it nice anims and stuff, maybe make it multipart so it can rotate - and whatnot. + - The source model had frankenUVs and didn't really look any good. So I've + redone the whole thing. Since I didn't feel like making new textures this + thing now mixes and matches a couple weapon skins. + - It's composed of two models so the gun part can rotate independently. ### Peacemaker diff --git a/Readme.md b/Readme.md index fe36eff..ec14f35 100644 --- a/Readme.md +++ b/Readme.md @@ -1,16 +1,20 @@ -# DOOMREAL (working title) +# DOOMREAL The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items (including dummied out stuff and others). -This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament. +This mod requires a recent GZDoom devbuild, and runs on top of Doom Tournament. ## Currently Implemented + - Automag (slot 2) (replaces pistol) + - Dual Automags - Stinger (slot 3) (replaces shotguns) + - ASMD (slot 4) (replaces shotguns) - Backpack (replaces backpack, identical to Doom Tournament version) - Unreal 1 HUD - Translator (has to be spawned in, since it would only be useful for mappers) + - Reimplement as menu with message history, scrolling, hint toggling, etc. - Armor (replaces blue armor) - Shield Belt (replaces megasphere) - Power Shield (replaces invulnerability) @@ -20,22 +24,32 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament. - Voice Box (rare spawn in backpacks) - Dampener (rare spawn in backpacks) - Forcefield (rare spawn in backpacks) + - Dispersion Pistol Powerup (replaces Berserk) + - Amplifier (replaces berserk) + - Invisibility (replaces blursphere) + - Health (replaces medkit) + - Bandages (replaces stimpak) + - Super Health (replaces soulsphere) + - Nali Fruit Seed (replaces health bonus) + - Flare (replaces armor bonus) ## In progress - Flak Cannon (slot 6) (replaces rocket launcher) - - ASMD (slot 4) (replaces shotguns) + - Dispersion Pistol (slot 1) (replaces fist) + + - Flashlight (replaces light amplifier) + - Searchlight (must be placed manually for balance reasons) + - Jump Boots (replaces radsuit) + - SCUBA Gear (replaces radsuit if map has swimmable water) ## Planned - Implement Stinger behavior described in the Unreal Bible - - Dispersion Pistol (slot 1) (replaces fist) - - Dispersion Pistol Powerup (replaces Berserk) - - Automag (slot 2) (replaces pistol) - - Dual Automags - Eightball (slot 5) (replaces rocket launcher) - Razorjack (slot 7) (replaces chaingun) - Make altfire actually seek where player is aiming + - Unreal Bible spin speed behavior - GES Bio Rifle (slot 8) (replaces plasma rifle) - Rifle (slot 9) (replaces plasma rifle) - Restored rapid fire @@ -55,17 +69,6 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament. - Demolisher (slot 9) (replaces bfg9000) - Autocannon (slot 0) (replaces bfg9000) - - Amplifier (replaces berserk) - - Flare (replaces armor bonus) - - Flashlight (replaces light amplifier) - - Searchlight (must be placed manually for balance reasons) - - Medkit (replaces medkit) - - Bandages (replaces stimpak) - - Nali Fruit Seed (replaces health bonus) - - Super Health (replaces soulsphere) - - Invisibility (replaces blursphere) - - Jump Boots (replaces radsuit) - - Motion Detector (replaces computer map) - Minigun Sentry (rare spawn in backpacks) diff --git a/cvarinfo.txt b/cvarinfo.txt index 5de09a0..16227a9 100644 --- a/cvarinfo.txt +++ b/cvarinfo.txt @@ -1,5 +1,19 @@ user int stinger_hudmode = 0; // hud mode -user int stinger_hudscale = 1; // scale of hud (0 = fit to 480p) user int stinger_introtype = 0; // 0 - standard // 1 - unreal '97 // 2 - unreal '95 +server bool sting_telegun = false; // enable teleport capsules +server bool sting_flares = false; // enable light/dark flares +server bool sting_stinger = false; // unreal bible stinger detonation +server bool sting_rifle = false; // old rifle burst altfire +server bool sting_riflel = false; // old rifle flashlight +server bool sting_razor = false; // razorjack blade charging +server bool sting_flamet = false; // use flamethrower model based on old + // design and texture rather than the + // modern redesign +server bool sting_automags = false; // automag dual wielding +server bool sting_protomags = false; // protomag dual wielding +server bool sting_dpistol = false; // d.pistol altfire always level 0 +server bool sting_pshield = false; // p.shield does not drain over time +user bool sting_transext = false; // use an extended translator graphic + // to fit more text diff --git a/fontdefs.txt 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b/fonts/UWhiteFont/00fb.png similarity index 100% rename from graphics/WhiteFont/wf_251.png rename to fonts/UWhiteFont/00fb.png diff --git a/graphics/WhiteFont/wf_252.png b/fonts/UWhiteFont/00fc.png similarity index 100% rename from graphics/WhiteFont/wf_252.png rename to fonts/UWhiteFont/00fc.png diff --git a/graphics/WhiteFont/wf_253.png b/fonts/UWhiteFont/00fd.png similarity index 100% rename from graphics/WhiteFont/wf_253.png rename to fonts/UWhiteFont/00fd.png diff --git a/graphics/WhiteFont/wf_254.png b/fonts/UWhiteFont/00fe.png similarity index 100% rename from graphics/WhiteFont/wf_254.png rename to fonts/UWhiteFont/00fe.png diff --git a/graphics/WhiteFont/wf_255.png b/fonts/UWhiteFont/00ff.png similarity index 100% rename from graphics/WhiteFont/wf_255.png rename to fonts/UWhiteFont/00ff.png diff --git a/gldefs.txt b/gldefs.txt index 574f456..a121757 100644 --- a/gldefs.txt +++ b/gldefs.txt @@ -54,51 +54,15 @@ Object UFlakBox { Frame "FAMO" { light "FLAKAMMOLIGHT" } } -PointLight STINGERLIGHT0 +PointLight STINGERLIGHT { Color 0.1 0.4 1.0 Size 30 Attenuate 1 } -PointLight STINGERLIGHT1 -{ - Color 0.1 0.3 0.8 - Size 40 - Attenuate 1 -} -PointLight STINGERLIGHT2 -{ - Color 0.1 0.2 0.6 - Size 45 - Attenuate 1 -} -PointLight STINGERLIGHT3 -{ - Color 0.08 0.15 0.5 - Size 50 - Attenuate 1 -} -PointLight STINGERLIGHT4 -{ - Color 0.05 0.12 0.4 - Size 55 - Attenuate 1 -} -PointLight STINGERLIGHT5 -{ - Color 0.0 0.03 0.2 - Size 60 - Attenuate 1 -} Object StingerProjectile { - Frame "TPRJA" { light "STINGERLIGHT0" } - Frame "TPRJB" { light "STINGERLIGHT1" } - Frame "TPRJC" { light "STINGERLIGHT1" } - Frame "TPRJD" { light "STINGERLIGHT2" } - Frame "TPRJE" { light "STINGERLIGHT3" } - Frame "TPRJF" { light "STINGERLIGHT4" } - Frame "TPRJG" { light "STINGERLIGHT5" } + Frame "TPRJA" { light "STINGERLIGHT" } } PointLight DAMPENERLIGHT0 @@ -173,6 +137,55 @@ Object PowerShield Frame "BELT" { light "PBELTLIGHT" } } +PointLight UINVISLIGHT +{ + Color 0.4 1.0 0.2 + Size 12 + Offset 0 15 0 + Attenuate 1 +} +Object UInvisibility +{ + Frame "INVS" { light "UINVISLIGHT" } +} + +PointLight SUPERHEALTH +{ + Color 0.2 0.4 1.0 + Size 12 + Offset 0 6 0 + Attenuate 1 +} +Object SuperHealth +{ + Frame "SHTH" { light "SUPERHEALTH" } +} + +PointLight WPOWERUP +{ + Color 0.1 0.1 0.8 + Size 20 + Offset 0 5 0 + Attenuate 1 +} +Object WeaponPowerUp +{ + Frame "WPOW" { light "WPOWERUP" } +} + +FlickerLight2 FLARELIGHT +{ + Color 1.0 0.4 0.0 + Size 112 + SecondarySize 120 + Interval 0.1 + Offset 6 0 1 +} +Object FlareThrownX +{ + frame "FLAR" { light "FLARELIGHT" } +} + // Shaders / Brightmaps HardwareShader Texture "graphics/MenuBarr.png" { @@ -354,7 +367,7 @@ HardwareShader Texture "models/Jflak1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } -HardwareShader Texture "models/ASMD11_.png" +HardwareShader Texture "models/ASMD1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } @@ -390,7 +403,7 @@ HardwareShader Texture "models/GunPick1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } -HardwareShader Texture "models/JAmplifier.png" +HardwareShader Texture "models/JAmplifier1.png" { Shader "shaders/glsl/AmbientGlow.fp" } @@ -450,7 +463,7 @@ HardwareShader Texture "models/Jband1.png" { Shader "shaders/glsl/AmbientGlow.fp" } -HardwareShader Texture "models/Jclip1.png" +HardwareShader Texture "models/Jclip1_.png" { Shader "shaders/glsl/AmbientGlow.fp" } @@ -499,8 +512,44 @@ HardwareShader Texture "models/ShockSm.png" Shader "shaders/glsl/ShockSm.fp" Texture "smoketex" "models/ShockSm2.png" } -HardwareShader Texture "textures/ForceFieldFX.png" +HardwareShader Texture "models/ShockC.png" +{ + Shader "shaders/glsl/ShockCore.fp" + Texture "warptex" "textures/roughwarp.png" +} +HardwareShader Texture "models/ForceFieldFX.png" { Shader "shaders/glsl/FizzDistortXY.fp" Texture "warptex" "textures/warptex.png" } +HardwareShader Texture "models/InvisFX.png" +{ + Shader "shaders/glsl/FizzDistortXY.fp" + Texture "warptex" "textures/warptex.png" +} +HardwareShader Texture "models/SHealthFX.png" +{ + Shader "shaders/glsl/FizzDistortXY.fp" + Texture "warptex" "textures/warptex.png" +} +HardwareShader Texture "models/PowerFX.png" +{ + Shader "shaders/glsl/PowerUp.fp" + Texture "warptex" "textures/roughwarp.png" +} +HardwareShader Texture "models/FireEffect8.png" +{ + Shader "shaders/glsl/FlareFX.fp" +} +HardwareShader Texture "models/AsmdBeam.png" +{ + Shader "shaders/glsl/AsmdBeam.fp" +} +HardwareShader Texture "models/AsmdSBeam.png" +{ + Shader "shaders/glsl/AsmdSBeam.fp" +} +HardwareShader Texture "models/AsmdPBeam.png" +{ + Shader "shaders/glsl/AsmdPBeam.fp" +} diff --git a/graphics/BordB.png b/graphics/BordB.png index 02f2cee..a021c95 100644 Binary files a/graphics/BordB.png and b/graphics/BordB.png differ diff --git a/graphics/BordBL.png b/graphics/BordBL.png index 3ab6372..3448551 100644 Binary files a/graphics/BordBL.png and b/graphics/BordBL.png differ diff --git a/graphics/BordBR.png b/graphics/BordBR.png index 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b/graphics/hud083/BarR083.png new file mode 100644 index 0000000..bf4230b Binary files /dev/null and b/graphics/hud083/BarR083.png differ diff --git a/graphics/icons/I_FlareB.png b/graphics/icons/I_FlareB.png index 162ae45..cfafa5a 100644 Binary files a/graphics/icons/I_FlareB.png and b/graphics/icons/I_FlareB.png differ diff --git a/graphics/icons/I_FlareBD.png b/graphics/icons/I_FlareBD.png new file mode 100644 index 0000000..98488d8 Binary files /dev/null and b/graphics/icons/I_FlareBD.png differ diff --git a/graphics/icons/I_FlareBL.png b/graphics/icons/I_FlareBL.png new file mode 100644 index 0000000..a70e689 Binary files /dev/null and b/graphics/icons/I_FlareBL.png differ diff --git a/graphics/icons/I_Scuba.png b/graphics/icons/I_Scuba.png new file mode 100644 index 0000000..626f3da Binary files /dev/null and b/graphics/icons/I_Scuba.png differ diff --git a/graphics/icons/I_Sentry.png b/graphics/icons/I_Sentry.png new file mode 100644 index 0000000..f73be9b Binary files /dev/null and b/graphics/icons/I_Sentry.png differ diff --git a/language.txt b/language.txt index e90ecc1..1cf8d37 100644 --- a/language.txt +++ b/language.txt @@ -1,15 +1,71 @@ [default eng enc ena enz eni ens enj enb enl ent enw] /* Obituaries */ +O_DPISTOL = "%o was killed by %k's Dispersion Pistol. What a loser!"; +O_AUTOMAG = "%o got gatted by %k's Automag."; +O_AUTOMAG2 = "%o got gatted by %k's Dual Automags."; O_STINGER = "%o was perforated by %k's Stinger."; O_ASMD = "%k inflicted mortal damage upon %o with the ASMD."; +O_EIGHTBALL = "%o was smacked down multiple times by %k's Eightball."; +O_RAZORJACK = "%k took a bloody chunk out of %o with the Razorjack."; +O_MINIGUN = "%k's Minigun turned %o into a leaky piece of meat."; +O_STUNNER = "%o couldn't stand the force from %k's Stunner."; +O_RAZORCLAW1 = "%k took a bite off %o with the Razorclaw."; +O_RAZORCLAW2 = "%o was shredded into mincemeat by %k's Razorclaw."; +O_PROTOMAG = "%k put a couple extra holes into %o with the Protomag."; +O_PROTOMAG2 = "%k put a couple extra holes into %o with the Dual Protomags."; +O_QUADSHOT = "%o ate a mouthful of buckshot from %k's Quadshot."; +O_IMPALER1 = "%o had an explosive taste of %k's Impaler."; +O_IMPALER2 = "%o was cooked alive by %k's Impaler."; +O_IMPALERHIT = "%o was pierced by %k's Impaler."; +O_PEACE = "%o was hunted down by %k's Peacemaker missiles."; +O_FLAMEGUN = "%o was charred by %k's Fireblaster."; +O_FLAMETHROWER = "%o was thoroughly roasted by %k's Flamethrower."; +O_BIGGUN = "%k blew a hole through %o with the Demolisher."; +O_SMINI = "%o got blasted into steaming chunks by %k's Autocannon."; +O_SENTRY = "%o shouldn't have walked into the sights of %k's Sentry."; +O_STINGERX = "%o ate flaming Tarydium death thanks to %k."; /* Pickup messages */ +I_WPOWERUP = "You got a Dispersion Pistol Powerup."; I_STINGERAMMOL = "You picked up "; I_STINGERAMMOR = " Tarydium Shards."; -I_STINGER = "You picked up the Stinger."; -I_TRANSLATOR = "You picked up the Universal Translator."; I_ASMDAMMO = "You picked up an ASMD Core."; I_ASMDAMMO2 = "You picked up a Small ASMD Core."; +I_ROCKETCANL = "You picked up "; +I_ROCKETCANR = " Eightballs."; +I_SLUDGEL = "You picked up "; +I_SLUDGER = "cc of Tarydium Sludge."; // kg was just too much +I_RIFLEAMMOL = "You picked up "; +I_RIFLEAMMOR = " Rifle Bullets."; +I_SHELLSL = "You picked up "; +I_SHELLSR = " shells."; +I_IMPAMMO = "You picked up some Enriched Tarydium Shards."; +I_IMPAMMO2 = "You picked up an Enriched Tarydium Shard."; +I_FLAMEAMMO = "You picked up a can of Napalm."; +I_BIGAMMOL = "You picked up "; +I_BIGAMMOR = " Big Bullets."; +I_BIGAMMO2 = "You picked up a Big Bullet."; +I_DPISTOL = "You got the Dispersion Pistol."; +I_AUTOMAG = "You picked up the Automag."; +I_AUTOMAG2 = "You picked up another Automag."; +I_STINGER = "You picked up the Stinger."; I_ASMD = "You got the ASMD."; +I_EIGHTBALL = "You got the Eightball gun."; +I_RAZORJACK = "You got the Razorjack."; +I_RIFLE = "You got the Rifle."; +I_TELEGUN = "You got the Teleport Capsules."; +I_STUNNER = "You got the Stunner."; +I_RAZORCLAW = "You picked up the Razorclaw."; +I_PROTOMAG = "You picked up the Protomag."; +I_PROTOMAG2 = "You picked up another Protomag."; +I_QUADSHOT = "You grabbed the Quadshot."; +I_IMPALER = "You got the Impaler."; +I_PEACE = "You picked up a Peacemaker Missile Launcher."; +I_FLAMEGUN = "You got the Fireblaster."; +I_FLAMETHROWER = "You got the Flamethrower."; +I_BIGGUN = "You picked up the Demolisher."; +I_SMINI = "You got the Autocannon."; +I_SENTRY = "You picked up a Sentry."; +I_TRANSLATOR = "You picked up the Universal Translator."; I_UARMOR = "You got the Assault Vest."; I_KEVSUIT = "You picked up the Kevlar Suit."; I_ASBSUIT = "You picked up the Asbestos Suit."; @@ -18,14 +74,57 @@ I_POWERSHIELD = "You got the Power Shield!"; I_VOICEBOX = "You picked up the Voice Box."; I_DAMPENER = "You got the Acoustic Dampener."; I_FORCEFIELD = "You picked up the Force Field."; +I_AMPLIFIER = "You got the Energy Amplifier."; +I_FLARES = "You got a Flare."; +I_SEEDS = "You got a Nali Fruit Seed."; +I_BOOTS = "You got the Jump Boots."; +I_HEALTH = "You picked up a Health Pack."; +I_BANDAGES = "You got some Bandages."; +I_FRUIT = "You ate some Nali Healing Fruit."; +I_SHEALTH = "You picked up the Super Health Pack."; +I_FLASHLIGHT = "You picked up a Flashlight."; +I_DETECTOR = "You got the Motion Detector."; +I_SCUBA = "You picked up the SCUBA Gear."; /* Tags */ +T_WPOWERUP = "Dispersion Pistol Powerup"; T_STINGERAMMO = "Tarydium Shards"; T_STINGERAMMO2 = "Tarydium Shard Pack"; -T_STINGER = "Stinger"; -T_TRANSLATOR = "Translator"; T_ASMDAMMO = "ASMD Core"; T_ASMDAMMO2 = "Small ASMD Core"; +T_ROCKETCAN = "Pack of 5 Eightball Cans"; +T_ROCKETCAN2 = "Can of Eightballs"; +T_SLUDGE = "Can of Tarydium Sludge"; +T_SLUDGE2 = "Small Can of Tarydium Sludge"; +T_SHELLS = "Box of Shells"; +T_SHELLS2 = "Shells"; +T_IMPAMMO = "Enriched Tarydium Shards"; +T_IMPAMMO2 = "Enriched Tarydium Shard"; +T_FLAMEAMMO = "Can of Napalm"; +T_BIGAMMO = "Box of Big Bullets"; +T_BIGAMMO2 = "Big Bullets"; +T_BIGAMMO3 = "Big Bullet"; +T_DPISTOL = "Dispersion Pistol"; +T_AUTOMAG = "Automag"; +T_AUTOMAG2 = "Dual Automags"; +T_STINGER = "Stinger"; T_ASMD = "ASMD"; +T_EIGHTBALL = "Eightball"; +T_RAZORJACK = "Razorjack"; +T_RIFLE = "Rifle"; +T_TELEGUN = "Teleport Capsules"; +T_STUNNER = "Stunner"; +T_RAZORCLAW = "Razorclaw"; +T_PROTOMAG = "Protomag"; +T_PROTOMAG2 = "Dual Protomags"; +T_QUADSHOT = "Quadshot"; +T_IMPALER = "Impaler"; +T_PEACE = "Peacemaker Missile Launcher"; +T_FLAMEGUN = "Fireblaster"; +T_FLAMETHROWER = "Flamethrower"; +T_BIGGUN = "Demolisher"; +T_SMINI = "Autocannon"; +T_SENTRY = "Sentry"; +T_TRANSLATOR = "Translator"; T_UARMOR = "Assault Vest"; T_KEVSUIT = "Kevlar Suit"; T_ASBSUIT = "Asbestos Suit"; @@ -34,9 +133,27 @@ T_POWERSHIELD = "Power Shield"; T_VOICEBOX = "Voice Box"; T_DAMPENER = "Acoustic Dampener"; T_FORCEFIELD = "Force Field"; +T_AMPLIFIER = "Energy Amplifier"; +T_FLARES = "Flare"; +T_SEEDS = "Nali Fruit Seed"; +T_BOOTS = "Jump Boots"; +T_HEALTH = "Health Pack"; +T_BANDAGES = "Bandages"; +T_FRUIT = "Nali Healing Fruit"; +T_SHEALTH = "Super Health Pack"; +T_FLASHLIGHT = "Flashlight"; +T_LFLARES = "Light Flare"; +T_DFLARES = "Darkness Flare"; +T_DETECTOR = "Motion Detector"; +T_SCUBA = "SCUBA Gear"; /* Miscellaneous */ -TR_HINT = "Hint"; TR_NOMSG = "No new messages"; +TR_NEWMSG = "New Translator message"; +TR_MSG = "Translator message"; +TR_TESTMSG1 = "This is a test Translator Message.\n\nLorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."; +TR_TESTMSG2 = "This is another test Translator Message.\n\nColour escapes should work.\n\n \cgRed\c- \ckYellow\c- \chBlue\c-"; +TR_TESTMSG3 = "This is yet another test Translator Message.\n\nJust some more filler text, also there's a hint."; +TR_TESTHNT3 = "This is a test hint.\n\nTo defeat the Cyberdemon, shoot it until it dies."; N_MALE1 = "Kurgan"; N_MALE2 = "Ash"; N_MALE3 = "Dante"; @@ -44,17 +161,34 @@ N_FEMALE1 = "Gina"; N_FEMALE2 = "Sonya"; D_POWERSHIELD = "The Power Shield has depleted."; D_DAMPENER = "Acoustic Dampener has run out."; +D_AMPLIFIER = "Energy Amplifier is out of power."; +D_SCUBA = "SCUBA Gear oxygen supply has run out."; M_FFNOROOM = "No room to activate Force Field."; +S_MINHUD = "Health %d Score %d Ammo %d"; +S_MINHUD2 = "Health %d Score %d Ammo %d/%d"; /* Menus */ STING_MTITLE = "Unreal Options"; STING_HOPTS = "HUD Options"; -STING_HUDMODE = "HUD Mode"; -STING_HUDSCALE = "HUD Scale"; -STING_HUDFIT = "Fit 640x480"; -STING_INTRO = "Intro Type"; +STING_HUDMODE = "HUD mode"; +STING_TRANSEXT = "Extended Translator (fits more text)"; +STING_INTRO = "Intro type"; STING_UNREAL99 = "Standard"; STING_UNREAL97 = "Unreal '97"; STING_UNREAL95 = "Unreal '95"; +STING_POPTS = "Prototype features"; +STING_TELEHAND = "Teleport Capsules"; +STING_FLARES = "Light/Dark Flares"; +STING_STINGER = "Stinger detonation"; +STING_RIFLE = "Rifle burst altfire"; +STING_RIFLEL = "Rifle flashlight"; +STING_RAZOR = "Razorjack charging"; +STING_FLAMET = "Old Flamethrower model"; +STING_DOPTS = "Weapon dual wielding"; +STING_AUTODUAL = "Automags"; +STING_PROTODUAL = "Protomags"; +STING_UOPTS = "Compatibility options"; +STING_DPISTOL = "Dispersion Pistol altfire isn't upgraded"; +STING_PSHIELD = "Power Shield does not drain over time"; STING_MCREDS = "Unreal Credits"; STING_CDR = "Doomreal"; STING_CLEAD = "Development Lead:"; @@ -75,16 +209,71 @@ STING_CBIZ = "Biz:"; [es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu] /* Obituaries */ +O_DPISTOL = "%o fue matad@[ao_esp] por la Pistola de Dispersión de %k. ¡Menud@[ao_esp] perdedor@[ao_esp]!"; +O_AUTOMAG = "%o fue balead@[ao_esp] por el Autoarma de %k."; +O_AUTOMAG2 = "%o fue balead@[ao_esp] por las Dos Autoarmas de %k."; O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k."; O_ASMD = "%k infligió un daño mortal sobre %o con el ASMD."; +O_EIGHTBALL = "%o fue vapulead@[ao_esp] varias veces por el Eightball de %k."; +O_RAZORJACK = "%k arrancó un trozo ensangrentado de %o con el Razorjack."; +O_STUNNER = "%o no pudo soportar la fuerza del Aturdidor de %k."; +O_RAZORCLAW1 = "%k mordisqueó a %o con la Garra Cortadora."; +O_RAZORCLAW2 = "%o fue hech@[ao_esp] picadillo por la Garra Cortadora de %k."; +O_PROTOMAG = "%k le hizo unos cuantos agujeros extra a %o con la Protoarma."; +O_PROTOMAG2 = "%k le hizo unos cuantos agujeros extra a %o con las Dos Protoarmas."; +O_QUADSHOT = "%o tragó un bocado de perdigones del Quadshot de %k."; +O_IMPALER1 = "%o probó el sabor explosivo del Empalador de %k."; +O_IMPALER2 = "%o fue cocinad@[ao_esp] viv@[ao_esp] por el Empalador de %k."; +O_IMPALERHIT = "%o fue perforad@[ao_esp] por el Empalador de %k."; +O_PEACE = "%o fue cazad@[ao_esp] por los misiles Peacemaker de %k."; +O_FLAMEGUN = "%o fue carbonizad@[ao_esp] por el Bláster de Fuego de %k."; +O_FLAMETHROWER = "%o fue asad@[ao_esp] a conciencia por el Lanzallamas de %k."; +O_BIGGUN = "%k abrió un hoyo a través de %o con el Demoledor."; +O_SMINI = "%o fue reventad@[ao_esp] en pedazos humeantes por el Autocañón de %k."; +O_SENTRY = "%o no debería haberse metido en el punto de mira de la Torreta de %k."; +O_STINGERX = "%o tragó muerte ardiente de Tarydium gracias a %k."; /* Pickup messages */ +I_WPOWERUP = "Has obtenido una Mejora para la Pistola de Dispersión."; I_STINGERAMMOL = "Has recogido "; I_STINGERAMMOR = " fragmentos de Tarydium."; -I_STINGER = "Has obtenido el Arma Aguijón."; -I_TRANSLATOR = "Has obtenido el Traductor Universal."; I_ASMDAMMO = "Has recogido un Núcleo de ASMD."; I_ASMDAMMO2 = "Has recogido un Núcleo Pequeño de ASMD."; +I_ROCKETCANL = "Has recogido "; +I_ROCKETCANR = " Cohetes Eightball."; +I_SLUDGEL = "Has recogido "; +I_SLUDGER = "cc de Resíduos de Tarydium."; +I_RIFLEAMMOL = "Has Recogido "; +I_RIFLEAMMOR = " Balas de Rifle."; +I_SHELLSL = "Has recogido "; +I_SHELLSR = " cartuchos."; +I_IMPAMMO = "Has recogido unos Fragmentos de Tarydium Enriquecido."; +I_IMPAMMO2 = "Has recogido un Fragmento de Tarydium Enriquecido."; +I_FLAMEAMMO = "Has recogido una lata de Napalm."; +I_BIGAMMOL = "Has recogido "; +I_BIGAMMOR = " Grandes Balas."; +I_BIGAMMO2 = "Has recogido una Gran Bala."; +I_DPISTOL = "Has obtenido una Pistola de Dispersión."; +I_AUTOMAG = "Has recogido la Autoarma."; +I_AUTOMAG2 = "Has recogido otra Autoarma."; +I_STINGER = "Has obtenido el Arma Aguijón."; I_ASMD = "Has obtenido el ASMD."; +I_EIGHTBALL = "Has obtenido el arma Eightball."; +I_RAZORJACK = "Has obtenido el Razorjack."; +I_RIFLE = "Has obtenido el Rifle."; +I_TELEGUN = "Has obtenido las Cápsulas de Teletransporte."; +I_STUNNER = "Has obtenido el Aturdidor."; +I_RAZORCLAW = "Has recogido la Garra Cortadora."; +I_PROTOMAG = "Has recogido la Protoarma."; +I_PROTOMAG2 = "Has recogido otra Protoarma."; +I_QUADSHOT = "Has pillado el Quadshot."; +I_IMPALER = "Has obtenido el Empalador."; +I_PEACE = "Has recogido un Lanzador de Misiles Peacemaker."; +I_FLAMEGUN = "Has obtenido el Bláster de Fuego."; +I_FLAMETHROWER = "Has obtenido el Lanzallamas."; +I_BIGGUN = "Has recogido el Demoledor."; +I_SMINI = "Has obtenido el Autocañón."; +I_SENTRY = "Has recogido una Torreta."; +I_TRANSLATOR = "Has obtenido el Traductor Universal."; I_UARMOR = "Has obtenido la Coraza de Asalto."; I_KEVSUIT = "Has recogido el Traje de Kevlar."; I_ASBSUIT = "Has recogido el Traje de Amianto."; @@ -93,12 +282,53 @@ I_POWERSHIELD = "¡Has obtenido el Escudo de Fuerza!"; I_VOICEBOX = "Has recogido la Caja de Voz."; I_DAMPENER = "Has obtenido el Amortiguador Acústico."; I_FORCEFIELD = "Has recogido el Campo de Fuerza."; +I_AMPLIFIER = "Has obtenido el Amplificador de Energía."; +I_FLARES = "Has obtenido una Bengala."; +I_SEEDS = "Has obtenido una Semilla de Fruta Nali."; +I_BOOTS = "Has obtenido las Botas de Salto."; +I_HEALTH = "Has recogido un Paquete de Salud."; +I_BANDAGES = "Has obtenido unos Vendajes."; +I_FRUIT = "Comiste una Fruta de Salud Nali."; +I_SHEALTH = "Has recogido el Paquete de Supersalud."; +I_FLASHLIGHT = "Has recogido una Linterna."; +I_DETECTOR = "Has obtenido el Detector de Movimiento."; +I_SCUBA = "Has recogido el Kit de Buceo."; /* Tags */ +T_WPOWERUP = "Mejora para Pistola de Dispersión"; T_STINGERAMMO = "Fragmentos de Tarydium"; -T_STINGER = "Arma Aguijón"; -T_TRANSLATOR = "Traductor"; T_ASMDAMMO = "Núcleo de ASMD"; T_ASMDAMMO2 = "Núcleo Pequeño de ASMD"; +T_ROCKETCAN = "Paquete de 5 Latas de Cohetes Eightball"; +T_ROCKETCAN2 = "Lata de Cohetes Eightball"; +T_SLUDGE = "Lata de Resíduos de Tarydium"; +T_SLUDGE2 = "Lata Pequeña de Resíduos de Tarydium"; +T_SHELLS = "Paquete de Cartuchos"; +T_SHELLS2 = "Cartuchos"; +T_IMPAMMO = "Fragmentos de Tarydium Enriquecido"; +T_IMPAMMO2 = "Fragmento de Tarydium Enriquecido"; +T_FLAMEAMMO = "Lata de Napalm"; +T_BIGAMMO = "Paquete de Grandes Balas"; +T_BIGAMMO2 = "Grandes Balas"; +T_BIGAMMO3 = "Gran Bala"; +T_DPISTOL = "Pistola de Dispersión"; +T_AUTOMAG = "Autoarma"; +T_AUTOMAG2 = "Dos Autoarmas"; +T_STINGER = "Arma Aguijón"; +T_EIGHTBALL = "Eightball"; +T_RAZORJACK = "Razorjack"; +T_TELEGUN = "Cápsulas de Teletransporte"; +T_STUNNER = "Aturdidor"; +T_RAZORCLAW = "Garra Cortadora"; +T_PROTOMAG = "Protoarma"; +T_PROTOMAG2 = "Dos Protoarmas"; +T_IMPALER = "Empalador"; +T_PEACE = "Lanzador de Misiles Peacemaker"; +T_FLAMEGUN = "Bláster de Fuego"; +T_FLAMETHROWER = "Lanzallamas"; +T_BIGGUN = "Demoledor"; +T_SMINI = "Autocañón"; +T_SENTRY = "Torreta"; +T_TRANSLATOR = "Traductor"; T_UARMOR = "Coraza de Asalto"; T_KEVSUIT = "Traje de Kevlar"; T_ASBSUIT = "Traje de Amianto"; @@ -107,20 +337,51 @@ T_POWERSHIELD = "Escudo de Fuerza"; T_VOICEBOX = "Caja de Voz"; T_DAMPENER = "Amortiguador Acústico"; T_FORCEFIELD = "Campo de Fuerza"; +T_AMPLIFIER = "Amplificador de Energía"; +T_FLARES = "Bengala"; +T_SEEDS = "Semilla de Fruta Nali"; +T_BOOTS = "Botas de Salto"; +T_HEALTH = "Paquete de salud"; +T_BANDAGES = "Vendajes"; +T_FRUIT = "Fruta de Salud Nali"; +T_SHEALTH = "paquete de Supersalud"; +T_FLASHLIGHT = "Linterna"; +T_LFLARES = "Bengala Luminosa"; +T_DFLARES = "Bengala Oscura"; +T_DETECTOR = "Detector de Movimiento"; +T_SCUBA = "Kit de Buceo"; /* Miscellaneous */ -TR_HINT = "Pista"; TR_NOMSG = "No hay mensajes nuevos"; +TR_NEWMSG = "Nuevo mensaje de Traductor"; +TR_MSG = "Mensaje de Traductor"; D_POWERSHIELD = "El Escudo de Fuerza se ha agotado."; D_DAMPENER = "El Amortiguador Acústico se ha agotado."; +D_AMPLIFIER = "El Amplificador de Energía se ha agotado."; +D_SCUBA = "La reserva de oxígeno del Kit de Buceo se ha agotado."; M_FFNOROOM = "No hay espacio para activar el Campo de Fuerza."; +S_MINHUD = "Salud %d Puntuación %d Munición %d"; +S_MINHUD2 = "Salud %d Puntuación %d Munición %d/%d"; /* Menus */ STING_MTITLE = "Opciones de Unreal"; STING_HOPTS = "Opciones de HUD"; STING_HUDMODE = "Modo de HUD"; -STING_HUDSCALE = "Escala de HUD"; -STING_HUDFIT = "Contener 640x480"; -STING_INTRO = "Tipo de Intro"; +STING_TRANSEXT = "Traductor extendido (cabe más texto)"; +STING_INTRO = "Tipo de intro"; STING_UNREAL99 = "Estándar"; +STING_POPTS = "Características de prototipo"; +STING_TELEHAND = "Cápsulas de Teletransporte"; +STING_FLARES = "Bengalas de luz/oscuridad"; +STING_STINGER = "Detonación de Arma Aguijón"; +STING_RIFLE = "Fuego alternativo en ráfaga de Rifle"; +STING_RIFLEL = "Linterna de Rifle"; +STING_RAZOR = "Carga de Razorjack"; +STING_FLAMET = "Modelo viejo de Lanzallamas"; +STING_DOPTS = "Armas a dos manos"; +STING_AUTODUAL = "Autoarmas"; +STING_PROTODUAL = "Protoarmas"; +STING_UOPTS = "Opciones de compatibilidad"; +STING_DPISTOL = "El fuego alternativo de la Pistola de Dispersión no es mejorado"; +STING_PSHIELD = "El Escudo de Fuerza no pierde carga con el tiempo"; STING_MCREDS = "Créditos de Unreal"; STING_CDR = "Doomreal"; STING_CLEAD = "Desarrolladora Jefe:"; diff --git a/maps/TRNSTEST.wad b/maps/TRNSTEST.wad new file mode 100644 index 0000000..2e86a69 Binary files /dev/null and b/maps/TRNSTEST.wad differ diff --git a/menudef.txt b/menudef.txt index 6738bee..3cfe52a 100644 --- a/menudef.txt +++ b/menudef.txt @@ -19,7 +19,25 @@ OptionMenu "UnrealOptionMenu" StaticText " " StaticText " " Slider "$STING_HUDMODE", "stinger_hudmode", 0, 5, 1, 0 - ScaleSlider "$STING_HUDSCALE", "stinger_hudscale", 0, 8, 1, "$STING_HUDFIT" + Option "$STING_TRANSEXT", "sting_transext", "YesNo" + StaticText " " + StaticText "$STING_POPTS", "Gold" + Option "$STING_TELEHAND", "sting_telegun", "YesNo" + Option "$STING_FLARES", "sting_flares", "YesNo" + Command "$FLAK_APPLY", "event refreshtrans" + Option "$STING_STINGER", "sting_stinger", "YesNo" + Option "$STING_RIFLE", "sting_rifle", "YesNo" + Option "$STING_RIFLEL", "sting_riflel", "YesNo" + Option "$STING_RAZOR", "sting_razor", "YesNo" + Option "$STING_FLAMET", "sting_flamet", "YesNo" + StaticText " " + StaticText "$STING_DOPTS", "Gold" + Option "$STING_AUTODUAL", "sting_automags", "YesNo" + Option "$STING_PROTODUAL", "sting_protomags", "YesNo" + StaticText " " + StaticText "$STING_UOPTS", "Gold" + Option "$STING_DPISTOL", "sting_dpistol", "YesNo" + Option "$STING_PSHIELD", "sting_pshield", "YesNo" } AddOptionMenu "OptionsMenu" diff --git a/modeldef.asmd b/modeldef.asmd index 4600a2e..33ec3aa 100644 --- a/modeldef.asmd +++ b/modeldef.asmd @@ -38,7 +38,7 @@ Model "ASMDAmmo2" Path "models" Model 0 "AsmdAmmoSmallM_d.3d" SurfaceSkin 0 0 "JAsmdAmmo1.png" - Scale 0.05 -0.05 0.06 + Scale 0.03 -0.04 0.06 ZOffset 6 FrameIndex SHOA B 0 0 @@ -49,13 +49,112 @@ Model "ASMDAmmo2X" Path "models" Model 0 "AsmdAmmoSmallM_d.3d" SurfaceSkin 0 1 "ShockC.png" - Scale 0.05 -0.05 0.06 + Scale 0.03 -0.04 0.06 ZOffset 6 DONTCULLBACKFACES FrameIndex SHOA B 0 0 } +Model "ASMDBall" +{ + Path "models" + Model 0 "TazerProja_d.3d" + Skin 0 "AsmdBall.png" + Scale 0.08 0.08 0.096 + DONTCULLBACKFACES + USEACTORPITCH + USEACTORROLL + + FrameIndex TAZB A 0 0 +} + +/*Model "ASMDExpl" +{ + Path "models" + Model 0 "TazerExpl_d.3d" + Skin 0 "AsmdBeam.png" + Scale 0.8 0.8 0.96 + DONTCULLBACKFACES + + FrameIndex TAZB A 0 0 + FrameIndex TAZB B 0 1 + FrameIndex TAZB C 0 2 + FrameIndex TAZB D 0 3 + FrameIndex TAZB E 0 4 + FrameIndex TAZB F 0 5 +}*/ + +Model "ASMDBeamRing" +{ + Path "models" + Model 0 "RingEx_d.3d" + Skin 0 "AsmdBeam.png" + Scale 0.72 0.6 0.6 + PitchOffset 90 + DONTCULLBACKFACES + USEACTORPITCH + + FrameIndex RNGX A 0 0 + FrameIndex RNGX B 0 1 + FrameIndex RNGX C 0 2 + FrameIndex RNGX D 0 3 + FrameIndex RNGX E 0 4 + FrameIndex RNGX F 0 5 +} +Model "ASMDSBeamRing" +{ + Path "models" + Model 0 "RingEx_d.3d" + Skin 0 "AsmdSBeam.png" + Scale 0.72 0.6 0.6 + PitchOffset 90 + DONTCULLBACKFACES + USEACTORPITCH + + FrameIndex RNGX A 0 0 + FrameIndex RNGX B 0 1 + FrameIndex RNGX C 0 2 + FrameIndex RNGX D 0 3 + FrameIndex RNGX E 0 4 + FrameIndex RNGX F 0 5 +} +Model "ASMDBlastRing" +{ + Path "models" + Model 0 "RingEx_d.3d" + Skin 0 "AsmdPBeam.png" + Scale 1.44 1.2 1.2 + PitchOffset 90 + DONTCULLBACKFACES + USEACTORPITCH + + FrameIndex RNGX A 0 0 + FrameIndex RNGX B 0 1 + FrameIndex RNGX C 0 2 + FrameIndex RNGX D 0 3 + FrameIndex RNGX E 0 4 + FrameIndex RNGX F 0 5 +} + +Model "ASMDRingTrail" +{ + Path "models" + Model 0 "RingEx_d.3d" + Skin 0 "AsmdBeam.png" + Scale 0.024 0.02 0.02 + PitchOffset 90 + DONTCULLBACKFACES + USEACTORPITCH + + FrameIndex RNGX A 0 0 + FrameIndex RNGX B 0 1 + FrameIndex RNGX C 0 2 + FrameIndex RNGX D 0 3 + FrameIndex RNGX E 0 4 + FrameIndex RNGX F 0 5 +} + Model "ASMD" { Path "models" @@ -95,6 +194,18 @@ Model "ASMD" FrameIndex ASVF J 2 56 } +Model "ASMD" +{ + Path "models" + Model 3 "Flat_d.3d" + Skin 3 "AsmdMuz.png" + AngleOffset 90 + Scale 0.12 0.12 0.12 + Offset 12 -35 -11.5 + + FrameIndex ASFF A 3 0 +} + Model "ASMD" { Path "models" diff --git a/modeldef.automag b/modeldef.automag new file mode 100644 index 0000000..d60ca00 --- /dev/null +++ b/modeldef.automag @@ -0,0 +1,495 @@ +Model "UClip" +{ + Path "models" + Model 0 "ClipM_d.3d" + Skin 0 "Jclip1_.png" + Scale 0.04 -0.04 0.048 + ZOffset 1.5 + + FrameIndex UCLP A 0 0 +} + +Model "UCasing" +{ + Path "models" + Model 0 "Shell_d.3d" + Skin 0 "Shell1.png" + Scale 0.0264 -0.022 0.022 + AngleOffset 90 + RollOffset 180 + ZOffset 1 + USEACTORPITCH + USEACTORROLL + DONTCULLBACKFACES + USEROTATIONCENTER + Rotation-Center 0 0 1 + + FrameIndex PCAS A 0 0 +} + +Model "Automag" +{ + Path "models" + Model 1 "AutoMagPickup_d.3d" + Skin 1 "Automa1_.png" + Scale 0.08 -0.08 0.096 + AngleOffset -90 + ZOffset 6 + + FrameIndex AUTP B 1 0 + + ZOffset 12 + ROTATING + FrameIndex AUTP A 1 0 +} + +Model "Automag" +{ + Path "models" + Model 3 "Flat_d.3d" + Skin 3 "EMuz1.png" + AngleOffset 90 + Scale 0.04 0.04 0.04 + Offset 12.4 -30.0 -3.9 + + FrameIndex AMUZ A 3 0 + + Scale 0.04 0.04 0.04 + Offset 3.9 -30.0 -10 + + FrameIndex AMUZ B 3 0 + + Scale 0.04 0.04 0.04 + Offset -12.4 -30.0 -3.9 + + FrameIndex AMUZ C 3 0 + + Scale 0.04 0.04 0.04 + Offset -3.9 -30.0 -10 + + FrameIndex AMUZ D 3 0 +} + +Model "Automag" +{ + Path "models" + Model 0 "AutoMagR_d.3d" + SurfaceSkin 0 1 "Automa1.png" + Scale 0.12 -0.06 0.084 + Offset 6.9 -16.8 -11.1 + AngleOffset 90 + RollOffset -90 + + // Fire + FrameIndex AUTF A 0 0 + FrameIndex AUTF B 0 1 + FrameIndex AUTF C 0 2 + FrameIndex AUTF D 0 3 + // Fire0 + FrameIndex AUTF E 0 4 + FrameIndex AUTF F 0 5 + FrameIndex AUTF G 0 6 + // Fire1 + FrameIndex AUTF H 0 7 + FrameIndex AUTF I 0 8 + FrameIndex AUTF J 0 9 + // Fire2 + FrameIndex AUTF K 0 10 + FrameIndex AUTF L 0 11 + FrameIndex AUTF M 0 12 + // Release + FrameIndex AUTF N 0 13 + FrameIndex AUTF O 0 14 + FrameIndex AUTF P 0 15 + FrameIndex AUTF Q 0 16 + FrameIndex AUTF R 0 17 + FrameIndex AUTF S 0 18 + FrameIndex AUTF T 0 19 + // T1 + FrameIndex AUTA A 0 135 + FrameIndex AUTA B 0 136 + FrameIndex AUTA C 0 137 + FrameIndex AUTA D 0 138 + FrameIndex AUTA E 0 139 + // AltFire + FrameIndex AUTA F 0 20 + FrameIndex AUTA G 0 21 + FrameIndex AUTA H 0 22 + FrameIndex AUTA I 0 23 + FrameIndex AUTA J 0 24 + // AltFire0 + FrameIndex AUTA K 0 25 + FrameIndex AUTA L 0 26 + FrameIndex AUTA M 0 27 + // AltFire1 + FrameIndex AUTA N 0 28 + FrameIndex AUTA O 0 29 + FrameIndex AUTA P 0 30 + // AltFire2 + FrameIndex AUTA Q 0 31 + FrameIndex AUTA R 0 32 + FrameIndex AUTA S 0 33 + // AltRelease + FrameIndex AUTA T 0 44 + FrameIndex AUTA U 0 45 + FrameIndex AUTA V 0 46 + FrameIndex AUTA W 0 47 + FrameIndex AUTA X 0 48 + FrameIndex AUTA Y 0 49 + // T2 + FrameIndex AUTA Z 0 185 + FrameIndex AUA2 A 0 186 + FrameIndex AUA2 B 0 187 + FrameIndex AUA2 C 0 188 + FrameIndex AUA2 D 0 189 + // Twiddle + FrameIndex AUTT A 0 50 + FrameIndex AUTT B 0 51 + FrameIndex AUTT C 0 52 + FrameIndex AUTT D 0 53 + FrameIndex AUTT E 0 54 + FrameIndex AUTT F 0 55 + FrameIndex AUTT G 0 56 + FrameIndex AUTT H 0 57 + FrameIndex AUTT I 0 58 + FrameIndex AUTT J 0 59 + FrameIndex AUTT K 0 60 + FrameIndex AUTT L 0 61 + FrameIndex AUTT M 0 62 + FrameIndex AUTT N 0 63 + FrameIndex AUTT O 0 64 + FrameIndex AUTT P 0 65 + FrameIndex AUTT Q 0 66 + FrameIndex AUTT R 0 67 + FrameIndex AUTT S 0 68 + FrameIndex AUTT T 0 69 + FrameIndex AUTT U 0 70 + FrameIndex AUTT V 0 71 + FrameIndex AUTT W 0 72 + FrameIndex AUTT X 0 73 + FrameIndex AUTT Y 0 74 + // Sway + FrameIndex AUTI A 0 50 + FrameIndex AUTI B 0 51 + // Eject + FrameIndex AUTR A 0 75 + FrameIndex AUTR B 0 76 + FrameIndex AUTR C 0 77 + FrameIndex AUTR D 0 78 + FrameIndex AUTR E 0 79 + FrameIndex AUTR F 0 80 + FrameIndex AUTR G 0 81 + FrameIndex AUTR H 0 82 + FrameIndex AUTR I 0 83 + FrameIndex AUTR J 0 84 + FrameIndex AUTR K 0 85 + FrameIndex AUTR L 0 86 + FrameIndex AUTR M 0 87 + FrameIndex AUTR N 0 88 + FrameIndex AUTR O 0 89 + FrameIndex AUTR P 0 90 + FrameIndex AUTR Q 0 91 + FrameIndex AUTR R 0 92 + FrameIndex AUTR S 0 93 + FrameIndex AUTR T 0 94 + FrameIndex AUTR U 0 95 + FrameIndex AUTR V 0 96 + FrameIndex AUTR W 0 97 + FrameIndex AUTR X 0 98 + FrameIndex AUTR Y 0 99 + // Down + FrameIndex AUTD A 0 100 + FrameIndex AUTD B 0 101 + FrameIndex AUTD C 0 102 + FrameIndex AUTD D 0 103 + FrameIndex AUTD E 0 104 + // Select + FrameIndex AUTS A 0 105 + FrameIndex AUTS B 0 106 + FrameIndex AUTS C 0 107 + FrameIndex AUTS D 0 108 + FrameIndex AUTS E 0 109 + FrameIndex AUTS F 0 110 + FrameIndex AUTS G 0 111 + FrameIndex AUTS H 0 112 + FrameIndex AUTS I 0 113 + FrameIndex AUTS J 0 114 + FrameIndex AUTS K 0 115 + FrameIndex AUTS L 0 116 + FrameIndex AUTS M 0 117 + FrameIndex AUTS N 0 118 + FrameIndex AUTS O 0 119 + FrameIndex AUTS P 0 120 + FrameIndex AUTS Q 0 121 + FrameIndex AUTS R 0 122 + FrameIndex AUTS S 0 123 + FrameIndex AUTS T 0 124 + FrameIndex AUTS U 0 125 + FrameIndex AUTS V 0 126 + FrameIndex AUTS W 0 127 + FrameIndex AUTS X 0 128 + FrameIndex AUTS Y 0 129 + FrameIndex AUTS Z 0 130 + FrameIndex AUS2 A 0 131 + FrameIndex AUS2 B 0 132 + FrameIndex AUS2 C 0 133 + FrameIndex AUS2 D 0 134 + // Twirl + FrameIndex AUT2 A 0 140 + FrameIndex AUT2 B 0 141 + FrameIndex AUT2 C 0 142 + FrameIndex AUT2 D 0 143 + FrameIndex AUT2 E 0 144 + FrameIndex AUT2 F 0 145 + FrameIndex AUT2 G 0 146 + FrameIndex AUT2 H 0 147 + FrameIndex AUT2 I 0 148 + FrameIndex AUT2 J 0 149 + FrameIndex AUT2 K 0 150 + FrameIndex AUT2 L 0 151 + FrameIndex AUT2 M 0 152 + FrameIndex AUT2 N 0 153 + FrameIndex AUT2 O 0 154 + FrameIndex AUT2 P 0 155 + FrameIndex AUT2 Q 0 156 + FrameIndex AUT2 R 0 157 + FrameIndex AUT2 S 0 158 + FrameIndex AUT2 T 0 159 + FrameIndex AUT2 U 0 160 + FrameIndex AUT2 V 0 161 + FrameIndex AUT2 W 0 162 + FrameIndex AUT2 X 0 163 + FrameIndex AUT2 Y 0 164 + FrameIndex AUT2 Z 0 165 + FrameIndex AUT3 A 0 166 + FrameIndex AUT3 B 0 167 + FrameIndex AUT3 C 0 168 + FrameIndex AUT3 D 0 169 + FrameIndex AUT3 E 0 170 + FrameIndex AUT3 F 0 171 + FrameIndex AUT3 G 0 172 + FrameIndex AUT3 H 0 173 + FrameIndex AUT3 I 0 174 + FrameIndex AUT3 J 0 175 + FrameIndex AUT3 K 0 176 + FrameIndex AUT3 L 0 177 + FrameIndex AUT3 M 0 178 + FrameIndex AUT3 N 0 179 + FrameIndex AUT3 O 0 180 + FrameIndex AUT3 P 0 181 + FrameIndex AUT3 Q 0 182 + FrameIndex AUT3 R 0 183 + FrameIndex AUT3 S 0 184 +} + +Model "Automag" +{ + Path "models" + Model 2 "AutoMagR_d.3d" + SurfaceSkin 2 1 "Automa1.png" + Scale 0.12 0.06 0.084 + Offset -6.9 -16.8 -11.1 + AngleOffset -90 + RollOffset -90 + + // Fire + FrameIndex 2UTF A 2 0 + FrameIndex 2UTF B 2 1 + FrameIndex 2UTF C 2 2 + FrameIndex 2UTF D 2 3 + // Fire0 + FrameIndex 2UTF E 2 4 + FrameIndex 2UTF F 2 5 + FrameIndex 2UTF G 2 6 + // Fire1 + FrameIndex 2UTF H 2 7 + FrameIndex 2UTF I 2 8 + FrameIndex 2UTF J 2 9 + // Fire2 + FrameIndex 2UTF K 2 10 + FrameIndex 2UTF L 2 11 + FrameIndex 2UTF M 2 12 + // Release + FrameIndex 2UTF N 2 13 + FrameIndex 2UTF O 2 14 + FrameIndex 2UTF P 2 15 + FrameIndex 2UTF Q 2 16 + FrameIndex 2UTF R 2 17 + FrameIndex 2UTF S 2 18 + FrameIndex 2UTF T 2 19 + // T1 + FrameIndex 2UTA A 2 135 + FrameIndex 2UTA B 2 136 + FrameIndex 2UTA C 2 137 + FrameIndex 2UTA D 2 138 + FrameIndex 2UTA E 2 139 + // AltFire + FrameIndex 2UTA F 2 20 + FrameIndex 2UTA G 2 21 + FrameIndex 2UTA H 2 22 + FrameIndex 2UTA I 2 23 + FrameIndex 2UTA J 2 24 + // AltFire0 + FrameIndex 2UTA K 2 25 + FrameIndex 2UTA L 2 26 + FrameIndex 2UTA M 2 27 + // AltFire1 + FrameIndex 2UTA N 2 28 + FrameIndex 2UTA O 2 29 + FrameIndex 2UTA P 2 30 + // AltFire2 + FrameIndex 2UTA Q 2 31 + FrameIndex 2UTA R 2 32 + FrameIndex 2UTA S 2 33 + // AltRelease + FrameIndex 2UTA T 2 44 + FrameIndex 2UTA U 2 45 + FrameIndex 2UTA V 2 46 + FrameIndex 2UTA W 2 47 + FrameIndex 2UTA X 2 48 + FrameIndex 2UTA Y 2 49 + // T2 + FrameIndex 2UTA Z 2 185 + FrameIndex 2UA2 A 2 186 + FrameIndex 2UA2 B 2 187 + FrameIndex 2UA2 C 2 188 + FrameIndex 2UA2 D 2 189 + // Twiddle + FrameIndex 2UTT A 2 50 + FrameIndex 2UTT B 2 51 + FrameIndex 2UTT C 2 52 + FrameIndex 2UTT D 2 53 + FrameIndex 2UTT E 2 54 + FrameIndex 2UTT F 2 55 + FrameIndex 2UTT G 2 56 + FrameIndex 2UTT H 2 57 + FrameIndex 2UTT I 2 58 + FrameIndex 2UTT J 2 59 + FrameIndex 2UTT K 2 60 + FrameIndex 2UTT L 2 61 + FrameIndex 2UTT M 2 62 + FrameIndex 2UTT N 2 63 + FrameIndex 2UTT O 2 64 + FrameIndex 2UTT P 2 65 + FrameIndex 2UTT Q 2 66 + FrameIndex 2UTT R 2 67 + FrameIndex 2UTT S 2 68 + FrameIndex 2UTT T 2 69 + FrameIndex 2UTT U 2 70 + FrameIndex 2UTT V 2 71 + FrameIndex 2UTT W 2 72 + FrameIndex 2UTT X 2 73 + FrameIndex 2UTT Y 2 74 + // Sway + FrameIndex 2UTI A 2 50 + FrameIndex 2UTI B 2 51 + // Eject + FrameIndex 2UTR A 2 75 + FrameIndex 2UTR B 2 76 + FrameIndex 2UTR C 2 77 + FrameIndex 2UTR D 2 78 + FrameIndex 2UTR E 2 79 + FrameIndex 2UTR F 2 80 + FrameIndex 2UTR G 2 81 + FrameIndex 2UTR H 2 82 + FrameIndex 2UTR I 2 83 + FrameIndex 2UTR J 2 84 + FrameIndex 2UTR K 2 85 + FrameIndex 2UTR L 2 86 + FrameIndex 2UTR M 2 87 + FrameIndex 2UTR N 2 88 + FrameIndex 2UTR O 2 89 + FrameIndex 2UTR P 2 90 + FrameIndex 2UTR Q 2 91 + FrameIndex 2UTR R 2 92 + FrameIndex 2UTR S 2 93 + FrameIndex 2UTR T 2 94 + FrameIndex 2UTR U 2 95 + FrameIndex 2UTR V 2 96 + FrameIndex 2UTR W 2 97 + FrameIndex 2UTR X 2 98 + FrameIndex 2UTR Y 2 99 + // Down + FrameIndex 2UTD A 2 100 + FrameIndex 2UTD B 2 101 + FrameIndex 2UTD C 2 102 + FrameIndex 2UTD D 2 103 + FrameIndex 2UTD E 2 104 + // Select + FrameIndex 2UTS A 2 105 + FrameIndex 2UTS B 2 106 + FrameIndex 2UTS C 2 107 + FrameIndex 2UTS D 2 108 + FrameIndex 2UTS E 2 109 + FrameIndex 2UTS F 2 110 + FrameIndex 2UTS G 2 111 + FrameIndex 2UTS H 2 112 + FrameIndex 2UTS I 2 113 + FrameIndex 2UTS J 2 114 + FrameIndex 2UTS K 2 115 + FrameIndex 2UTS L 2 116 + FrameIndex 2UTS M 2 117 + FrameIndex 2UTS N 2 118 + FrameIndex 2UTS O 2 119 + FrameIndex 2UTS P 2 120 + FrameIndex 2UTS Q 2 121 + FrameIndex 2UTS R 2 122 + FrameIndex 2UTS S 2 123 + FrameIndex 2UTS T 2 124 + FrameIndex 2UTS U 2 125 + FrameIndex 2UTS V 2 126 + FrameIndex 2UTS W 2 127 + FrameIndex 2UTS X 2 128 + FrameIndex 2UTS Y 2 129 + FrameIndex 2UTS Z 2 130 + FrameIndex 2US2 A 2 131 + FrameIndex 2US2 B 2 132 + FrameIndex 2US2 C 2 133 + FrameIndex 2US2 D 2 134 + // Twirl + FrameIndex 2UT2 A 2 140 + FrameIndex 2UT2 B 2 141 + FrameIndex 2UT2 C 2 142 + FrameIndex 2UT2 D 2 143 + FrameIndex 2UT2 E 2 144 + FrameIndex 2UT2 F 2 145 + FrameIndex 2UT2 G 2 146 + FrameIndex 2UT2 H 2 147 + FrameIndex 2UT2 I 2 148 + FrameIndex 2UT2 J 2 149 + FrameIndex 2UT2 K 2 150 + FrameIndex 2UT2 L 2 151 + FrameIndex 2UT2 M 2 152 + FrameIndex 2UT2 N 2 153 + FrameIndex 2UT2 O 2 154 + FrameIndex 2UT2 P 2 155 + FrameIndex 2UT2 Q 2 156 + FrameIndex 2UT2 R 2 157 + FrameIndex 2UT2 S 2 158 + FrameIndex 2UT2 T 2 159 + FrameIndex 2UT2 U 2 160 + FrameIndex 2UT2 V 2 161 + FrameIndex 2UT2 W 2 162 + FrameIndex 2UT2 X 2 163 + FrameIndex 2UT2 Y 2 164 + FrameIndex 2UT2 Z 2 165 + FrameIndex 2UT3 A 2 166 + FrameIndex 2UT3 B 2 167 + FrameIndex 2UT3 C 2 168 + FrameIndex 2UT3 D 2 169 + FrameIndex 2UT3 E 2 170 + FrameIndex 2UT3 F 2 171 + FrameIndex 2UT3 G 2 172 + FrameIndex 2UT3 H 2 173 + FrameIndex 2UT3 I 2 174 + FrameIndex 2UT3 J 2 175 + FrameIndex 2UT3 K 2 176 + FrameIndex 2UT3 L 2 177 + FrameIndex 2UT3 M 2 178 + FrameIndex 2UT3 N 2 179 + FrameIndex 2UT3 O 2 180 + FrameIndex 2UT3 P 2 181 + FrameIndex 2UT3 Q 2 182 + FrameIndex 2UT3 R 2 183 + FrameIndex 2UT3 S 2 184 +} diff --git a/modeldef.dpistol b/modeldef.dpistol new file mode 100644 index 0000000..14f467a --- /dev/null +++ b/modeldef.dpistol @@ -0,0 +1,249 @@ +Model "WeaponPowerUp" +{ + Path "models" + Model 0 "WeaponPowerUpMesh_d.3d" + SurfaceSkin 0 1 "aPower1.png" + Scale 0.1 -0.1 0.12 + ZOffset 20 + + FrameIndex WPOW A 0 0 +} + +Model "WeaponPowerUpX" +{ + Path "models" + Model 0 "WeaponPowerUpMesh_d.3d" + SurfaceSkin 0 0 "PowerFX.png" + Scale 0.1 -0.1 0.12 + ZOffset 20 + DONTCULLBACKFACES + + FrameIndex WPOW A 0 0 + FrameIndex WPOW B 0 1 + FrameIndex WPOW C 0 2 + FrameIndex WPOW D 0 3 + FrameIndex WPOW E 0 4 + FrameIndex WPOW F 0 5 + FrameIndex WPOW G 0 6 + FrameIndex WPOW H 0 7 + FrameIndex WPOW I 0 8 + FrameIndex WPOW J 0 9 + FrameIndex WPOW K 0 10 + FrameIndex WPOW L 0 11 + FrameIndex WPOW M 0 12 + FrameIndex WPOW N 0 13 + FrameIndex WPOW O 0 14 + FrameIndex WPOW P 0 15 + FrameIndex WPOW Q 0 16 + FrameIndex WPOW R 0 17 + FrameIndex WPOW S 0 18 + FrameIndex WPOW T 0 19 +} + +Model "DispersionPistol" +{ + Path "models" + Model 1 "DPistolPick_d.3d" + Skin 1 "DPistol1_.png" + ZOffset 8 + AngleOffset 90 + Scale 0.08 0.08 0.096 + + FrameIndex DPIP B 1 0 + + ZOffset 12 + ROTATING + FrameIndex DPIP A 1 0 +} + +Model "DispersionPistol" +{ + Path "models" + Model 2 "Flat_d.3d" + AngleOffset 90 + PitchOffset 90 + Scale 0.08 0.08 0.08 + Offset 13 -35 -11 + + Skin 2 "DMuzB.png" + FrameIndex DPFF A 2 0 + Skin 2 "DMuzG.png" + FrameIndex DPFF B 2 0 + Skin 2 "DMuzY.png" + FrameIndex DPFF C 2 0 + Skin 2 "DMuzO.png" + FrameIndex DPFF D 2 0 + Skin 2 "DMuzR.png" + FrameIndex DPFF E 2 0 +} + +Model "DispersionPistol" +{ + Path "models" + Model 0 "DPistol_d.3d" + SurfaceSkin 0 1 "DPistol1.png" + AngleOffset -90 + Scale 0.05 -0.05 0.05 + Offset 5.5 -10 -5.5 + + // Select1 + FrameIndex DPS1 A 0 0 + FrameIndex DPS1 B 0 1 + FrameIndex DPS1 C 0 2 + FrameIndex DPS1 D 0 3 + FrameIndex DPS1 E 0 4 + FrameIndex DPS1 F 0 5 + FrameIndex DPS1 G 0 6 + FrameIndex DPS1 H 0 7 + FrameIndex DPS1 I 0 8 + FrameIndex DPS1 J 0 9 + FrameIndex DPS1 K 0 10 + // Select2 + FrameIndex DPS2 A 0 30 + FrameIndex DPS2 B 0 31 + FrameIndex DPS2 C 0 32 + FrameIndex DPS2 D 0 33 + FrameIndex DPS2 E 0 34 + FrameIndex DPS2 F 0 35 + FrameIndex DPS2 G 0 36 + FrameIndex DPS2 H 0 37 + FrameIndex DPS2 I 0 38 + FrameIndex DPS2 J 0 39 + FrameIndex DPS2 K 0 40 + // Select3 + FrameIndex DPS3 A 0 60 + FrameIndex DPS3 B 0 61 + FrameIndex DPS3 C 0 62 + FrameIndex DPS3 D 0 63 + FrameIndex DPS3 E 0 64 + FrameIndex DPS3 F 0 65 + FrameIndex DPS3 G 0 66 + FrameIndex DPS3 H 0 67 + FrameIndex DPS3 I 0 68 + FrameIndex DPS3 J 0 69 + FrameIndex DPS3 K 0 70 + // Select4 + FrameIndex DPS4 A 0 90 + FrameIndex DPS4 B 0 91 + FrameIndex DPS4 C 0 92 + FrameIndex DPS4 D 0 93 + FrameIndex DPS4 E 0 94 + FrameIndex DPS4 F 0 95 + FrameIndex DPS4 G 0 96 + FrameIndex DPS4 H 0 97 + FrameIndex DPS4 I 0 98 + FrameIndex DPS4 J 0 99 + FrameIndex DPS4 K 0 100 + // Select5 + FrameIndex DPS5 A 0 120 + FrameIndex DPS5 B 0 121 + FrameIndex DPS5 C 0 122 + FrameIndex DPS5 D 0 123 + FrameIndex DPS5 E 0 124 + FrameIndex DPS5 F 0 125 + FrameIndex DPS5 G 0 126 + FrameIndex DPS5 H 0 127 + FrameIndex DPS5 I 0 128 + FrameIndex DPS5 J 0 129 + FrameIndex DPS5 K 0 130 + // Deselect1 + FrameIndex DPD1 A 0 16 + FrameIndex DPD1 B 0 17 + FrameIndex DPD1 C 0 18 + FrameIndex DPD1 D 0 19 + FrameIndex DPD1 E 0 20 + // Deselect2 + FrameIndex DPD2 A 0 46 + FrameIndex DPD2 B 0 47 + FrameIndex DPD2 C 0 48 + FrameIndex DPD2 D 0 49 + FrameIndex DPD2 E 0 50 + // Deselect3 + FrameIndex DPD3 A 0 76 + FrameIndex DPD3 B 0 77 + FrameIndex DPD3 C 0 78 + FrameIndex DPD3 D 0 79 + FrameIndex DPD3 E 0 80 + // Deselect4 + FrameIndex DPD4 A 0 106 + FrameIndex DPD4 B 0 107 + FrameIndex DPD4 C 0 108 + FrameIndex DPD4 D 0 109 + FrameIndex DPD4 E 0 110 + // Deselect5 + FrameIndex DPD5 A 0 136 + FrameIndex DPD5 B 0 137 + FrameIndex DPD5 C 0 138 + FrameIndex DPD5 D 0 139 + FrameIndex DPD5 E 0 140 + // Idle1 + FrameIndex DPI1 A 0 14 + FrameIndex DPI1 B 0 15 + // Idle2 + FrameIndex DPI2 A 0 44 + FrameIndex DPI2 B 0 45 + // Idle3 + FrameIndex DPI3 A 0 74 + FrameIndex DPI3 B 0 75 + // Idle4 + FrameIndex DPI4 A 0 104 + FrameIndex DPI4 B 0 105 + // Idle5 + FrameIndex DPI5 A 0 134 + FrameIndex DPI5 B 0 135 + // Fire1 + FrameIndex DPF1 A 0 11 + FrameIndex DPF1 B 0 12 + FrameIndex DPF1 C 0 13 + // Fire2 + FrameIndex DPF2 A 0 41 + FrameIndex DPF2 B 0 42 + FrameIndex DPF2 C 0 43 + // Fire3 + FrameIndex DPF3 A 0 71 + FrameIndex DPF3 B 0 72 + FrameIndex DPF3 C 0 73 + // Fire4 + FrameIndex DPF4 A 0 101 + FrameIndex DPF4 B 0 102 + FrameIndex DPF4 C 0 103 + // Fire5 + FrameIndex DPF5 A 0 131 + FrameIndex DPF5 B 0 132 + FrameIndex DPF5 C 0 133 + // Upgrade1 + FrameIndex DPU1 A 0 21 + FrameIndex DPU1 B 0 22 + FrameIndex DPU1 C 0 23 + FrameIndex DPU1 D 0 24 + // Upgrade2 + FrameIndex DPU2 A 0 51 + FrameIndex DPU2 B 0 52 + FrameIndex DPU2 C 0 53 + FrameIndex DPU2 D 0 54 + FrameIndex DPU2 E 0 55 + FrameIndex DPU2 F 0 56 + FrameIndex DPU2 G 0 57 + FrameIndex DPU2 H 0 58 + FrameIndex DPU2 I 0 59 + // Upgrade3 + FrameIndex DPU3 A 0 81 + FrameIndex DPU3 B 0 82 + FrameIndex DPU3 C 0 83 + FrameIndex DPU3 D 0 84 + FrameIndex DPU3 E 0 85 + FrameIndex DPU3 F 0 86 + FrameIndex DPU3 G 0 87 + FrameIndex DPU3 H 0 88 + FrameIndex DPU3 I 0 89 + // Upgrade4 + FrameIndex DPU4 A 0 111 + FrameIndex DPU4 B 0 112 + FrameIndex DPU4 C 0 113 + FrameIndex DPU4 D 0 114 + FrameIndex DPU4 E 0 115 + FrameIndex DPU4 F 0 116 + FrameIndex DPU4 G 0 117 + FrameIndex DPU4 H 0 118 + FrameIndex DPU4 I 0 119 +} diff --git a/modeldef.stinger b/modeldef.stinger index 8fec86c..0a2234a 100644 --- a/modeldef.stinger +++ b/modeldef.stinger @@ -66,11 +66,29 @@ Model "StingerProjectile" Model "Stinger" { Path "models" + Model 2 "Flat_d.3d" + Skin 2 "StingMuz.png" + AngleOffset 90 + PitchOffset 90 + Scale 0.08 0.08 0.08 + Offset 9 -35 -11 + + FrameIndex STFF A 2 0 + Scale 0.09 0.09 0.09 + PitchOffset 180 + FrameIndex STFF B 2 0 + Scale 0.07 0.07 0.07 + PitchOffset 270 + FrameIndex STFF C 2 0 + Scale 0.06 0.06 0.06 + PitchOffset 0 + FrameIndex STFF D 2 0 +/* Path "models" Model 2 "StingerM_d.3d" SurfaceSkin 2 0 "FireEffect18.png" - Scale 0.1 -0.1 0.1 + Scale 0.05 -0.05 0.05 AngleOffset 90 - Offset 9 -12.5 -12 + Offset 4.5 -6.25 -6 DONTCULLBACKFACES // Fire @@ -84,7 +102,7 @@ Model "Stinger" FrameIndex STFH D 2 39 FrameIndex STFH E 2 40 FrameIndex STFH F 2 41 - FrameIndex STFH G 2 42 + FrameIndex STFH G 2 42*/ } Model "Stinger" @@ -92,9 +110,9 @@ Model "Stinger" Path "models" Model 0 "StingerM_d.3d" SurfaceSkin 0 1 "Sting1.png" - Scale 0.1 -0.1 0.1 + Scale 0.05 -0.05 0.05 AngleOffset 90 - Offset 9 -12.5 -12 + Offset 4.5 -6.25 -6 // Select FrameIndex STNS A 0 0 diff --git a/modeldef.uflak b/modeldef.uflak index d50a78f..06057db 100644 --- a/modeldef.uflak +++ b/modeldef.uflak @@ -38,9 +38,18 @@ Model "UFlakCannon" FrameIndex FPCK A 1 0 } + Model "UFlakCannon" { Path "models" + Model 2 "Flat_d.3d" + Skin 2 "Flakmuz.png" + AngleOffset 90 + Scale 0.06 0.06 0.06 + Offset 11 -28 -9 + + FrameIndex FMUZ A 2 0 +/* Path "models" Model 2 "flak_d.3d" SurfaceSkin 2 0 "FireEffect13.png" Scale 0.1 -0.1 0.1 @@ -70,7 +79,7 @@ Model "UFlakCannon" FrameIndex FLFA H 2 63 FrameIndex FLFA I 2 64 FrameIndex FLFA J 2 65 - FrameIndex FLFA K 2 66 + FrameIndex FLFA K 2 66*/ } Model "UFlakCannon" diff --git a/modeldef.umisc b/modeldef.umisc index 6af4eff..80de2f0 100644 --- a/modeldef.umisc +++ b/modeldef.umisc @@ -12,6 +12,17 @@ Model "UnrealBackpack" FrameIndex BPAK A 0 0 } +Model "UTranslator" +{ + Path "models" + Model 0 "TranslatorMesh_d.3d" + Skin 0 "JTranslator1.png" + Scale 0.08 0.08 0.096 + ZOffset 4 + + FrameIndex TRNS A 0 0 +} + Model "UArmor" { Path "models" @@ -163,7 +174,7 @@ Model "ForcefieldEffect" { Path "models" Model 0 "ForceFieldM_d.3d" - Skin 0 "textures/ForceFieldFX.png" + Skin 0 "ForceFieldFX.png" ZOffset 22 Scale 0.16 -0.16 0.16 DONTCULLBACKFACES @@ -179,3 +190,194 @@ Model "ForcefieldEffect" FrameIndex FFLD I 0 8 FrameIndex FFLD J 0 9 } + +Model "UInvisibility" +{ + Path "models" + Model 0 "InvisibilityMesh_d.3d" + SurfaceSkin 0 1 "JInvisibility1.png" + ZOffset 8 + Scale 0.1 -0.1 0.12 + + FrameIndex INVS A 0 0 +} + +Model "UInvisibilityX" +{ + Path "models" + Model 0 "InvisibilityMesh_d.3d" + SurfaceSkin 0 0 "InvisFX.png" + ZOffset 8 + Scale 0.1 -0.1 0.12 + DONTCULLBACKFACES + + FrameIndex INVS A 0 0 +} + +Model "Amplifier" +{ + Path "models" + Model 0 "AmplifierM_d.3d" + Skin 0 "JAmplifier1.png" + ZOffset 3 + AngleOffset 90 + Scale 0.16 -0.16 0.192 + + FrameIndex AMPP A 0 0 +} + +Model "UHealth" +{ + Path "models" + Model 0 "HealthM_d.3d" + Skin 0 "Jhealth1.png" + ZOffset 3 + Scale 0.04 -0.04 0.048 + + FrameIndex HLTH A 0 0 +} + +Model "Bandages" +{ + Path "models" + Model 0 "bandage_d.3d" + Skin 0 "Jband1.png" + ZOffset 2.2 + Scale 0.06 -0.06 0.072 + + FrameIndex BAND A 0 0 +} + +Model "SuperHealth" +{ + Path "models" + Model 0 "SuperHealthMesh_d.3d" + SurfaceSkin 0 1 "Jshealth1.png" + ZOffset 10 + RollOffset 180 + Scale 0.08 -0.08 0.096 + + FrameIndex SHTH A 0 0 +} + +Model "SuperHealthX" +{ + Path "models" + Model 0 "SuperHealthMesh_d.3d" + SurfaceSkin 0 0 "SHealthFX.png" + ZOffset 10 + RollOffset 180 + Scale 0.08 -0.08 0.096 + + FrameIndex SHTH A 0 0 +} + +Model "NaliFruit" +{ + Path "models" + Model 0 "NaliFruitMesh_d.3d" + Skin 0 "JNaliFruit1.png" + ZOffset 0 + Scale 0.3 -0.3 0.36 + + // root + FrameIndex FRUT A 0 1 + // grow + FrameIndex FRUT B 0 2 + FrameIndex FRUT C 0 3 + FrameIndex FRUT D 0 4 + FrameIndex FRUT E 0 5 + FrameIndex FRUT F 0 6 + FrameIndex FRUT G 0 7 + FrameIndex FRUT H 0 8 + FrameIndex FRUT I 0 9 + FrameIndex FRUT J 0 10 + FrameIndex FRUT K 0 11 + FrameIndex FRUT L 0 12 + FrameIndex FRUT M 0 13 + FrameIndex FRUT N 0 14 + FrameIndex FRUT O 0 15 + FrameIndex FRUT P 0 16 + FrameIndex FRUT Q 0 17 + FrameIndex FRUT R 0 18 + FrameIndex FRUT S 0 19 + FrameIndex FRUT T 0 20 + FrameIndex FRUT U 0 21 + FrameIndex FRUT V 0 22 + FrameIndex FRUT W 0 23 + FrameIndex FRUT X 0 24 + FrameIndex FRUT Y 0 25 + FrameIndex FRUT Z 0 26 + // waver + FrameIndex FRUT [ 0 27 + FrameIndex FRUT \ 0 28 +} + +Model "Seeds" +{ + Path "models" + Model 0 "Seed_d.3d" + Skin 0 "Jseed1.png" + ZOffset 1 + Scale 0.08 -0.08 0.096 + + FrameIndex SEED A 0 0 +} + +Model "SeedProj" +{ + Path "models" + Model 0 "Seed_d.3d" + Skin 0 "Jseed1.png" + ZOffset 1 + Scale 0.08 -0.08 0.096 + USEACTORPITCH + + FrameIndex SEED A 0 0 +} + +Model "Flare" +{ + Path "models" + Model 0 "FlareM_d.3d" + SurfaceSkin 0 1 "Jmisc1_.png" + Offset 4 0 2 + PitchOffset 90 + AngleOffset 180 + Scale 0.04 -0.048 0.04 + + FrameIndex FLAR A 0 0 +} + +Model "FlareThrown" +{ + Path "models" + Model 0 "FlareM_d.3d" + SurfaceSkin 0 1 "Jmisc1.png" + Offset 4 0 2 + PitchOffset 90 + AngleOffset 180 + Scale 0.04 -0.048 0.04 + USEACTORPITCH + USEROTATIONCENTER + Rotation-Center 0 0 1 + + FrameIndex FLAR A 0 0 +} + +Model "FlareThrownX" +{ + Path "models" + Model 0 "FlareM_d.3d" + SurfaceSkin 0 0 "FireEffect8.png" + Offset 3.5 0 2 + PitchOffset 90 + AngleOffset 180 + Scale 0.08 -0.048 0.04 + USEACTORPITCH + DONTCULLBACKFACES + USEROTATIONCENTER + Rotation-Center 0 0 1 + + FrameIndex FLAR A 0 1 +} diff --git a/models/ASC1.png b/models/ASC1.png new file mode 100644 index 0000000..74bcef6 Binary files /dev/null and b/models/ASC1.png differ diff --git a/models/ASMDM_d.3d b/models/ASMDM_d.3d index b2bbb04..2686701 100644 Binary files a/models/ASMDM_d.3d and b/models/ASMDM_d.3d differ diff --git a/models/ArmorM_a.3d b/models/ArmorM_a.3d index f31826c..07784b0 100644 Binary files a/models/ArmorM_a.3d and b/models/ArmorM_a.3d differ diff --git a/models/ArmorM_d.3d b/models/ArmorM_d.3d index 401996c..a8bf36e 100644 Binary files a/models/ArmorM_d.3d and b/models/ArmorM_d.3d differ diff --git a/models/AsmdAmmoM_d.3d b/models/AsmdAmmoM_d.3d index ec679fd..26d2500 100644 Binary files a/models/AsmdAmmoM_d.3d and b/models/AsmdAmmoM_d.3d differ diff --git a/models/AsmdBall.png b/models/AsmdBall.png new file mode 100644 index 0000000..ab97113 Binary files /dev/null and b/models/AsmdBall.png differ diff --git a/models/AsmdBeam.png b/models/AsmdBeam.png new file mode 100644 index 0000000..5bccaf6 Binary files /dev/null and b/models/AsmdBeam.png differ diff --git a/models/AsmdMuz.png b/models/AsmdMuz.png new file mode 100644 index 0000000..89a3a16 Binary files /dev/null and b/models/AsmdMuz.png differ diff --git a/models/AsmdPBeam.png b/models/AsmdPBeam.png new file mode 100644 index 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(i.x+i.y)*K2; + vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot( n, vec3(70.0) ); +} + +float fbm(vec2 uv) +{ + float f; + mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); + f = 0.5000*noise( uv ); uv = m*uv; + f += 0.2500*noise( uv ); uv = m*uv; + f += 0.1250*noise( uv ); uv = m*uv; + f += 0.0625*noise( uv ); uv = m*uv; + f = 0.5 + 0.5*f; + return f; +} + +vec4 ProcessTexel() +{ + vec2 uv = vTexCoord.st; + uv.y = 1.0-uv.y; + vec2 q = uv; + q.x = abs(q.x-0.5)+0.5; + float T3 = 1.5*timer; + q.y -= 0.2; + float n = fbm(q*vec2(8.,1.) - vec2(0,T3)); + float c = 1. - 15. * pow( max( 0., length(q*vec2(0.,.75) ) - n * max( 0., q.y+.25 ) ),1.5 ); + float c1 = n * c * (1.2-pow(1.1*uv.y,4.)); + c1=clamp(c1,0.,1.); + vec3 col = vec3(c1*c1*c1*c1, 1.2*c1*c1*c1, 2.2*c1*c1); + float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); + return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0); +} diff --git a/shaders/glsl/AsmdPBeam.fp b/shaders/glsl/AsmdPBeam.fp new file mode 100644 index 0000000..d776a92 --- /dev/null +++ b/shaders/glsl/AsmdPBeam.fp @@ -0,0 +1,51 @@ +/* https://www.shadertoy.com/view/XsXSWS */ + +vec2 hash( vec2 p ) +{ + p = vec2( dot(p,vec2(127.1,311.7)), + dot(p,vec2(269.5,183.3)) ); + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float noise( in vec2 p ) +{ + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + vec2 i = floor( p + (p.x+p.y)*K1 ); + vec2 a = p - i + (i.x+i.y)*K2; + vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot( n, vec3(70.0) ); +} + +float fbm(vec2 uv) +{ + float f; + mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); + f = 0.5000*noise( uv ); uv = m*uv; + f += 0.2500*noise( uv ); uv = m*uv; + f += 0.1250*noise( uv ); uv = m*uv; + f += 0.0625*noise( uv ); uv = m*uv; + f = 0.5 + 0.5*f; + return f; +} + +vec4 ProcessTexel() +{ + vec2 uv = vTexCoord.st; + uv.y = 1.0-uv.y; + vec2 q = uv; + q.x = abs(q.x-0.5)+0.5; + float T3 = 1.5*timer; + q.y -= 0.2; + float n = fbm(q*vec2(8.,1.) - vec2(0,T3)); + float c = 1. - 15. * pow( max( 0., length(q*vec2(0.,.75) ) - n * max( 0., q.y+.25 ) ),1.5 ); + float c1 = n * c * (1.2-pow(1.1*uv.y,4.)); + c1=clamp(c1,0.,1.); + vec3 col = vec3(1.8*c1*c1*c1, 1.2*c1*c1*c1*c1, 2.2*c1*c1); + float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); + return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0); +} diff --git a/shaders/glsl/AsmdSBeam.fp b/shaders/glsl/AsmdSBeam.fp new file mode 100644 index 0000000..2fc664e --- /dev/null +++ b/shaders/glsl/AsmdSBeam.fp @@ -0,0 +1,51 @@ +/* https://www.shadertoy.com/view/XsXSWS */ + +vec2 hash( vec2 p ) +{ + p = vec2( dot(p,vec2(127.1,311.7)), + dot(p,vec2(269.5,183.3)) ); + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float noise( in vec2 p ) +{ + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + vec2 i = floor( p + (p.x+p.y)*K1 ); + vec2 a = p - i + (i.x+i.y)*K2; + vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot( n, vec3(70.0) ); +} + +float fbm(vec2 uv) +{ + float f; + mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); + f = 0.5000*noise( uv ); uv = m*uv; + f += 0.2500*noise( uv ); uv = m*uv; + f += 0.1250*noise( uv ); uv = m*uv; + f += 0.0625*noise( uv ); uv = m*uv; + f = 0.5 + 0.5*f; + return f; +} + +vec4 ProcessTexel() +{ + vec2 uv = vTexCoord.st; + uv.y = 1.0-uv.y; + vec2 q = uv; + q.x = abs(q.x-0.5)+0.5; + float T3 = 1.5*timer; + q.y -= 0.2; + float n = fbm(q*vec2(8.,1.) - vec2(0,T3)); + float c = 1. - 15. * pow( max( 0., length(q*vec2(0.,.75) ) - n * max( 0., q.y+.25 ) ),1.5 ); + float c1 = n * c * (1.2-pow(1.1*uv.y,4.)); + c1=clamp(c1,0.,1.); + vec3 col = vec3(2.5*c1*c1, 1.2*c1*c1*c1, c1*c1*c1*c1*c1*c1); + float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); + return pow(getTexel(vTexCoord.st),vec4(2.))+vec4(mix(vec3(0.),col,a),0.0); +} diff --git a/shaders/glsl/FlareFX.fp b/shaders/glsl/FlareFX.fp new file mode 100644 index 0000000..b9f52df --- /dev/null +++ b/shaders/glsl/FlareFX.fp @@ -0,0 +1,52 @@ +/* https://www.shadertoy.com/view/XsXSWS */ + +vec2 hash( vec2 p ) +{ + p = vec2( dot(p,vec2(127.1,311.7)), + dot(p,vec2(269.5,183.3)) ); + return -1.0 + 2.0*fract(sin(p)*43758.5453123); +} + +float noise( in vec2 p ) +{ + const float K1 = 0.366025404; // (sqrt(3)-1)/2; + const float K2 = 0.211324865; // (3-sqrt(3))/6; + vec2 i = floor( p + (p.x+p.y)*K1 ); + vec2 a = p - i + (i.x+i.y)*K2; + vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0); + vec2 b = a - o + K2; + vec2 c = a - 1.0 + 2.0*K2; + vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 ); + vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0))); + return dot( n, vec3(70.0) ); +} + +float fbm(vec2 uv) +{ + float f; + mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 ); + f = 0.5000*noise( uv ); uv = m*uv; + f += 0.2500*noise( uv ); uv = m*uv; + f += 0.1250*noise( uv ); uv = m*uv; + f += 0.0625*noise( uv ); uv = m*uv; + f = 0.5 + 0.5*f; + return f; +} + +vec4 ProcessTexel() +{ + vec2 uv = vTexCoord.st; + uv.y = 1.0-uv.y; + vec2 q = uv; + float strength = 3.; + float T3 = max(1.5,0.75*strength)*timer; + q.x = mod(q.x,1.)-0.5; + q.y -= 0.5; + float n = fbm(strength*q - vec2(0,T3)); + float c = 1. - 12. * pow( max( 0., length(q*vec2(1.+q.y*1.25,.85) ) - n * max( 0., q.y+.15 ) ),1.5 ); + float c1 = n * c * (1.5-pow(1.25*uv.y,4.)); + c1=clamp(c1,0.,1.); + vec3 col = vec3(1.5*c1, c1*c1*c1, c1*c1*c1*c1*c1*c1); + float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.); + return vec4( mix(vec3(0.),col,a), 1.0); +} \ No newline at end of file diff --git a/shaders/glsl/PowerUp.fp b/shaders/glsl/PowerUp.fp new file mode 100644 index 0000000..691bbe9 --- /dev/null +++ b/shaders/glsl/PowerUp.fp @@ -0,0 +1,19 @@ +vec3 bolt( in vec2 uv, in float speed, in float freq ) +{ + vec3 col = vec3(0.0); + for ( float i=0.0; i<0.03; i+=0.01 ) + { + vec2 nuv = uv; + nuv.x += 0.3*(0.5-texture(warptex,vec2((timer-i)*speed,nuv.y*freq)).x)*pow(uv.y,0.5); + col += 0.2*getTexel(nuv).rgb; + } + return col; +} + +vec4 ProcessTexel() +{ + vec3 col = bolt(vTexCoord.st,2.53534,0.21); + col += bolt(vTexCoord.st,2.64563,0.32); + col += bolt(vTexCoord.st,2.73425,0.43); + return vec4(col,1.); +} diff --git a/shaders/glsl/ShockCore.fp b/shaders/glsl/ShockCore.fp new file mode 100644 index 0000000..ee714b4 --- /dev/null +++ b/shaders/glsl/ShockCore.fp @@ -0,0 +1,19 @@ +vec3 bolt( in vec2 uv, in float speed, in float freq ) +{ + vec3 col = vec3(0.0); + for ( float i=0.0; i<0.05; i+=0.01 ) + { + vec2 nuv = uv; + nuv.x += 1.2*(0.5-texture(warptex,vec2((timer-i)*speed,nuv.y*freq)).x)*max(0.0,pow(0.5-abs(0.5-uv.y),0.5)-0.2); + col += 0.2*getTexel(nuv).rgb; + } + return col; +} + +vec4 ProcessTexel() +{ + vec3 col = bolt(vTexCoord.st,1.53534,0.51); + col += bolt(vTexCoord.st,1.64563,0.62); + col += bolt(vTexCoord.st,1.73425,0.73); + return vec4(col,1.); +} diff --git a/sndinfo.txt b/sndinfo.txt index a31b52d..6d74161 100644 --- a/sndinfo.txt +++ b/sndinfo.txt @@ -12,9 +12,12 @@ u1/malepain2 minjur2 u1/malepain3 minjur3 u1/malepain4 minjur4 u1/land land1 -u1/malegrunt lland01 -u1/malejump mjump1 -u1/malehump lland01 +u1/malegrunt1 land01 +u1/malegrunt2 land10 +u1/malegrunt3 mland3 +u1/malejump1 mjump1 +u1/malejump2 mjump2 +u1/malejump3 mjump3 u1/malesurf mgasp1 u1/malegasp mgasp2 u1/maledrowned1 muwhit1 @@ -22,27 +25,71 @@ u1/drowned muwhit2 $random u1/maledrowned { u1/maledrowned1 u1/drowned } u1/maledrowning mdrown1 -$playeralias umale neutral *death u1/maledie -$playeralias umale neutral *xdeath u1/maledie -$playeralias umale neutral *gibbed misc/gibbed -$playeralias umale neutral *pain100 u1/malepain1 -$playeralias umale neutral *pain75 u1/malepain2 -$playeralias umale neutral *pain50 u1/malepain3 -$playeralias umale neutral *pain25 u1/malepain4 -$playeralias umale neutral *grunt u1/malegrunt -$playeralias umale neutral *land DSEMPTY -$playeralias umale neutral *uland u1/land -$playeralias umale neutral *jump u1/malejump -$playeralias umale neutral *usefail u1/malehump -$playeralias umale neutral *surface u1/malesurface -$playeralias umale neutral *gasp u1/malegasp +$playeralias umale1 neutral *death u1/maledie +$playeralias umale1 neutral *xdeath u1/maledie +$playeralias umale1 neutral *gibbed misc/gibbed +$playeralias umale1 neutral *pain100 u1/malepain1 +$playeralias umale1 neutral *pain75 u1/malepain2 +$playeralias umale1 neutral *pain50 u1/malepain3 +$playeralias umale1 neutral *pain25 u1/malepain4 +$playeralias umale1 neutral *grunt u1/malegrunt1 +$playeralias umale1 neutral *land DSEMPTY +$playeralias umale1 neutral *uland u1/land +$playeralias umale1 neutral *jump u1/malejump1 +$playeralias umale1 neutral *usefail u1/malegrunt1 +$playeralias umale1 neutral *surface u1/malesurface +$playeralias umale1 neutral *gasp u1/malegasp -$playeralias umale neutral *death-drowning u1/maledrowned -$playeralias umale neutral *xdeath-drowning u1/maledrowned -$playeralias umale neutral *pain100-drowning u1/maledrowning -$playeralias umale neutral *pain75-drowning u1/maledrowning -$playeralias umale neutral *pain50-drowning u1/maledrowning -$playeralias umale neutral *pain25-drowning u1/maledrowning +$playeralias umale1 neutral *death-drowning u1/maledrowned +$playeralias umale1 neutral *xdeath-drowning u1/maledrowned +$playeralias umale1 neutral *pain100-drowning u1/maledrowning +$playeralias umale1 neutral *pain75-drowning u1/maledrowning +$playeralias umale1 neutral *pain50-drowning u1/maledrowning +$playeralias umale1 neutral *pain25-drowning u1/maledrowning + +$playeralias umale2 neutral *death u1/maledie +$playeralias umale2 neutral *xdeath u1/maledie +$playeralias umale2 neutral *gibbed misc/gibbed +$playeralias umale2 neutral *pain100 u1/malepain1 +$playeralias umale2 neutral *pain75 u1/malepain2 +$playeralias umale2 neutral *pain50 u1/malepain3 +$playeralias umale2 neutral *pain25 u1/malepain4 +$playeralias umale2 neutral *grunt u1/malegrunt2 +$playeralias umale2 neutral *land DSEMPTY +$playeralias umale2 neutral *uland u1/land +$playeralias umale2 neutral *jump u1/malejump2 +$playeralias umale2 neutral *usefail u1/malegrunt2 +$playeralias umale2 neutral *surface u1/malesurface +$playeralias umale2 neutral *gasp u1/malegasp + +$playeralias umale2 neutral *death-drowning u1/maledrowned +$playeralias umale2 neutral *xdeath-drowning u1/maledrowned +$playeralias umale2 neutral *pain100-drowning u1/maledrowning +$playeralias umale2 neutral *pain75-drowning u1/maledrowning +$playeralias umale2 neutral *pain50-drowning u1/maledrowning +$playeralias umale2 neutral *pain25-drowning u1/maledrowning + +$playeralias umale3 neutral *death u1/maledie +$playeralias umale3 neutral *xdeath u1/maledie +$playeralias umale3 neutral *gibbed misc/gibbed +$playeralias umale3 neutral *pain100 u1/malepain1 +$playeralias umale3 neutral *pain75 u1/malepain2 +$playeralias umale3 neutral *pain50 u1/malepain3 +$playeralias umale3 neutral *pain25 u1/malepain4 +$playeralias umale3 neutral *grunt u1/malegrunt3 +$playeralias umale3 neutral *land DSEMPTY +$playeralias umale3 neutral *uland u1/land +$playeralias umale3 neutral *jump u1/malejump3 +$playeralias umale3 neutral *usefail u1/malegrunt3 +$playeralias umale3 neutral *surface u1/malesurface +$playeralias umale3 neutral *gasp u1/malegasp + +$playeralias umale3 neutral *death-drowning u1/maledrowned +$playeralias umale3 neutral *xdeath-drowning u1/maledrowned +$playeralias umale3 neutral *pain100-drowning u1/maledrowning +$playeralias umale3 neutral *pain75-drowning u1/maledrowning +$playeralias umale3 neutral *pain50-drowning u1/maledrowning +$playeralias umale3 neutral *pain25-drowning u1/maledrowning u1/femaledie1 death1df u1/femaledie2 death2af @@ -83,13 +130,17 @@ $playeralias ufemale neutral *pain75-drowning u1/femaledrowning $playeralias ufemale neutral *pain50-drowning u1/femaledrowning $playeralias ufemale neutral *pain25-drowning u1/femaledrowning +u1/metalfootstep1 metwalk1 +u1/metalfootstep2 metwalk2 +u1/metalfootstep3 metwalk3 +$random u1/metalfootstep { u1/metalfootstep1 u1/metalfootstep2 u1/metalfootstep3 } + misc/secret secret misc/i_pkup ammosnd misc/p_pkup genpicks misc/spawn respsnd misc/chat beep misc/chat2 beep -misc/u1superh health1 misc/u1heal health2 misc/u1armor armorsnd misc/teleport teleprt1 @@ -126,3 +177,31 @@ dampener/off dampndea ffield/on fieldsnd ffield/active ffieldl2 ffield/hit ffieldh2 + +dpistol/select disppick +dpistol/fire dispshot +dpistol/charge powerup3 +dpistol/up1 number1 +dpistol/up2 number2 +dpistol/up3 number3 +dpistol/up4 number4 +dpistol/fly dispfly +dpistol/hit dispex1 + +amplifier/act ampact +amplifier/set health1 + +flare/on flares1 +flare/loop flarel1 +flare/explode explo1 + +voice/activate voicesnd + +univis/toggle invisibl + +automag/select cocking +automag/fire shot +automag/click click +automag/reload reload + +translator/event transa3 diff --git a/sounds/AmpAct.ogg b/sounds/AmpAct.ogg index 9c69c7a..c1e5d8e 100644 Binary files a/sounds/AmpAct.ogg and b/sounds/AmpAct.ogg differ diff --git a/sounds/DetAct.ogg b/sounds/DetAct.ogg new file mode 100644 index 0000000..1e37c4f Binary files /dev/null and b/sounds/DetAct.ogg differ diff --git a/sounds/DetEnd.ogg b/sounds/DetEnd.ogg new file mode 100644 index 0000000..911274f Binary files /dev/null and b/sounds/DetEnd.ogg differ diff --git a/sounds/DetScan.ogg b/sounds/DetScan.ogg new file mode 100644 index 0000000..8ed581c Binary files 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diff --git a/sprites/TEX1B0.png b/sprites/stinger/TEX1B0.png similarity index 100% rename from sprites/TEX1B0.png rename to sprites/stinger/TEX1B0.png diff --git a/sprites/TEX1C0.png b/sprites/stinger/TEX1C0.png similarity index 100% rename from sprites/TEX1C0.png rename to sprites/stinger/TEX1C0.png diff --git a/sprites/TEX1D0.png b/sprites/stinger/TEX1D0.png similarity index 100% rename from sprites/TEX1D0.png rename to sprites/stinger/TEX1D0.png diff --git a/sprites/TEX1E0.png b/sprites/stinger/TEX1E0.png similarity index 100% rename from sprites/TEX1E0.png rename to sprites/stinger/TEX1E0.png diff --git a/sprites/TEX1F0.png b/sprites/stinger/TEX1F0.png similarity index 100% rename from sprites/TEX1F0.png rename to sprites/stinger/TEX1F0.png diff --git a/sprites/TEX1G0.png b/sprites/stinger/TEX1G0.png similarity index 100% rename from sprites/TEX1G0.png rename to sprites/stinger/TEX1G0.png diff --git a/sprites/TEX1H0.png b/sprites/stinger/TEX1H0.png similarity index 100% rename from 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b/sprites/stinger/TEX2F0.png similarity index 100% rename from sprites/TEX2F0.png rename to sprites/stinger/TEX2F0.png diff --git a/sprites/TEX2G0.png b/sprites/stinger/TEX2G0.png similarity index 100% rename from sprites/TEX2G0.png rename to sprites/stinger/TEX2G0.png diff --git a/sprites/TEX2H0.png b/sprites/stinger/TEX2H0.png similarity index 100% rename from sprites/TEX2H0.png rename to sprites/stinger/TEX2H0.png diff --git a/sprites/TEX2I0.png b/sprites/stinger/TEX2I0.png similarity index 100% rename from sprites/TEX2I0.png rename to sprites/stinger/TEX2I0.png diff --git a/sprites/TEX2J0.png b/sprites/stinger/TEX2J0.png similarity index 100% rename from sprites/TEX2J0.png rename to sprites/stinger/TEX2J0.png diff --git a/sprites/TEX2K0.png b/sprites/stinger/TEX2K0.png similarity index 100% rename from sprites/TEX2K0.png rename to sprites/stinger/TEX2K0.png diff --git a/textures.asmd b/textures.asmd index 0b6a272..99c4de2 100644 --- a/textures.asmd +++ b/textures.asmd @@ -1 +1,2 @@ Sprite "TAZBA0",1,1{} +Sprite "RNGXA0",1,1{} \ No newline at end of file diff --git a/textures.automag b/textures.automag new file mode 100644 index 0000000..9523798 --- /dev/null +++ b/textures.automag @@ -0,0 +1,3 @@ +Sprite "UCLPA0",1,1{} +Sprite "AUTPA0",1,1{} +Sprite "AUTSA0",1,1{} diff --git a/textures.dpistol b/textures.dpistol new file mode 100644 index 0000000..6c5a47b --- /dev/null +++ b/textures.dpistol @@ -0,0 +1,4 @@ +Sprite "WPOWA0",1,1{} +Sprite "DPIPA0",1,1{} +Sprite "DPS1A0",1,1{} +Sprite "DISMA0",1,1{} diff --git a/textures.umisc b/textures.umisc index cbe13f2..061758c 100644 --- a/textures.umisc +++ b/textures.umisc @@ -13,3 +13,11 @@ Sprite "VBOXA0",1,1{} Sprite "DAMPA0",1,1{} Sprite "FFPKA0",1,1{} Sprite "FFLDA0",1,1{} +Sprite "AMPPA0",1,1{} +Sprite "HLTHA0",1,1{} +Sprite "BANDA0",1,1{} +Sprite "SHTHA0",1,1{} +Sprite "SEEDA0",1,1{} +Sprite "FRUTA0",1,1{} +Sprite "FLARA0",1,1{} +Sprite "SCUBA0",1,1{} diff --git a/textures/doomtest/C_WAL19A.png b/textures/doomtest/C_WAL19A.png new file mode 100644 index 0000000..3f7f956 Binary files /dev/null and b/textures/doomtest/C_WAL19A.png differ diff --git a/textures/doomtest/C_WAL19F.png b/textures/doomtest/C_WAL19F.png new file mode 100644 index 0000000..1824bbc Binary files /dev/null and b/textures/doomtest/C_WAL19F.png differ diff --git a/textures/doomtest/C_flr19.png b/textures/doomtest/C_flr19.png new file mode 100644 index 0000000..f2eeb2b Binary files /dev/null and b/textures/doomtest/C_flr19.png differ diff --git a/textures/doomtest/C_wal19k.png b/textures/doomtest/C_wal19k.png new file mode 100644 index 0000000..bbddc08 Binary files /dev/null and b/textures/doomtest/C_wal19k.png differ diff --git a/textures/roughwarp.png b/textures/roughwarp.png new file mode 100644 index 0000000..9c8cfa4 Binary files /dev/null and b/textures/roughwarp.png differ diff --git a/zmapinfo.txt b/zmapinfo.txt index d5b5a9f..5d113fd 100644 --- a/zmapinfo.txt +++ b/zmapinfo.txt @@ -4,7 +4,7 @@ GameInfo PlayerClasses = "UPlayerFemale1", "UPlayerFemale2", "UPlayerMale1", "UPlayerMale2", "UPlayerMale3" StatusBarClass = "UnrealHud" BorderFlat = "Border" - Border = 17, 17, "BordTR", "BordT", "BordTL", "BordR", "BordL", "BordBR", "BordB", "BordBL" + Border = 3, 3, "BordTR", "BordT", "BordTL", "BordR", "BordL", "BordBR", "BordB", "BordBL" BackpackType = "UnrealBackpack" menufontcolor_title = "Gold" menufontcolor_label = "Green" @@ -16,3 +16,9 @@ GameInfo MenuSliderColor = "Red" MessageBoxClass = "GreenMessageBox" } + +DoomEdNums +{ + 4510 = UTranslator + 4511 = TranslatorEvent +} diff --git a/zscript.txt b/zscript.txt index d666dc4..f016170 100644 --- a/zscript.txt +++ b/zscript.txt @@ -1,4 +1,4 @@ -version "4.2" +version "4.3" #include "zscript/unrealcommon.zsc" #include "zscript/dispersionpistol.zsc" diff --git a/zscript/asmd.zsc b/zscript/asmd.zsc index 20e59a8..ad25266 100644 --- a/zscript/asmd.zsc +++ b/zscript/asmd.zsc @@ -104,12 +104,538 @@ Class ASMDAmmo2 : ASMDAmmo } } -Class ASMD : UTWeapon +Class ASMDLight : EnforcerLight { - override void PlayUpSound( Actor origin ) + Default { - origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.); + Args 64,32,255,70; } +} + +Class ASMDBeamRing : Actor +{ + Default + { + RenderStyle "Add"; + +NOGRAVITY; + +NOCLIP; + +DONTSPLASH; + Radius 0.1; + Height 0; + } + override void Tick() + { + Super.Tick(); + if ( isFrozen() ) return; + A_FadeOut(0.05,0); + } + States + { + Spawn: + RNGX ABCDEF 4 Bright; + Stop; + } +} +Class ASMDSBeamRing : ASMDBeamRing {} +Class ASMDBlastRing : ASMDBeamRing +{ + override void Tick() + { + Actor.Tick(); + if ( isFrozen() ) return; + A_FadeOut(0.028,0); + } + States + { + Spawn: + RNGX ABCDEF 7 Bright; + Stop; + } +} + +Class ASMDRingTrail : Actor +{ + Default + { + RenderStyle "Add"; + +NOGRAVITY; + +NOCLIP; + +DONTSPLASH; + +INTERPOLATEANGLES; + Radius 0.1; + Height 0; + } + override void Tick() + { + Super.Tick(); + if ( isFrozen() ) return; + A_FadeOut(0.05,0); + } + States + { + Spawn: + RNGX ABCDEF 4 Bright; + Stop; + } +} + +Class ASMDBeamLight : PaletteLight +{ + Default + { + Tag "Blue2"; + Args 0,0,0,50; + ReactionTime 30; + } +} + +Class ASMDSBeamLight : PaletteLight +{ + Default + { + Tag "Ampd"; + Args 0,0,0,50; + ReactionTime 30; + } +} + +Class ASMDBlastLight : PaletteLight +{ + Default + { + Tag "Purple"; + ReactionTime 40; + Args 0,0,0,300; + } +} + +Class ASMDSpark : Actor +{ + Default + { + RenderStyle "Add"; + Radius 2; + Height 2; + +NOBLOCKMAP; + +NOGRAVITY; + +MISSILE; + +FORCEXYBILLBOARD; + +THRUACTORS; + +ROLLSPRITE; + +ROLLCENTER; + +NOTELEPORT; + +DONTSPLASH; + +CANBOUNCEWATER; + -BOUNCEAUTOOFF; + BounceType "Hexen"; + BounceFactor 1.0; + WallBounceFactor 1.0; + Scale 0.1; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + roll = FRandom[ASMD](0,360); + } + States + { + Spawn: + AFLA A 1 Bright + { + A_FadeOut(FRandom[ASMD](0.0,0.1)); + vel *= 0.98; + } + Wait; + } +} + +Class ViewASMDSpark : ShockSpark +{ + Vector3 ofs, vvel; + + override void PostBeginPlay() + { + Actor.PostBeginPlay(); + scale *= FRandom[Puff](0.4,0.9); + alpha *= FRandom[Puff](0.5,2.0); + roll = FRandom[ASMD](0,360); + } + + override void Tick() + { + Actor.Tick(); + if ( !target || !target.player ) + { + Destroy(); + return; + } + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll); + Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz); + SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true); + bInvisible = (players[consoleplayer].camera != target); + if ( isFrozen() ) return; + ofs += vvel; + vvel *= 0.9; + scale *= 0.8; + if ( scale.x <= 0.01 ) Destroy(); + } + + States + { + Spawn: + AFLA A 1 Bright A_FadeOut(FRandom[ASMD](0.0,0.1)); + Wait; + } +} + +Class ASMDHitbox : ShockHitbox +{ + Default + { + Health 1; + +SHOOTABLE; + +NOBLOOD; + } + override void Die( Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath ) + { + if ( target && target.InStateSequence(target.CurState,target.FindState("Spawn")) ) + { + target.bAMBUSH = true; + target.ExplodeMissile(); + } + Super.Die(source,inflictor,dmgflags,MeansOfDeath); + } +} + +Class ASMDBall : Actor +{ + Actor b; + double mult; + double startangle, startpitch; + + override int SpecialMissileHit( Actor victim ) + { + if ( victim == b ) return 1; + return -1; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + b = Spawn("ASMDHitbox",pos); + b.target = self; + startpitch = pitch; + startangle = angle; + } + action void A_BallExplode() + { + if ( bAMBUSH ) return; + pitch = invoker.startpitch; + angle = invoker.startangle; + roll = 0; + UTMainHandler.DoBlast(self,70,70000); + int dmg = int(55*(1+invoker.mult)); + A_Explode(dmg,70); + A_SprayDecal("ShockMarkBig",16); + Actor r; + if ( dmg > 60 ) + { + SetStateLabel("AmpDeath"); + A_SetScale(0.7); + let l = Spawn("ASMDSBeamLight",pos); + l.Args[3] = 120; + r = Spawn("ASMDSBeamRing",pos); + } + else + { + A_SetScale(1.3); + let l = Spawn("ASMDBeamLight",pos); + l.Args[3] = 120; + r = Spawn("ASMDBeamRing",pos); + } + Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); + if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit(); + else if ( BlockingFloor ) + { + HitNormal = BlockingFloor.floorplane.Normal; + r.SetOrigin(r.Vec3Offset(0,0,2),false); + } + else if ( BlockingCeiling ) HitNormal = BlockingCeiling.ceilingplane.Normal; + r.angle = atan2(HitNormal.y,HitNormal.x); + r.pitch = asin(-HitNormal.z); + r.scale *= 1.5; + A_PlaySound("shock/hit",CHAN_VOICE); + A_PlaySound("shock/ball",CHAN_WEAPON,pitch:FRandom[ASMD](0.5,1.5)); + A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:70,rollIntensity:0.15); + A_AlertMonsters(); + int numpt = Random[ASMD](50,100); + for ( int i=0; i= 10000.0 ) + { + // reposition and explode on air + SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false); + double mult = Amplifier.GetMult(target,100); + BeamExplode(mult>1.5); + Actor r; + if ( mult > 1.5 ) r = Spawn("ASMDSBeamRing",pos); + else r = Spawn("ASMDBeamRing",pos); + r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x); + r.pitch = asin(-t.Results.HitVector.z); + } + else if ( t.Results.HitType == TRACE_HitNone ) + { + // reposition + SetOrigin(t.Results.HitPos+t.Results.HitVector,false); + angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x); + pitch = asin(-t.Results.HitVector.z); + } + else if ( t.Results.HitType == TRACE_HitActor ) + { + // reposition and explode on actor + SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false); + double mult = Amplifier.GetMult(target,100); + Actor r; + if ( t.Results.HitActor is 'ASMDHitbox' ) + { + BeamExplode(true); + if ( target ) + { + target.TakeInventory('ASMDAmmo',2); + UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),10,-2,3,SWING_Spring,3,6); + } + let b = t.Results.HitActor.target; + b.pitch = 90; + b.angle = 0; + b.roll = 0; + UTMainHandler.DoBlast(b,240,140000); + b.A_Explode(int(55*3.9*mult),240); + b.A_SprayDecal("BigShockMark1",100); + b.A_SprayDecal("SBigShockMark2",100); + b.SetStateLabel("SuperDeath"); + b.A_SetScale(1.8); + let l = Spawn("ASMDBlastLight",pos); + let r = Spawn("ASMDBlastRing",b.pos); + r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x); + r.pitch = asin(-t.Results.HitVector.z); + A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5,pitch:0.6); + int numpt = Random[ASMD](200,300); + for ( int i=0; i1.5); + t.Results.HitActor.DamageMobj(self,target,int(35*mult),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x)); + UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector,60000); + if ( mult > 1.5 ) r = Spawn("ASMDSBeamRing",pos); + else r = Spawn("ASMDBeamRing",pos); + r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x); + r.pitch = asin(-t.Results.HitVector.z); + } + } + else + { + // reposition and explode on wall + SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false); + A_SprayDecal("ShockMark",16); + moving = false; + Vector3 HitNormal = t.Results.HitVector; + if ( t.Results.HitType == TRACE_HitWall ) + { + t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,pos); + // calculate normal + HitNormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit(); + if ( t.Results.Side == 0 ) HitNormal *= -1; + } + else if ( t.Results.HitType == TRACE_HitFloor ) + HitNormal = t.Results.HitSector.floorplane.Normal; + else if ( t.Results.HitType == TRACE_HitCeiling ) + HitNormal = t.Results.HitSector.ceilingplane.Normal; + double mult = Amplifier.GetMult(target,100); + BeamExplode(mult>1.5); + Actor r; + if ( mult > 1.5 ) r = Spawn("ASMDSBeamRing",pos); + else r = Spawn("ASMDBeamRing",pos); + r.angle = atan2(HitNormal.y,HitNormal.x); + r.pitch = asin(-HitNormal.z); + } + } + void BeamExplode( bool amped = false ) + { + moving = false; + if ( amped ) + { + Scale *= 0.3; + SetStateLabel("AmpExplode"); + Spawn("ASMDSBeamLight",pos); + } + else + { + SetStateLabel("Explode"); + Spawn("ASMDBeamLight",pos); + } + A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,falloff:60,rollIntensity:0.1); + A_PlaySound("shock/hit",CHAN_VOICE); + A_AlertMonsters(); + int numpt = Random[ASMD](20,50); + for ( int i=0; i 0.5) ) player.SetPSPrite(PSP_WEAPON,invoker.FindState("Sway")); } Wait; Vapour: - #### # 2 A_Overlay(-9999,"Dummy"); + #### # 8 A_Overlay(-9999,"Dummy"); ASMI A 6 { A_PlaySound("asmd/vapour",CHAN_6,0.5); @@ -213,10 +778,8 @@ Class ASMD : UTWeapon A_ShockFire(); A_Overlay(-9999,"Null"); } - ASMF ABCDEFGH 2; - ASMF I 5; - ASMI A 0 A_Refire(); - ASMI A 0 A_Jump(48,"Vapour"); + ASMF ABCDEFGH 3; + ASMF H 0 A_Jump(48,"Vapour"); Goto Idle; AltFire: #### # 1 @@ -224,10 +787,8 @@ Class ASMD : UTWeapon A_ShockAlt(); A_Overlay(-9999,"Null"); } - ASMA ABCDFGHI 2; - ASMA J 1; - ASMA J 0 A_Refire(); - ASMI A 0 A_Jump(48,"Vapour"); + ASMA ABCDFGHIJ 2; + ASMA J 0 A_Jump(48,"Vapour"); Goto Idle; Deselect: ASMD A 1 A_Overlay(-9999,"Null"); @@ -237,5 +798,12 @@ Class ASMD : UTWeapon Select: ASMS A 1 A_Raise(int.max); Wait; + Flash: + ASFF A 2 Bright + { + let l = Spawn("ASMDLight",pos); + l.target = self; + } + Stop; } } diff --git a/zscript/automag.zsc b/zscript/automag.zsc index ba5f82b..e99c53e 100644 --- a/zscript/automag.zsc +++ b/zscript/automag.zsc @@ -1,7 +1,563 @@ Class UClip : UMiniAmmo +{ + Default + { + Tag "$T_CLIP"; + Inventory.PickupMessage "$I_CLIP"; + Inventory.Amount 20; + Ammo.DropAmount 5; + } + States + { + Spawn: + UCLP A -1; + Stop; + } +} + +Class UCasing : UTCasing { } -Class Automag : UTWeapon +Class Automag : UnrealWeapon { + int ClipCount, SlaveClipCount; + bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire, SlaveSpin; + int SlaveRefire; + double AltAccuracy; + + property ClipCount : ClipCount; + property SlaveClipCount : SlaveClipCount; + + override bool HandlePickup( Inventory item ) + { + if ( sting_automags && (item.GetClass() == GetClass()) ) + { + SetTag(StringTable.Localize("$T_AUTOMAG2")); + return Super.HandlePickup(item); + } + return Super.HandlePickup(item); + } + override Inventory CreateTossable( int amt ) + { + Inventory inv = Super.CreateTossable(amt); + if ( inv ) + { + SetTag(StringTable.Localize("$T_AUTOMAG")); + inv.SetTag(StringTable.Localize("$T_AUTOMAG")); + if ( Owner && (Owner.player.ReadyWeapon == self) ) + { + // delete the slave overlay + PSprite psp; + for ( psp = Owner.player.psprites; psp; psp = psp.next ) + { + if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy(); + slaveactive = false; + slavedown = false; + } + } + } + return inv; + } + action void A_AutomagRefire( statelabel flash = null, bool slave = false ) + { + Weapon weap = Weapon(invoker); + if ( !weap || !player ) return; + if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.05; + if ( slave ) + { + if ( invoker.slaveclipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35); + if ( (invoker.slaveclipcount <= 0) || (weap.Ammo1.Amount <= 0) ) + { + invoker.slaverefire = 0; + return; + } + bool pending = (player.PendingWeapon != WP_NOCHANGE) && (player.WeaponState & WF_REFIRESWITCHOK); + if ( (player.cmd.buttons&BT_ATTACK) && !invoker.slavealtfire && !pending && (player.health > 0) ) + { + invoker.slaverefire++; + if ( player.ReadyWeapon.CheckAmmo(Weapon.PrimaryFire,true) ) + player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftHold")); + } + else if ( (player.cmd.buttons&BT_ALTATTACK) && invoker.slavealtfire && !pending && (player.health > 0) ) + { + invoker.slaverefire++; + if ( player.ReadyWeapon.CheckAmmo(Weapon.AltFire,true) ) + player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftAltHold")); + } + else + { + invoker.slaverefire = 0; + player.ReadyWeapon.CheckAmmo(invoker.slavealtfire?Weapon.AltFire:Weapon.PrimaryFire,true); + } + } + else + { + if ( invoker.clipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35); + if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) ) + { + A_ClearRefire(); + return; + } + A_Refire(flash); + } + } + action void A_LeftWeaponReady() + { + Weapon weap = Weapon(invoker); + if ( !weap || !player ) return; + if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire ) + { + if ( (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) ) + { + player.setpsprite(2,ResolveState("LeftReload")); + return; + } + invoker.slaverefire = 0; + invoker.slavealtfire = false; + player.setpsprite(2,ResolveState("LeftFire")); + } + else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire ) + { + if ( (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) ) + { + player.setpsprite(2,ResolveState("LeftReload")); + return; + } + invoker.slaverefire = 0; + invoker.slavealtfire = true; + player.setpsprite(2,ResolveState("LeftAltFire")); + } + } + action void A_AutomagFire( bool alt = false, bool slave = false ) + { + Weapon weap = Weapon(invoker); + if ( !weap ) return; + if ( weap.Ammo1.Amount <= 0 ) return; + if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; + if ( slave ) invoker.slaveclipcount--; + else invoker.clipcount--; + invoker.FireEffect(); + UTMainHandler.DoFlash(self,Color(32,255,128,0),1); + A_PlaySound("automag/fire",slave?CHAN_6:CHAN_WEAPON,!Dampener.Active(self)?1.:.2); + if ( !Dampener.Active(self) ) A_AlertMonsters(); + A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08); + if ( slave ) + { + if ( alt ) A_Overlay(-3,"LeftAltMuzzleFlash"); + else A_Overlay(-3,"LeftMuzzleFlash"); + A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); + A_OverlayRenderstyle(-3,STYLE_Add); + UTMainHandler.DoSwing(self,(FRandom[Automag](0.5,0.2),FRandom[Automag](-0.3,0.2)),2,0,1,SWING_Spring,0,2); + } + else + { + if ( alt ) A_Overlay(-2,"AltMuzzleFlash"); + else A_Overlay(-2,"MuzzleFlash"); + A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); + A_OverlayRenderstyle(-2,STYLE_Add); + UTMainHandler.DoSwing(self,(FRandom[Automag](-0.2,-0.5),FRandom[Automag](-0.3,0.2)),2,0,1,SWING_Spring,0,2); + } + Vector3 x, y, z, x2, y2, z2; + [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); + Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x; + int ydir = slave?-1:1; + if ( alt ) origin = origin-z*3.0+ydir*y*1.0; + else origin = origin-z*1.0+ydir*y*4.0; + double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?invoker.altaccuracy:0.01); + [x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll); + Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); + FLineTraceData d; + LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); + if ( d.HitType == TRACE_HitActor ) + { + int dmg = 17; + dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x)); + double mm = 3000; + if ( FRandom[Automag](0,1) < 0.2 ) mm *= 5; + UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm); + if ( d.HitActor.bNOBLOOD ) + { + let p = Spawn("BulletImpact",d.HitLocation); + p.angle = atan2(d.HitDir.y,d.HitDir.x)+180; + p.pitch = asin(d.HitDir.z); + } + else + { + d.HitActor.TraceBleed(dmg,self); + d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg); + } + } + else if ( d.HitType != TRACE_HitNone ) + { + Vector3 hitnormal = -d.HitDir; + if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal; + else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal; + else if ( d.HitType == TRACE_HitWall ) + { + hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); + if ( !d.LineSide ) hitnormal *= -1; + } + let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01); + p.angle = atan2(hitnormal.y,hitnormal.x); + p.pitch = asin(-hitnormal.z); + if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation); + } + for ( int i=0; i<3; i++ ) + { + let s = Spawn("UTViewSmoke",origin); + if ( alt ) UTViewSmoke(s).ofs = (10,ydir,-3); + else UTViewSmoke(s).ofs = (10,4*ydir,-1); + s.target = self; + s.alpha *= 0.5; + } + origin += x*8.0+ydir*y*6.0-z*2.0; + let c = Spawn("UCasing",origin); + c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3); + } + override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack ) + { + if ( Amount > 1 ) return StringTable.Localize("$O_AUTOMAG2"); + return StringTable.Localize("$O_AUTOMAG"); + } + override void Travelled() + { + Super.Travelled(); + slaveactive = false; + } + override void OwnerDied() + { + Super.OwnerDied(); + slaverefire = 0; + } + override void Tick() + { + Super.Tick(); + if ( sting_automags && (MaxAmount <= 1) ) MaxAmount = 2; + else if ( !sting_automags && (MaxAmount > 1) ) MaxAmount = 1; + if ( !Owner || sting_automags || (Amount <= 1) ) return; + // no dual wielding + if ( Owner.player.ReadyWeapon == self ) + { + // delete the slave overlay + PSprite psp; + for ( psp = Owner.player.psprites; psp; psp = psp.next ) + { + if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy(); + slaveactive = false; + slavedown = false; + } + } + Amount = 1; + } + Default + { + Tag "$T_AUTOMAG"; + Inventory.Icon "I_ClipAm"; + Inventory.PickupMessage "$I_AUTOMAG"; + Inventory.MaxAmount 1; + Inventory.InterHubAmount 2; + Weapon.UpSound "automag/select"; + Weapon.SlotNumber 2; + Weapon.SelectionOrder 2; + Weapon.AmmoType "UMiniAmmo"; + Weapon.AmmoUse 1; + Weapon.AmmoType2 "UMiniAmmo"; + Weapon.AmmoUse2 1; + Weapon.AmmoGive 30; + Weapon.Kickback 180; + UTWeapon.DropAmmo 10; + Automag.ClipCount 20; + Automag.SlaveClipCount 20; + } + States + { + Spawn: + AUTP A -1; + Stop; + AUTP B -1; + Stop; + Select: + AUTS A 1 A_Raise(int.max); + Ready: + AUTS A 0 + { + invoker.slavedown = false; + if ( !invoker.slaveactive && (CountInv("Automag") > 1) ) + A_Overlay(2,"LeftReady"); + } + AUTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE); + AUS2 ABCD 1 A_WeaponReady(WRF_NOFIRE); + Idle: + AUTI A 0 A_Overlay(-9999,"Dummy"); + AUTI AB 30; + AUTI A 0 A_Jump(50,"Twiddle"); + Goto Idle+1; + LeftReady: + 2UTS A 0 + { + A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1); + invoker.slaveactive = true; + } + 2UTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect"); + 2US2 ABCD 1 A_JumpIf(invoker.slavedown,"LeftDeselect"); + LeftIdle: + 2UTI A 0 A_Overlay(-9998,"LeftDummy"); + 2UTI AB 30; + 2UTI A 0 A_Jump(50,"LeftTwiddle"); + Goto LeftIdle+1; + Twiddle: + AUTT ABCDEFGHIJKLMNOPQRSTUVWXY 2; + Goto Idle+1; + LeftTwiddle: + 2UTT ABCDEFGHIJKLMNOPQRSTUVWXY 2; + Goto LeftIdle+1; + Dummy: + TNT1 A 1 + { + if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload"); + else if ( ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM); + else A_WeaponReady(WRF_ALLOWZOOM); + if ( !invoker.slaveactive && (CountInv("Automag") > 1) ) A_Overlay(2,"LeftReady"); + } + Wait; + LeftDummy: + TNT1 A 1 + { + if ( health <= 0 ) + { + invoker.slaveactive = false; + A_Overlay(2,"LeftDeselect"); + } + else if ( invoker.slavereload ) A_Overlay(2,"LeftReload"); + else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect"); + else if ( invoker.slavespin ) A_Overlay(2,"LeftZoom"); + else A_LeftWeaponReady(); + } + Wait; + Fire: + AUTF A 1 A_Overlay(-9999,null); + AUTF BCD 1; + Hold: + AUTF E 2 A_AutomagFire(); + AUTF FG 2; + AUTF N 0 A_AutomagRefire(1); + Goto Release; + AUTF NN 2; + AUTF H 2 A_AutomagFire(); + AUTF IJ 2; + AUTF N 0 A_AutomagRefire(1); + Goto Release; + AUTF NN 2; + AUTF K 2 A_AutomagFire(); + AUTF LM 2; + AUTF N 0 A_AutomagRefire(1); + Goto Release; + AUTF NN 2; + Goto Hold; + Release: + AUTF NN 2; + AUTF OPQRST 1; + AUTI A 0; + Goto Idle; + LeftFire: + 2UTI A 5 A_Overlay(-9998,null); + 2UTI A 0 A_AutomagRefire(1,true); + Goto LeftIdle; + LeftHold: + 2UTF ABCD 1; + 2UTF E 2 A_AutomagFire(false,true); + 2UTF FG 2; + 2UTF N 0 A_AutomagRefire(1,true); + Goto LeftRelease; + 2UTF NN 2; + 2UTF H 2 A_AutomagFire(false,true); + 2UTF IJ 2; + 2UTF N 0 A_AutomagRefire(1,true); + Goto LeftRelease; + 2UTF NN 2; + 2UTF K 2 A_AutomagFire(false,true); + 2UTF LM 2; + 2UTF N 0 A_AutomagRefire(1,true); + Goto LeftRelease; + 2UTF NN 2; + Goto LeftHold+4; + LeftRelease: + 2UTF NN 2; + 2UTF OPQRST 1; + 2UTI A 0; + Goto LeftIdle; + AltFire: + AUTA A 0 + { + invoker.altaccuracy = 0.08; + A_Overlay(-9999,null); + } + AUTA ABCDEFGHIJ 1; + AltHold: + AUTA K 2 A_AutomagFire(true); + AUTA LM 2; + AUTA T 0 A_AutomagRefire(1); + Goto AltRelease; + AUTA T 1; + AUTA N 2 A_AutomagFire(true); + AUTA OP 2; + AUTA T 0 A_AutomagRefire(1); + Goto AltRelease; + AUTA T 1; + AUTA Q 2 A_AutomagFire(true); + AUTA RS 2; + AUTA T 0 A_AutomagRefire(1); + Goto AltRelease; + AUTA T 1; + Goto AltHold; + AltRelease: + AUTA TUVWXYZ 1; + AUA2 ABCD 1; + Goto Idle; + LeftAltFire: + 2UTI A 5 A_Overlay(-9998,null); + 2UTI A 0 A_AutomagRefire(1,true); + LeftAltHold: + 2UTA ABCDEFGHIJ 1; + 2UTA K 2 A_AutomagFire(true,true); + 2UTA LM 2; + 2UTA T 0 A_AutomagRefire(1,true); + Goto LeftAltRelease; + 2UTA T 1; + 2UTA N 2 A_AutomagFire(true,true); + 2UTA OP 2; + 2UTA T 0 A_AutomagRefire(1,true); + Goto LeftAltRelease; + 2UTA T 1; + 2UTA Q 2 A_AutomagFire(true,true); + 2UTA RS 2; + 2UTA T 0 A_AutomagRefire(1,true); + Goto LeftAltRelease; + 2UTA T 1; + Goto LeftAltHold+10; + LeftAltRelease: + 2UTA TUVWXYZ 1; + 2UA2 ABCD 1; + Goto LeftIdle; + Reload: + AUTR A 0 + { + invoker.slavereload = ((player.cmd.buttons&BT_RELOAD)&&invoker.slaveactive&&(invoker.slaveclipcount < min(20,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0); + return A_JumpIf(invoker.clipcount>=min(20,invoker.Ammo1.Amount),"Idle"); + } + AUTR A 0 + { + invoker.clipcount = Min(20,invoker.Ammo1.Amount); + A_Overlay(-9999,null); + A_WeaponOffset(0,32); // fix sudden psprite lowering + A_PlaySound("automag/click",CHAN_WEAPON,!Dampener.Active(self)?1.:.1); + } + AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1; + AUTD ABCD 1; + AUTD E 30 + { + A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1); + if ( self is 'UTPlayer' ) + UTPlayer(self).PlayReloading(); + } + AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1); + Goto Ready; + LeftReload: + 2UTR A 0 + { + invoker.slaveclipcount = Min(20,invoker.Ammo1.Amount); + invoker.slavereload = false; + A_Overlay(-9998,null); + A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1); + } + 2UTR ABCDEFGHIJKLMNOPQRSTUVWXY 1; + 2UTD ABCD 1; + 2UTD E 30 + { + A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1); + if ( self is 'UTPlayer' ) + UTPlayer(self).PlayReloading(); + } + 2UTS A 0 A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1); + Goto LeftReady; + Zoom: + AUT2 A 1 + { + A_Overlay(-9999,null); + invoker.slavespin = true; + } + AUT2 BCDEFGHIJKLMNOPQRSTUVWXYZ 1; + AUT3 AB 1; + ZoomLoop: + AUT3 CDEFGH 1; + AUT3 I 0 A_JumpIf(player.cmd.buttons&BT_ZOOM,"ZoomLoop1"); + AUT3 IJKLMNOPQRS 1; + Goto Idle; + ZoomLoop1: + AUT3 I 1; + AUT3 C 0; + Goto ZoomLoop; + LeftZoom: + 2UT2 A 1 + { + A_Overlay(-9998,null); + invoker.slavespin = false; + } + 2UT2 BCDEFGHIJKLMNOPQRSTUVWXYZ 1; + 2UT3 AB 1; + LeftZoomLoop: + 2UT3 CDEFGH 1; + 2UT3 I 0 A_JumpIf(player.cmd.buttons&BT_ZOOM,"LeftZoomLoop1"); + 2UT3 IJKLMNOPQRS 1; + Goto LeftIdle; + LeftZoomLoop1: + 2UT3 I 1; + 2UT3 C 0; + Goto LeftZoomLoop; + Deselect: + AUTI A 1 { invoker.slavedown = true; } + AUTD A 0 A_Overlay(-9999,null); + AUTD A 0 A_JumpIf(invoker.slaveactive,"Deselect"); + AUTD ABCD 1; + AUTD E 1 A_Lower(int.max); + Wait; + LeftDeselect: + 2UTD A 0 + { + A_Overlay(-9998,null); + invoker.slaveactive = false; + } + 2UTD ABCD 1; + 2UTD E 0; + Stop; + MuzzleFlash: + AMUZ A 2 Bright + { + let l = Spawn("EnforcerLight",pos); + l.target = self; + } + Stop; + AltMuzzleFlash: + AMUZ B 2 Bright + { + let l = Spawn("EnforcerLight",pos); + l.target = self; + } + Stop; + LeftMuzzleFlash: + AMUZ C 2 Bright + { + let l = Spawn("EnforcerLight",pos); + l.target = self; + } + Stop; + LeftAltMuzzleFlash: + AMUZ D 2 Bright + { + let l = Spawn("EnforcerLight",pos); + l.target = self; + } + Stop; + } } diff --git a/zscript/betamag.zsc b/zscript/betamag.zsc index f9f5db1..9f893f1 100644 --- a/zscript/betamag.zsc +++ b/zscript/betamag.zsc @@ -1,3 +1,3 @@ -Class Betamag : UTWeapon +Class Betamag : UnrealWeapon { } diff --git a/zscript/biggun.zsc b/zscript/biggun.zsc index bd0cfbd..20cb224 100644 --- a/zscript/biggun.zsc +++ b/zscript/biggun.zsc @@ -6,6 +6,6 @@ Class BigAmmo2 : BigAmmo { } -Class BigGun : UTWeapon +Class BigGun : UnrealWeapon { } diff --git a/zscript/bonesaw.zsc b/zscript/bonesaw.zsc index 37bb912..7fcf5e2 100644 --- a/zscript/bonesaw.zsc +++ b/zscript/bonesaw.zsc @@ -1,3 +1,3 @@ -Class Bonesaw : UTWeapon +Class Bonesaw : UnrealWeapon { } diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc index 959c65e..6228366 100644 --- a/zscript/dispersionpistol.zsc +++ b/zscript/dispersionpistol.zsc @@ -1,11 +1,522 @@ Class WeaponPowerUp : Inventory { + Default + { + Tag "$T_WPOWERUP"; + Inventory.PickupMessage "$I_WPOWERUP"; + Inventory.PickupSound "misc/p_pkup"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + } + override bool TryPickup( in out Actor toucher ) + { + if ( !toucher.FindInventory("DispersionPistol") ) return false; + let damo = DispersionAmmo(toucher.FindInventory("DispersionAmmo")); + if ( damo ) + { + damo.BackpackMaxAmount = damo.MaxAmount = min(90,damo.MaxAmount+10); + damo.Amount = min(damo.MaxAmount,damo.Amount+10); + } + let dpis = DispersionPistol(toucher.FindInventory("DispersionPistol")); + if ( dpis && (dpis.upgradelevel < 4) ) + { + if ( toucher.player && (toucher.player.ReadyWeapon == dpis) && (toucher.player.PendingWeapon == WP_NOCHANGE) ) + { + dpis.upgradelevel++; + let psp = toucher.player.FindPSprite(PSP_Weapon); + psp.SetState(dpis.FindState("Upgrade")); + } + else + { + dpis.pendingupgrade = true; + ScriptUtil.SetWeapon(toucher,"DispersionPistol"); + } + } + GoAwayAndDie(); + return true; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + tracer = Spawn("WeaponPowerUpX",pos); + tracer.angle = angle; + tracer.target = self; + } + States + { + Spawn: + WPOW A -1; + Stop; + } +} + +Class WeaponPowerUpX : ASMDAmmoX +{ + States + { + Spawn: + WPOW ABCDEFGHIJKLMNOPQRST 3 Bright; + Loop; + } } Class DispersionAmmo : Ammo { + double rechargephase, rechargespeed; + + Default + { + Inventory.Icon "I_Disper"; + Inventory.Amount 10; + Inventory.MaxAmount 50; + Ammo.BackpackAmount 0; + Ammo.BackpackMaxAmount 50; + } + override void Tick() + { + Super.Tick(); + if ( !Owner ) return; + if ( Amount < 10 ) rechargespeed = 1.1; + else rechargespeed = 0.11*Amount; + rechargephase += 1./rechargespeed; + if ( rechargephase < 35 ) return; + rechargephase = 0; + Amount = min(Amount+1,MaxAmount); + } } -Class DispersionPistol : UTWeapon +Class DispLight1 : EnforcerLight { + Default + { + args 96,64,255,80; + } +} +Class DispLight2 : EnforcerLight +{ + Default + { + args 64,255,96,80; + } +} +Class DispLight3 : EnforcerLight +{ + Default + { + args 255,255,96,80; + } +} +Class DispLight4 : EnforcerLight +{ + Default + { + args 255,160,64,80; + } +} +Class DispLight5 : EnforcerLight +{ + Default + { + args 255,96,64,80; + } +} + +Class DispersionPistol : UnrealWeapon +{ + int upgradelevel; + bool pendingupgrade; + double chargesize, count; + bool bCharging; + + override void Tick() + { + Super.Tick(); + if ( sting_dpistol ) AmmoUse2 = 1; + else AmmoUse2 = AmmoUse1/2; + } + action void A_DispFire() + { + Weapon weap = Weapon(invoker); + if ( !weap ) return; + if ( weap.Ammo1.Amount <= 0 ) return; + if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; + DispersionAmmo(weap.Ammo1).rechargephase = 0; + A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2); + double mult = Amplifier.GetMult(self,80); + invoker.FireEffect(); + switch ( invoker.upgradelevel ) + { + case 0: + UTMainHandler.DoFlash(self,Color(80,96,64,255),1); + A_Overlay(PSP_FLASH,"Flash1"); + break; + case 1: + UTMainHandler.DoFlash(self,Color(80,64,255,96),1); + A_Overlay(PSP_FLASH,"Flash2"); + break; + case 2: + UTMainHandler.DoFlash(self,Color(80,255,255,96),1); + A_Overlay(PSP_FLASH,"Flash3"); + break; + case 3: + UTMainHandler.DoFlash(self,Color(80,255,160,64),1); + A_Overlay(PSP_FLASH,"Flash4"); + break; + default: + UTMainHandler.DoFlash(self,Color(80,255,96,64),1); + A_Overlay(PSP_FLASH,"Flash5"); + break; + } + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3),FRandom[DPistol](-0.1,0.3)),2,-0.3,3,SWING_Spring,0,3); + if ( !Dampener.Active(self) ) A_AlertMonsters(); + A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); + } + action void A_DispAltFire() + { + Weapon weap = Weapon(invoker); + if ( !weap ) return; + A_WeaponOffset(0,32); + invoker.bCharging = false; + if ( self is 'UTPlayer' ) + UTPlayer(self).PlayAttacking(); + DispersionAmmo(weap.Ammo1).rechargephase = 0; + A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.); + double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50); + invoker.FireEffect(); + int ulevel = sting_dpistol?0:invoker.upgradelevel; + switch ( ulevel ) + { + case 0: + UTMainHandler.DoFlash(self,Color(80,96,64,255),1); + A_Overlay(PSP_FLASH,"Flash1"); + break; + case 1: + UTMainHandler.DoFlash(self,Color(80,64,255,96),1); + A_Overlay(PSP_FLASH,"Flash2"); + break; + case 2: + UTMainHandler.DoFlash(self,Color(80,255,255,96),1); + A_Overlay(PSP_FLASH,"Flash3"); + break; + case 3: + UTMainHandler.DoFlash(self,Color(80,255,160,64),1); + A_Overlay(PSP_FLASH,"Flash4"); + break; + default: + UTMainHandler.DoFlash(self,Color(80,255,96,64),1); + A_Overlay(PSP_FLASH,"Flash5"); + break; + } + A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); + A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + double ss = 0.5+invoker.chargesize*0.3; + UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3)*ss,FRandom[DPistol](-0.1,0.3))*ss,2,-0.3,3,SWING_Spring,0,3); + if ( !Dampener.Active(self) ) A_AlertMonsters(); + int qs = int(1+invoker.chargesize*0.3); + A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); + } + action bool A_DispCharge() + { + Weapon weap = Weapon(invoker); + if ( !weap ) return false; + DispersionAmmo(weap.Ammo1).rechargephase = 0; + UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring); + A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize); + if ( !Dampener.Active(self) ) A_AlertMonsters(); + invoker.chargesize += (2.-invoker.upgradelevel*0.15)/35.; + invoker.count += 1./35.; + if ( invoker.count < 0.3 ) return false; + invoker.count = 0; + weap.DepleteAmmo(weap.bAltFire,true,1); + if ( (weap.Ammo1.Amount <= 0) || (invoker.chargesize >= 5.) ) + return true; + return false; + } + override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount ) + { + if ( bCharging ) return true; + return Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount); + } + Default + { + Tag "$T_DPISTOL"; + Inventory.PickupMessage "$I_DPISTOL"; + Weapon.UpSound "dpistol/select"; + Weapon.SlotNumber 1; + Weapon.SelectionOrder 1; + Weapon.AmmoType "DispersionAmmo"; + Weapon.AmmoUse 1; + Weapon.AmmoType2 "DispersionAmmo"; + Weapon.AmmoUse2 1; + Weapon.AmmoGive 50; + UTWeapon.DropAmmo 25; + +WEAPON.WIMPY_WEAPON; + } + States + { + Spawn: + DPIP A -1; + Stop; + DPIP B -1; + Stop; + Ready: + DPS1 A 0 + { + if ( invoker.upgradelevel == 0 ) return ResolveState("Ready1"); + else if ( invoker.upgradelevel == 1 ) return ResolveState("Ready2"); + else if ( invoker.upgradelevel == 2 ) return ResolveState("Ready3"); + else if ( invoker.upgradelevel == 3 ) return ResolveState("Ready4"); + return ResolveState("Ready5"); + } + Ready1: + DPS1 ABCDEFGHIJK 2; + DPI1 A 5; + Goto Idle; + Ready2: + DPS2 ABCDEFGHIJK 2; + DPI2 A 5; + Goto Idle; + Ready3: + DPS3 ABCDEFGHIJK 2; + DPI3 A 5; + Goto Idle; + Ready4: + DPS4 ABCDEFGHIJK 2; + DPI4 A 5; + Goto Idle; + Ready5: + DPS5 ABCDEFGHIJK 2; + DPI5 A 5; + Goto Idle; + Dummy: + TNT1 A 1 + { + A_CheckReload(); + A_WeaponReady(); + } + Wait; + Idle: + #### # 0 + { + if ( invoker.pendingupgrade ) + { + invoker.pendingupgrade = false; + invoker.upgradelevel++; + return ResolveState("Upgrade"); + } + A_Overlay(-9999,"Dummy"); + if ( invoker.upgradelevel == 0 ) return ResolveState("Idle1"); + else if ( invoker.upgradelevel == 1 ) return ResolveState("Idle2"); + else if ( invoker.upgradelevel == 2 ) return ResolveState("Idle3"); + else if ( invoker.upgradelevel == 3 ) return ResolveState("Idle4"); + return ResolveState("Idle5"); + } + Idle1: + DPI1 AB 30; + Goto Idle1; + Idle2: + DPI2 AB 30; + Goto Idle2; + Idle3: + DPI3 AB 30; + Goto Idle3; + Idle4: + DPI4 AB 30; + Goto Idle4; + Idle5: + DPI5 AB 30; + Goto Idle5; + Fire: + #### # 0 + { + A_Overlay(-9999,"Null"); + if ( invoker.upgradelevel == 0 ) return ResolveState("Fire1"); + else if ( invoker.upgradelevel == 1 ) return ResolveState("Fire2"); + else if ( invoker.upgradelevel == 2 ) return ResolveState("Fire3"); + else if ( invoker.upgradelevel == 3 ) return ResolveState("Fire4"); + return ResolveState("Fire5"); + } + Fire1: + #### # 3 A_DispFire(); + DPF1 ABC 5; + DPI1 A 5 A_Refire("Fire1"); + Goto Idle; + Fire2: + #### # 3 A_DispFire(); + DPF2 ABC 5; + DPI2 A 5 A_Refire("Fire2"); + Goto Idle; + Fire3: + #### # 3 A_DispFire(); + DPF3 ABC 5; + DPI3 A 5 A_Refire("Fire3"); + Goto Idle; + Fire4: + #### # 3 A_DispFire(); + DPF4 ABC 5; + DPI4 A 5 A_Refire("Fire4"); + Goto Idle; + Fire5: + #### # 3 A_DispFire(); + DPF5 ABC 5; + DPI5 A 5 A_Refire("Fire5"); + Goto Idle; + AltFire: + #### # 0 + { + invoker.chargesize = invoker.count = 0.; + invoker.bCharging = true; + // need to make sure player does the repeat fire anim + if ( self is 'UPlayer' ) + UPlayer(self).PlayAttacking(); + A_PlaySound("dpistol/charge",CHAN_WEAPON,Dampener.Active(self)?.4:1.); + A_Overlay(-9999,"Null"); + if ( invoker.upgradelevel == 0 ) return ResolveState("AltFire1"); + else if ( invoker.upgradelevel == 1 ) return ResolveState("AltFire2"); + else if ( invoker.upgradelevel == 2 ) return ResolveState("AltFire3"); + else if ( invoker.upgradelevel == 3 ) return ResolveState("AltFire4"); + return ResolveState("AltFire5"); + } + AltFire1: + #### # 1 A_JumpIf(A_DispCharge(),2); + #### # 0 A_ReFire("AltFire1"); + AltRelease1: + #### # 3 A_DispAltFire(); + DPF1 ABC 8; + DPI1 A 6; + Goto Idle; + AltFire2: + #### # 1 A_JumpIf(A_DispCharge(),2); + #### # 0 A_ReFire("AltFire2"); + AltRelease2: + #### # 3 A_DispAltFire(); + DPF2 ABC 8; + DPI2 A 6; + Goto Idle; + AltFire3: + #### # 1 A_JumpIf(A_DispCharge(),2); + #### # 0 A_ReFire("AltFire3"); + AltRelease3: + #### # 3 A_DispAltFire(); + DPF3 ABC 8; + DPI3 A 6; + Goto Idle; + AltFire4: + #### # 1 A_JumpIf(A_DispCharge(),2); + #### # 0 A_ReFire("AltFire4"); + AltRelease4: + #### # 3 A_DispAltFire(); + DPF4 ABC 8; + DPI4 A 6; + Goto Idle; + AltFire5: + #### # 1 A_JumpIf(A_DispCharge(),2); + #### # 0 A_ReFire("AltFire5"); + AltRelease5: + #### # 3 A_DispAltFire(); + DPF5 ABC 8; + DPI5 A 6; + Goto Idle; + Upgrade: + #### # 0 + { + A_Overlay(-9999,"Null"); + invoker.AmmoUse1 = min(6,invoker.upgradelevel+1); + if ( invoker.upgradelevel == 0 ) return ResolveState("Idle"); + else if ( invoker.upgradelevel == 1 ) return ResolveState("Upgrade1"); + else if ( invoker.upgradelevel == 2 ) return ResolveState("Upgrade2"); + else if ( invoker.upgradelevel == 3 ) return ResolveState("Upgrade3"); + return ResolveState("Upgrade4"); + } + Upgrade1: + #### # 0 A_PlaySound("dpistol/up1",CHAN_6,Dampener.Active(self)?.2:1.); + DPU1 ABCD 9; + DPI2 A 4; + Goto Idle; + Upgrade2: + #### # 0 A_PlaySound("dpistol/up2",CHAN_6,Dampener.Active(self)?.2:1.); + DPU2 ABCDEFGHI 9; + DPI3 A 4; + Goto Idle; + Upgrade3: + #### # 0 A_PlaySound("dpistol/up3",CHAN_6,Dampener.Active(self)?.2:1.); + DPU3 ABCDEFGHI 9; + DPI4 A 4; + Goto Idle; + Upgrade4: + #### # 0 A_PlaySound("dpistol/up4",CHAN_6,Dampener.Active(self)?.2:1.); + DPU4 ABCDEFGHI 9; + DPI5 A 4; + Goto Idle; + Select: + DPS1 A 1 A_Raise(int.max); + Wait; + Deselect: + #### # 0 + { + A_Overlay(-9999,"Null"); + if ( invoker.upgradelevel == 0 ) return ResolveState("Deselect1"); + else if ( invoker.upgradelevel == 1 ) return ResolveState("Deselect2"); + else if ( invoker.upgradelevel == 2 ) return ResolveState("Deselect3"); + else if ( invoker.upgradelevel == 3 ) return ResolveState("Deselect4"); + return ResolveState("Deselect5"); + } + Deselect1: + DPD1 ABCDE 2; + DPD1 E 1 A_Lower(int.max); + Wait; + Deselect2: + DPD2 ABCDE 2; + DPD2 E 1 A_Lower(int.max); + Wait; + Deselect3: + DPD3 ABCDE 2; + DPD3 E 1 A_Lower(int.max); + Wait; + Deselect4: + DPD4 ABCDE 2; + DPD4 E 1 A_Lower(int.max); + Wait; + Deselect5: + DPD5 ABCDE 2; + DPD5 E 1 A_Lower(int.max); + Wait; + Flash1: + DPFF A 2 Bright + { + let l = Spawn("DispLight1",pos); + l.target = self; + } + Stop; + Flash2: + DPFF B 2 Bright + { + let l = Spawn("DispLight2",pos); + l.target = self; + } + Stop; + Flash3: + DPFF C 2 Bright + { + let l = Spawn("DispLight3",pos); + l.target = self; + } + Stop; + Flash4: + DPFF D 2 Bright + { + let l = Spawn("DispLight4",pos); + l.target = self; + } + Stop; + Flash5: + DPFF E 2 Bright + { + let l = Spawn("DispLight5",pos); + l.target = self; + } + Stop; + } } diff --git a/zscript/flamegun.zsc b/zscript/flamegun.zsc index ab17763..2425954 100644 --- a/zscript/flamegun.zsc +++ b/zscript/flamegun.zsc @@ -1,3 +1,3 @@ -Class FlameGun : UTWeapon +Class FlameGun : UnrealWeapon { } diff --git a/zscript/gatling.zsc b/zscript/gatling.zsc index 77ff5a2..9ed84b3 100644 --- a/zscript/gatling.zsc +++ b/zscript/gatling.zsc @@ -2,6 +2,6 @@ Class SMiniAmmo : Ammo { } -Class SMiniGun : UTWeapon +Class SMiniGun : UnrealWeapon { } diff --git a/zscript/impaler.zsc b/zscript/impaler.zsc index a99414d..667c427 100644 --- a/zscript/impaler.zsc +++ b/zscript/impaler.zsc @@ -5,10 +5,6 @@ Class ImpalerAmmo2 : ImpalerAmmo { } -Class ImpalerCharge : Ammo -{ -} - -Class Impaler : UTWeapon +Class Impaler : UnrealWeapon { } diff --git a/zscript/miscitems.zsc b/zscript/miscitems.zsc index c1bdf36..34a1ea4 100644 --- a/zscript/miscitems.zsc +++ b/zscript/miscitems.zsc @@ -128,48 +128,49 @@ Class UnrealBackpack : BackpackItem replaces Backpack Class UTranslator : UnrealInventory { - bool bCurrentlyActivated, bNewMessage, bNotNewMessage, bShowHint; + bool bNewMessage, bNotNewMessage; string NewMessage, Hint; - ui TextureID thud; - ui Font tfnt; - - ui void DrawTranslator( Vector2 scalev, double ClipX, double ClipY ) - { - if ( thud.IsNull() ) thud = TexMan.CheckForTexture("TranHUD3",TexMan.Type_Any); - if ( !tfnt ) tfnt = Font.FindFont('UTahoma10'); - double CurX, CurY; - CurX = ClipX/2-128; - CurY = ClipY/2-68; - Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); - String ttxt; - if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("%s: %s",StringTable.Localize("$TR_HINT"),Hint); - else if ( NewMessage.length() > 0 ) ttxt = NewMessage; - else ttxt = StringTable.Localize("$TR_NOMSG"); - BrokenLines lines = tfnt.BreakLines(ttxt,220); - int th = tfnt.GetHeight(); - CurX += 20; - CurY += 18; - for ( int i=0; i OldMessages, OldHints; override void Travelled() { Super.Travelled(); NewMessage = Hint = ""; + OldMessages.Clear(); + OldHints.Clear(); } override bool Use( bool pickup ) { if ( pickup ) return false; - bActive = bCurrentlyActivated = !bCurrentlyActivated; - if ( !bActive ) bShowHint = bNewMessage = bNotNewmessage = false; + if ( Owner.player == players[consoleplayer] ) + Menu.SetMenu('TranslatorMenu'); + bNewMessage = bNotNewmessage = false; return false; } + void AddMessage( String msg, String hnt ) + { + int found = -1; + for ( int i=0; i 0) ) + { + OldMessages.Push(NewMessage); + OldHints.Push(Hint); + } + NewMessage = msg; + Hint = hnt; + } + Default { Tag "$T_TRANSLATOR"; @@ -177,6 +178,83 @@ Class UTranslator : UnrealInventory Inventory.Icon "I_Tran"; Inventory.MaxAmount 1; } + States + { + Spawn: + TRNS A -1; + Stop; + } +} + +// To be placed by mappers +// Uses two UDMF-settable user strings +// AMBUSH: only triggered by script activation, not touch +Class TranslatorEvent : Actor +{ + String user_message, user_hint; + Array Touchers; + + Default + { + Radius 40; + Height 80; + +SPECIAL; + +NOGRAVITY; + +INVISIBLE; + } + virtual void TriggerMessage( Actor who ) + { + if ( special1 > gametic ) return; + let Translator = UTranslator(who.FindInventory("UTranslator")); + if ( !Translator ) return; + special1 = gametic+8; + if ( who.CheckLocalView() ) + { + if ( special2 ) Console.Printf(StringTable.Localize("$TR_MSG")); + else Console.Printf(StringTable.Localize("$TR_NEWMSG")); + S_Sound("translator/event",CHAN_VOICE|CHAN_UI); + } + Translator.AddMessage(user_message,user_hint); + if ( special2 ) Translator.bNotNewMessage = true; + else Translator.bNewMessage = true; + special2 = 1; + } + // GZDoom doesn't have Touch/UnTouch like UE1 so I have to improvise + override void Tick() + { + Super.Tick(); + for ( int i=0; i pos.x+radius ) deletthis = true; + if ( Touchers[i].pos.y+Touchers[i].radius < pos.y-radius ) deletthis = true; + if ( Touchers[i].pos.y-Touchers[i].radius > pos.y+radius ) deletthis = true; + if ( Touchers[i].pos.z+Touchers[i].height < pos.z ) deletthis = true; + if ( Touchers[i].pos.z > pos.z+height ) deletthis = true; + if ( !deletthis ) continue; + Touchers.Delete(i); + i--; + } + } + override void Touch( Actor toucher ) + { + if ( bAMBUSH || !toucher || !toucher.player ) return; + for ( int i=0; i 0 ) + { + if ( tracer ) tracer.Destroy(); + if ( b ) b.Destroy(); + A_StopSound(CHAN_VOICE); + ReactionTime = 0; + return; + } + if ( !b ) + { + A_PlaySound("flare/on"); + A_PlaySound("flare/loop",CHAN_VOICE,.5,true); + tracer = Spawn("FlareThrownX",pos); + tracer.angle = angle; + tracer.pitch = pitch; + tracer.target = self; + b = Spawn("FlareHitbox",pos); + b.master = self; + } + b.A_AlertMonsters(0,AMF_TARGETEMITTER); + ReactionTime--; + } + States + { + Spawn: + FLAR A -1; + Stop; + Bounce: + FLAR A 0 + { + pitch = lastpitch; + angle = lastangle; + roll = lastroll; + rotatetodesired = true; + desiredangle = FRandom[Junk](0,360); + pitchvel = abs(pitchvel)*0.75; + anglevel = abs(anglevel)*0.75; + rollvel = abs(rollvel)*0.75; + } + Goto Spawn; + Death: + FLAR A 0 { anglevel *= 0; } + FLAR A 1 + { + if ( waterlevel > 0 ) + { + if ( tracer ) tracer.Destroy(); + if ( b ) b.Destroy(); + A_StopSound(CHAN_VOICE); + return ResolveState("Fizz"); + } + return A_JumpIf(ReactionTime<=0,1); + } + Wait; + FLAR A 0 + { + if ( tracer ) tracer.Destroy(); + if ( b ) b.Destroy(); + if ( waterlevel > 0 ) + { + return ResolveState("Fizz"); + } + A_StopSound(CHAN_VOICE); + A_PlaySound("flare/explode"); + A_Explode(50,50); + A_NoGravity(); + A_Stop(); + A_SetRenderStyle(1.,STYLE_Add); + SetZ(pos.z+9); + Spawn("FlareXLight",pos); + bMOVEWITHSECTOR = false; + bFORCEXYBILLBOARD = true; + A_SetScale(FRandomPick[ExploS](-1.5,1.5),FRandomPick[ExploS](-1.5,1.5)); + return A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5"); + } + Explo1: + EXP1 ABCDEFGH 3 Bright; + Stop; + Explo2: + EXP2 ABCDEFGH 3 Bright; + Stop; + Explo3: + EXP3 ABCDEFGH 3 Bright; + Stop; + Explo4: + EXP4 ABCDEFGH 3 Bright; + Stop; + Explo5: + EXP5 ABCDEFGH 3 Bright; + Stop; + Fizz: + FLAR A 1 + { + special1++; + if ( special1 > 150 ) A_FadeOut(); + } + Wait; + } +} + +Class FlareXLight : PaletteLight +{ + Default + { + ReactionTime 25; + Args 0,0,0,80; + } +} + +Class FlareHitbox : VoiceBoxHitbox +{ + Default + { + Tag "$T_FLARES"; + Radius 4; + Height 6; + Health 1; + } +} + +Class FlareThrownX : Actor +{ + Default + { + RenderStyle "Add"; + +NOGRAVITY; + +NOCLIP; + +DONTSPLASH; + +INTERPOLATEANGLES; + Radius 0.1; + Height 0; + } + override void Tick() + { + Super.Tick(); + if ( !target ) + { + Destroy(); + return; + } + SetOrigin(target.pos,true); + angle = target.angle; + pitch = target.pitch; + } + States + { + Spawn: + FLAR A -1 Bright; + Stop; + } } Class LightFlare : UnrealInventory @@ -379,6 +728,7 @@ Class Dampener : UnrealInventory { Owner.A_PlaySound("dampener/off",CHAN_ITEM); if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_DAMPENER")); + if ( Amount <= 0 ) DepleteOrDestroy(); } } Default @@ -386,7 +736,7 @@ Class Dampener : UnrealInventory Tag "$T_DAMPENER"; Inventory.PickupMessage "$I_DAMPENER"; Inventory.Icon "I_Dampen"; - Inventory.MaxAmount 5; + Inventory.MaxAmount 3; UnrealInventory.Charge 1000; } States @@ -450,28 +800,8 @@ Class Forcefield : UnrealInventory } } -Class ForcefieldX : Actor +Class ForcefieldX : AsmdAmmoX { - Default - { - RenderStyle "Add"; - +NOGRAVITY; - +NOCLIP; - +DONTSPLASH; - Radius 0.1; - Height 0; - } - override void Tick() - { - Super.Tick(); - if ( !target ) - { - Destroy(); - return; - } - Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION); - bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn")); - } States { Spawn: @@ -514,6 +844,7 @@ Class ForceFieldLight : DynamicLight Class ForcefieldEffect : Actor { double nvol; + int lct; Default { @@ -544,13 +875,14 @@ Class ForcefieldEffect : Actor A_PlaySound("ffield/active",CHAN_VOICE,0.6,true); let tracer = Spawn("ForceFieldLight",pos); tracer.target = self; + lct = 24; } States { Spawn: - FFLD ABCDEFGHI 3 Bright; - FFLD J 700 Bright; - FFLD J 35 Bright + FFLD ABCDEFGHIJ 3 Bright; + #### # 700 Bright; + #### # 35 Bright { A_UnsetShootable(); A_UnsetSolid(); diff --git a/zscript/napalm.zsc b/zscript/napalm.zsc index 03d6e7b..804ac2a 100644 --- a/zscript/napalm.zsc +++ b/zscript/napalm.zsc @@ -2,6 +2,6 @@ Class FlameAmmo : Ammo { } -Class UFlamethrower : UTWeapon +Class UFlamethrower : UnrealWeapon { } diff --git a/zscript/peacemaker.zsc b/zscript/peacemaker.zsc index 3b870d1..136eef2 100644 --- a/zscript/peacemaker.zsc +++ b/zscript/peacemaker.zsc @@ -2,6 +2,6 @@ Class PeaceAmmo : Ammo { } -Class Peacemaker : UTWeapon +Class Peacemaker : UnrealWeapon { } diff --git a/zscript/quadshot.zsc b/zscript/quadshot.zsc index 6c22b4a..ba54030 100644 --- a/zscript/quadshot.zsc +++ b/zscript/quadshot.zsc @@ -6,6 +6,6 @@ Class UShells2 : UShells { } -Class QuadShot : UTWeapon +Class QuadShot : UnrealWeapon { } diff --git a/zscript/razorjack.zsc b/zscript/razorjack.zsc index dbf2dbc..c1bf0f2 100644 --- a/zscript/razorjack.zsc +++ b/zscript/razorjack.zsc @@ -2,6 +2,6 @@ Class RazorAmmo : Ammo { } -Class Razorjack : UTWeapon +Class Razorjack : UnrealWeapon { } diff --git a/zscript/rifle.zsc b/zscript/rifle.zsc index 4bafb93..89c61a8 100644 --- a/zscript/rifle.zsc +++ b/zscript/rifle.zsc @@ -6,6 +6,6 @@ Class URifleAmmo2 : URifleAmmo { } -Class URifle : UTWeapon +Class URifle : UnrealWeapon { } diff --git a/zscript/stinger.zsc b/zscript/stinger.zsc index 5180cf0..78a5e51 100644 --- a/zscript/stinger.zsc +++ b/zscript/stinger.zsc @@ -39,6 +39,16 @@ Class StingerAmmo2 : StingerAmmo } } +Class StingerBurstLight : PaletteLight +{ + Default + { + Tag "Blue3"; + Args 0,0,0,30; + ReactionTime 10; + } +} + Class StingerProjectile : Actor { Default @@ -74,6 +84,7 @@ Class StingerProjectile : Actor if ( !Random[Stinger](0,2) ) A_PlaySound("stinger/hit2",CHAN_BODY,0.5,pitch:FRandom[Stinger](0.5,1.5)); else A_PlaySound("stinger/hit",CHAN_BODY,0.6); A_AlertMonsters(); + Spawn("StingerBurstLight",pos); } TPRJ BCDEFG 2 Bright; Stop; @@ -83,8 +94,18 @@ Class StingerProjectile : Actor } } -Class Stinger : UTWeapon +Class StingerLight : EnforcerLight { + Default + { + args 64,128,255,80; + } +} + +Class Stinger : UnrealWeapon +{ + int flashnum; + Default { Tag "$T_STINGER"; @@ -99,10 +120,6 @@ Class Stinger : UTWeapon Weapon.AmmoGive 40; UTWeapon.DropAmmo 20; } - override void PlayUpSound( Actor origin ) - { - origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.); - } action void A_StingerFire( bool hold = false ) { Weapon weap = Weapon(invoker); @@ -121,13 +138,14 @@ Class Stinger : UTWeapon } A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(16,0,64,255),1); UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2); if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z; + Vector3 origin = (pos.x,pos.y,player.viewz)+5.0*x+8.0*y-8.0*z; Actor p = Spawn("StingerProjectile",origin); p.angle = angle; p.pitch = BulletSlope(); @@ -143,13 +161,14 @@ Class Stinger : UTWeapon A_Overlay(PSP_FLASH,"MFlash"); A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(16,0,64,255),1); UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5); if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll); - Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z; + Vector3 origin = (pos.x,pos.y,player.viewz)+5.0*x+8.0*y-8.0*z; [x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll); Actor p; double a, s; @@ -193,7 +212,11 @@ Class Stinger : UTWeapon STNI A 3; STNI A 0 A_Refire(1); Goto Idle; - STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true); + STNI A 0 + { + A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true); + invoker.flashnum = Random[Stinger](0,3); + } Hold: STNH A 1 { @@ -201,6 +224,7 @@ Class Stinger : UTWeapon if ( self is 'UPlayer' ) UPlayer(self).PlayAttacking(); A_StingerFire(true); + invoker.flashnum = (invoker.flashnum+1)%4; } STNH BCDEFG 1; STNH A 0 A_Refire(); @@ -212,14 +236,51 @@ Class Stinger : UTWeapon STNI A 35; // yes, 1 second cooldown Goto Idle; Deselect: - STND ABCDEFGHIJK 1; + STND ACEGIK 1; STND K 1 A_Lower(int.max); Wait; MFlash: + STFF A 2 Bright + { + let l = Spawn("StingerLight",pos); + l.target = self; + } + Stop; + MFlashHold: + TNT1 A 0 A_JumpIf(invoker.flashnum==0,7); + TNT1 A 0 A_JumpIf(invoker.flashnum==1,4); + TNT1 A 0 A_JumpIf(invoker.flashnum==2,4); + TNT1 A 0 A_JumpIf(invoker.flashnum==3,1); + Stop; + STFF A 2 Bright + { + let l = Spawn("StingerLight",pos); + l.target = self; + } + Stop; + STFF B 2 Bright + { + let l = Spawn("StingerLight",pos); + l.target = self; + } + Stop; + STFF C 2 Bright + { + let l = Spawn("StingerLight",pos); + l.target = self; + } + Stop; + STFF D 2 Bright + { + let l = Spawn("StingerLight",pos); + l.target = self; + } + Stop; + /*MFlash: STFF ABC 2 Bright; Stop; MFlashHold: STFH ABCDEFG 1 Bright; - Stop; + Stop;*/ } } diff --git a/zscript/stunner.zsc b/zscript/stunner.zsc index 3245d11..fd5a578 100644 --- a/zscript/stunner.zsc +++ b/zscript/stunner.zsc @@ -2,6 +2,6 @@ Class StunnerAmmo : Ammo { } -Class Stunner : UTWeapon +Class Stunner : UnrealWeapon { } diff --git a/zscript/uarmoritems.zsc b/zscript/uarmoritems.zsc index f5e4fe8..20ee6f6 100644 --- a/zscript/uarmoritems.zsc +++ b/zscript/uarmoritems.zsc @@ -10,12 +10,6 @@ Class UnrealArmor : UTArmor UnrealArmor.AbsorptionPriority 0; } - override void AbsorbDamage( int damage, Name damageType, out int newdamage ) - { - Console.Printf("%s absorbs %d",GetTag(),damage); - Super.AbsorbDamage(damage,damageType,newdamage); - } - override void AttachToOwner( Actor other ) { Super.AttachToOwner(other); @@ -222,7 +216,7 @@ Class PowerShield : UnrealArmor amount--; gothit = false; } - if ( !(level.maptime%15) ) amount--; + if ( !(level.maptime%15) && !sting_pshield ) amount--; if ( amount <= 0 ) { if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_POWERSHIELD")); diff --git a/zscript/ubiorifle.zsc b/zscript/ubiorifle.zsc index 704dd35..5b3e324 100644 --- a/zscript/ubiorifle.zsc +++ b/zscript/ubiorifle.zsc @@ -1,7 +1,10 @@ Class UBioAmmo : Ammo { } - -Class UBioRifle : UTWeapon +Class UBioAmmo2 : UBioAmmo +{ +} + +Class UBioRifle : UnrealWeapon { } diff --git a/zscript/ueightball.zsc b/zscript/ueightball.zsc index 9c1a0a4..c82c037 100644 --- a/zscript/ueightball.zsc +++ b/zscript/ueightball.zsc @@ -5,6 +5,6 @@ Class URocketAmmo2 : URocketAmmo { } -Class Eightball : UTWeapon +Class Eightball : UnrealWeapon { } diff --git a/zscript/uflakcannon.zsc b/zscript/uflakcannon.zsc index c309b89..801647f 100644 --- a/zscript/uflakcannon.zsc +++ b/zscript/uflakcannon.zsc @@ -42,12 +42,8 @@ Class UFlakAmmo : UFlakBox } } -Class UFlakCannon : UTWeapon +Class UFlakCannon : UnrealWeapon { - override void PlayUpSound( Actor origin ) - { - origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.); - } action void A_Loading( bool first = false ) { if ( first ) A_PlaySound("flak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.); @@ -63,6 +59,7 @@ Class UFlakCannon : UTWeapon A_Overlay(PSP_FLASH,"Flash"); A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(48,255,96,0),1); UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2); if ( !Dampener.Active(self) ) A_AlertMonsters(); @@ -75,9 +72,10 @@ Class UFlakCannon : UTWeapon if ( weap.Ammo1.Amount <= 0 ) return; if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return; A_PlaySound("flak/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.); - A_Overlay(PSP_FLASH,"AltFlash"); + A_Overlay(PSP_FLASH,"Flash"); A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); + invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,255,96,0),1); UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5); if ( !Dampener.Active(self) ) A_AlertMonsters(); @@ -147,10 +145,17 @@ Class UFlakCannon : UTWeapon FLD2 F 1 A_Lower(int.max); Wait; Flash: + FMUZ A 3 Bright + { + let l = Spawn("FlakLight",pos); + l.target = self; + } + Stop; + /*Flash: FLFF ABCDEFGHIJ 1 Bright; Stop; AltFlash: FLFA ABCDEF 1 Bright; - Stop; + Stop;*/ } } diff --git a/zscript/uhealitems.zsc b/zscript/uhealitems.zsc index 81c50aa..d2861a1 100644 --- a/zscript/uhealitems.zsc +++ b/zscript/uhealitems.zsc @@ -1,19 +1,242 @@ Class Bandages : Health { + Default + { + Tag "$T_BANDAGES"; + Inventory.Amount 5; + Inventory.PickupMessage "$I_BANDAGES"; + Inventory.PickupSound "misc/u1heal"; + Inventory.RespawnTics 700; + } + States + { + Spawn: + BAND A -1; + Stop; + } } Class UHealth : Health { + Default + { + Tag "$T_HEALTH"; + Inventory.Amount 20; + Inventory.PickupMessage "$I_HEALTH"; + Inventory.PickupSound "misc/u1heal"; + Inventory.RespawnTics 700; + } + States + { + Spawn: + HLTH A -1; + Stop; + } } Class NaliFruit : Health { + int cnt; + Default + { + Tag "$T_FRUIT"; + Scale 0.05; + Inventory.Amount 0; + Inventory.PickupMessage "$I_FRUIT"; + Inventory.PickupSound "misc/u1heal"; + Inventory.RespawnTics 175; + } + override bool TryPickup( in out Actor toucher ) + { + if ( Amount < 2 ) return false; + return Super.TryPickup(toucher); + } + override void Tick() + { + Super.Tick(); + if ( !InStateSequence(CurState,FindState("Spawn")) ) return; + if ( frame > 25 ) return; + cnt++; + if ( cnt < 300 ) return; + if ( !(cnt%17) ) Amount = min(29,Amount+1); + } + States + { + Spawn: + FRUT A 0 NoDelay + { + invoker.Amount = 0; + invoker.cnt = 0; + } + FRUT A 1 A_SetScale(Scale.x+1./35.); + FRUT A 0 A_JumpIf(Scale.x<1.0,"Spawn"); + FRUT A 35 + { + A_SetScale(1.); + A_SetTics(Random[Fruit](1,3)*35); + } + FRUT BCDEFGHIJKLMNOPQRSTUVWXYZ 32; + FRUT \[ 12; + Goto Spawn+29; + } +} + +Class SeedProj : Actor +{ + double pitchvel, anglevel, rollvel; + double desiredangle; + bool rotatetodesired; + double lastpitch, lastangle, lastroll; + Default + { + Radius 6; + Height 6; + +NOBLOCKMAP; + +MISSILE; + +MOVEWITHSECTOR; + +THRUACTORS; + +USEBOUNCESTATE; + +INTERPOLATEANGLES; + +NOTELEPORT; + +BOUNCEAUTOOFF; + +BOUNCEAUTOOFFFLOORONLY; + Speed 5; + VSpeed 2; + Mass 1; + Gravity 0.35; + BounceType "Hexen"; + WallBounceFactor 0.6; + BounceFactor 0.6; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + pitchvel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1); + anglevel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1); + rollvel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1); + } + override void Tick() + { + lastpitch = pitch; + lastangle = angle; + lastroll = roll; + Super.Tick(); + if ( rotatetodesired ) + { + if ( deltaangle(pitch,0) ~== 0 ) pitch = 0; + else pitch += clamp(deltaangle(pitch,0),-pitchvel,pitchvel); + if ( deltaangle(angle,desiredangle) ~== 0 ) angle = desiredangle; + else angle += clamp(deltaangle(angle,desiredangle),-anglevel,anglevel); + if ( deltaangle(roll,0) ~== 0 ) roll = 0; + else roll += clamp(deltaangle(roll,0),-rollvel,rollvel); + } + else + { + angle += anglevel; + pitch += pitchvel; + roll += rollvel; + } + } + States + { + Spawn: + SEED A -1; + Stop; + Bounce: + SEED A 0 + { + pitch = lastpitch; + angle = lastangle; + roll = lastroll; + rotatetodesired = true; + desiredangle = FRandom[Junk](0,360); + pitchvel = abs(pitchvel)*0.75; + anglevel = abs(anglevel)*0.75; + rollvel = abs(rollvel)*0.75; + } + Goto Spawn; + Death: + SEED A 20 { anglevel *= 0; } + SEED A 1 + { + A_SetScale(Scale.x-1./35.); + if ( Scale.x <= 0.05 ) + { + let f = Spawn("NaliFruit",pos); + f.angle = Random[Fruit](0,359); + Destroy(); + } + } + Wait; + } } Class Seeds : UnrealInventory { + Default + { + Tag "$T_SEEDS"; + Inventory.PickupMessage "$I_SEEDS"; + Inventory.Icon "I_Seed"; + Inventory.MaxAmount 20; + } + override bool Use( bool pickup ) + { + if ( pickup ) return false; + Vector3 x, y, z; + [x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll); + Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10.-z*8.); + let a = Spawn("SeedProj",origin); + a.target = Owner; + a.angle = Owner.angle; + a.pitch = Owner.pitch; + a.vel += x*a.speed; + return true; + } + States + { + Spawn: + SEED A -1; + Stop; + } } Class SuperHealth : Health { + Default + { + Tag "$T_SHEALTH"; + +COUNTITEM; + +INVENTORY.AUTOACTIVATE; + +INVENTORY.ALWAYSPICKUP; + +INVENTORY.FANCYPICKUPSOUND; + Inventory.Amount 100; + Inventory.MaxAmount 200; + Inventory.PickupMessage "$I_SHEALTH"; + Inventory.PickupSound "misc/u1heal"; + Inventory.RespawnTics 3500; + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + tracer = Spawn("SuperHealthX",pos); + tracer.angle = angle; + tracer.target = self; + } + States + { + Spawn: + SHTH A -1; + Stop; + } +} + +Class SuperHealthX : AsmdAmmoX +{ + States + { + Spawn: + SHTH A -1 Bright; + Stop; + } } diff --git a/zscript/uminigun.zsc b/zscript/uminigun.zsc index 3be5f3b..7d00c37 100644 --- a/zscript/uminigun.zsc +++ b/zscript/uminigun.zsc @@ -1,7 +1,21 @@ Class UMiniAmmo : Ammo { + Default + { + Tag "$T_MINIAMMO"; + Inventory.PickupMessage ""; + Inventory.Amount 50; + Inventory.MaxAmount 200; + Ammo.BackpackAmount 100; + Ammo.BackpackMaxAmount 400; + Ammo.DropAmount 20; + } + override String PickupMessage() + { + return String.Format("%s%d%s",StringTable.Localize("$I_MINIAMMOL"),Amount,StringTable.Localize("$I_MINIAMMOR")); + } } -Class UMinigun : UTWeapon +Class UMinigun : UnrealWeapon { } diff --git a/zscript/unrealcommon.zsc b/zscript/unrealcommon.zsc index c80f1cc..bca76df 100644 --- a/zscript/unrealcommon.zsc +++ b/zscript/unrealcommon.zsc @@ -5,6 +5,7 @@ Class UPlayer : UTPlayer Player.StartItem "Automag"; Player.StartItem "DispersionPistol"; Player.StartItem "UMiniAmmo", 30; + Player.StartItem "DispersionAmmo", 50; } // Have to modify the give cheat to handle UT armor @@ -163,14 +164,22 @@ Class UPlayer : UTPlayer if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return; // check weapon type let psp = player.FindPSprite(PSP_WEAPON); - if ( (player.ReadyWeapon is 'Stinger') && psp - && psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")) ) + if ( ((player.ReadyWeapon is 'Stinger') && psp + && psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold"))) + || ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging) ) { if ( !InStateSequence(CurState,FindState("MissileRep")) ) SetStateLabel("MissileRep"); } else SetStateLabel("Missile"); } + + override void PlayFootstep( double vol ) + { + let boot = UJumpBoots(FindInventory("UJumpBoots")); + if ( boot && boot.bActive ) A_PlaySound("u1/metalfootstep",CHAN_5,min(1.,vol*2)); + else A_PlaySound("ut/playerfootstep",CHAN_5,vol); + } } Class UFemaleArmGibber : UTGibber @@ -391,7 +400,7 @@ Class UPlayerMale : UPlayer { Default { - Player.SoundClass "umale"; + Player.SoundClass "umale1"; UTPlayer.VoiceType VOICE_MaleOne; } @@ -459,6 +468,7 @@ Class UPlayerMale2 : UPlayerMale { Default { + Player.SoundClass "umale2"; Player.DisplayName "$N_MALE2"; Player.Portrait ""; -NOMENU; @@ -468,6 +478,7 @@ Class UPlayerMale3 : UPlayerMale { Default { + Player.SoundClass "umale3"; Player.DisplayName "$N_MALE3"; Player.Portrait ""; UTPlayer.VoiceType VOICE_MaleTwo; @@ -488,7 +499,7 @@ Class UnrealInventory : Inventory // Drawstuffs over HUD virtual ui void PostRender( double lbottom ) {} - bool DrainCharge( int val ) + virtual bool DrainCharge( int val ) { Charge -= val; if ( Charge > 0 ) return false; @@ -499,7 +510,6 @@ Class UnrealInventory : Inventory bActive = false; return true; } - DepleteOrDestroy(); return true; } override void AttachToOwner( Actor other ) @@ -573,6 +583,20 @@ Class UTeleportFog : Actor } } +Class UnrealWeapon : UTWeapon +{ + override void FireEffect() + { + Super.FireEffect(); + let invis = UInvisibility(Owner.FindInventory("UInvisibility")); + if ( invis && invis.bActive ) invis.special1 = -1; + } + override void PlayUpSound( Actor origin ) + { + origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.); + } +} + Class UnrealStaticHandler : StaticEventHandler { ui TextureID tex[6]; @@ -708,33 +732,19 @@ Class UnrealMainHandler : EventHandler } else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') ) { - switch ( Random[Replacements](0,2) ) + if ( !Random[Replacements](0,3) ) { - case 0: - e.Replacement = 'FlameGun'; - break; - case 1: - e.Replacement = 'UFlakCannon'; - break; - case 2: - e.Replacement = 'Eightball'; - break; + if ( !Random[Replacements](0,2) ) e.Replacement = 'UFlamethrower'; + else e.Replacement = 'FlameGun'; } + else if ( Random[Replacements](0,1) ) e.Replacement = 'UFlakCannon'; + else e.Replacement = 'Eightball'; } else if ( (e.Replacee == 'PlasmaRifle') || (e.Replacee == 'SkullRod') ) { - switch ( Random[Replacements](0,2) ) - { - case 0: - e.Replacement = 'UFlamethrower'; - break; - case 1: - e.Replacement = 'URifle'; - break; - case 2: - e.Replacement = 'UBioRifle'; - break; - } + if ( !Random[Replacements](0,3) ) e.Replacement = 'Impaler'; + else if ( Random[Replacements](0,1) ) e.Replacement = 'URifle'; + else e.Replacement = 'UBioRifle'; } else if ( (e.Replacee == 'BFG9000') || (e.Replacee == 'Mace') ) { @@ -786,7 +796,8 @@ Class UnrealMainHandler : EventHandler } else if ( (e.Replacee == 'RocketAmmo') || (e.Replacee == 'PhoenixRodAmmo') || (e.Replacee == 'MaceAmmo') ) { - if ( Random[Replacements](0,1) ) + if ( !Random[Replacements](0,4) ) e.Replacement = 'FlameAmmo'; + else if ( Random[Replacements](0,1) ) { if ( !Random[Replacements](0,3) ) e.Replacement = 'UFlakBox'; else e.Replacement = 'UFlakAmmo'; @@ -799,17 +810,23 @@ Class UnrealMainHandler : EventHandler } else if ( (e.Replacee == 'RocketBox') || (e.Replacee == 'PhoenixRodHefty') || (e.Replacee == 'MaceHefty') ) { - if ( Random[Replacements](0,1) ) e.Replacement = 'UFlakBox'; + if ( !Random[Replacements](0,3) ) e.Replacement = 'FlameAmmo'; + else if ( Random[Replacements](0,1) ) e.Replacement = 'UFlakBox'; else e.Replacement = 'URocketAmmo'; } else if ( (e.Replacee == 'Cell') || (e.Replacee == 'SkullRodAmmo') ) { if ( !Random[Replacements](0,4) ) e.Replacement = 'BigAmmo2'; - else if ( Random[Replacements](0,1) ) + else if ( !Random[Replacements](0,3) ) { if ( !Random[Replacements](0,3) ) e.Replacement = 'ImpalerAmmo'; else e.Replacement = 'ImpalerAmmo2'; } + else if ( Random[Replacements](0,1) ) + { + if ( !Random[Replacements](0,3) ) e.Replacement = 'UBioAmmo'; + else e.Replacement = 'UBioAmmo2'; + } else { if ( !Random[Replacements](0,3) ) e.Replacement = 'URifleAmmo'; @@ -819,7 +836,8 @@ Class UnrealMainHandler : EventHandler else if ( (e.Replacee == 'CellPack') || (e.Replacee == 'SkullRodHefty') ) { if ( !Random[Replacements](0,4) ) e.Replacement = 'BigAmmo'; - else if ( Random[Replacements](0,1) ) e.Replacement = 'ImpalerAmmo'; + else if ( !Random[Replacements](0,3) ) e.Replacement = 'ImpalerAmmo'; + else if ( Random[Replacements](0,1) ) e.Replacement = 'UBioAmmo'; else e.Replacement = 'URifleAmmo'; } else if ( (e.Replacee == 'InvulnerabilitySphere') || (e.Replacee == 'ArtiInvulnerability') ) e.Replacement = 'PowerShield'; @@ -922,17 +940,25 @@ Class UnrealMainHandler : EventHandler override void PlayerEntered( PlayerEvent e ) { if ( flak_translocator ) - { players[e.playernumber].mo.TakeInventory("Translocator",1); + if ( sting_telegun ) players[e.playernumber].mo.GiveInventory("UTranslocator",1); + if ( sting_flares ) + { + players[e.playernumber].mo.GiveInventory("LightFlare",1); + players[e.playernumber].mo.GiveInventory("DarkFlare",1); } } override void PlayerRespawned( PlayerEvent e ) { if ( flak_translocator ) - { players[e.playernumber].mo.TakeInventory("Translocator",1); + if ( sting_telegun ) players[e.playernumber].mo.GiveInventory("UTranslocator",1); + if ( sting_flares ) + { + players[e.playernumber].mo.GiveInventory("LightFlare",1); + players[e.playernumber].mo.GiveInventory("DarkFlare",1); } } override void NetworkProcess( ConsoleEvent e ) @@ -944,6 +970,12 @@ Class UnrealMainHandler : EventHandler for ( int i=0; i OldArmorType[6]; String OldKeys[7]; HUDFont mOldDigits; + Font OldLargeFont, OldSmallFont; // Translations int RedIcon; + // Translator menu interaction + transient bool bTranslatorActive; + override void Init() { Super.Init(); @@ -51,14 +58,14 @@ Class UnrealHUD : BaseStatusBar GreenColor = "00 FF 00"; BlackColor = "00 00 00"; DrawColor = "FF FF FF"; - LargeFont = Font.FindFont('ULargeFont'); - LargeRedFont = Font.FindFont('ULargeRedFont'); - MedFont = Font.FindFont('UMedFont'); - WhiteFont = Font.FindFont('UWhiteFont'); - TinyFont = Font.FindFont('UTinyFont'); - TinyWhiteFont = Font.FindFont('UTinyWhiteFont'); - TinyRedFont = Font.FindFont('UTinyRedFont'); - mMapFont = HUDFont.Create(WhiteFont); + LargeFont = Font.GetFont('ULargeFont'); + LargeRedFont = Font.GetFont('ULargeRedFont'); + UBigFont = Font.GetFont('UBigFont'); + MedFont = Font.GetFont('UMedFont'); + WhiteFont = Font.GetFont('UWhiteFont'); + TinyFont = Font.GetFont('UTinyFont'); + TinyWhiteFont = Font.GetFont('UTinyWhiteFont'); + TinyRedFont = Font.GetFont('UTinyRedFont'); HalfHud = TexMan.CheckForTexture("HalfHud",TexMan.Type_Any); HudLine = TexMan.CheckForTexture("HudLine",TexMan.Type_Any); HudAmmo = TexMan.CheckForTexture("HudAmmo",TexMan.Type_Any); @@ -74,7 +81,10 @@ Class UnrealHUD : BaseStatusBar KeyIcons[4] = TexMan.CheckForTexture("I_SkullB",TexMan.Type_Any); KeyIcons[5] = TexMan.CheckForTexture("I_SkullY",TexMan.Type_Any); KeyIcons[6] = TexMan.CheckForTexture("I_KeyG",TexMan.Type_Any); - mOldDigits = HUDFont.Create(Font.FindFont('U083Digits'),26,Mono_CellLeft); + mOldDigits = HUDFont.Create(Font.GetFont('U083Digits'),26,Mono_CellLeft); + mMapFont = HUDFont.Create(WhiteFont); + OldLargeFont = Font.GetFont('UOldLargeFont'); + OldSmallFont = Font.GetFont('UOldSmallFont'); OldAmmo[0] = "Disp083"; OldAmmo[1] = "Clip083"; OldAmmo[2] = "Tary083"; @@ -137,8 +147,13 @@ Class UnrealHUD : BaseStatusBar Super.Draw(state,TicFrac); FracTic = TicFrac; HudMode = CVar.GetCVar('stinger_hudmode',players[consoleplayer]).GetInt(); - scalev.x = scalev.y = Max(0,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt()); - if ( scalev.x == 0 ) scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.)); + scalev.x = scalev.y = CVar.GetCVar('hud_scale',players[consoleplayer]).GetInt(); + if ( scalev.x == 0 ) scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.)); // the typical behavior is scaling to 640x400 but we're expecting 4:3 here + else if ( scalev.x < 0 ) + { + scalev.x = CleanXFac_1; + scalev.y = CleanYFac_1; + } ClipX = Screen.GetWidth()/scalev.x; ClipY = Screen.GetHeight()/scalev.y; CurX = 0; @@ -149,21 +164,22 @@ Class UnrealHUD : BaseStatusBar UnrealInventory(i).PreRender(lbottom); if ( CPlayer.ReadyWeapon is 'UTWeapon' ) UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom); - if ( state == HUD_StatusBar ) - { - BeginStatusBar(); - DrawUnrealBar(); - } - else if ( state == HUD_Fullscreen ) + if ( state == HUD_Fullscreen ) { BeginHUD(); DrawUnrealHUD(); } + else if ( state == HUD_StatusBar ) + { + BeginStatusBar(); + DrawUnrealBar(); + } for ( Inventory i=CPlayer.mo.inv; i; i=i.inv ) if ( i is 'UnrealInventory' ) UnrealInventory(i).PostRender(lbottom); if ( CPlayer.ReadyWeapon is 'UTWeapon' ) UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom); + DrawIdentifyInfo(state); DrawMessages(state); } @@ -360,11 +376,7 @@ Class UnrealHUD : BaseStatusBar } } // draw translator - if ( translator ) - { - if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY); - else bFlashTranslator = (translator.bNewMessage || translator.bNotNewMessage); - } + if ( translator ) bFlashTranslator = (translator.bNewMessage || translator.bNotNewMessage); // draw the inventory bar if ( (HUDMode == 5) || !SelectedItem ) return; Count++; @@ -375,7 +387,7 @@ Class UnrealHUD : BaseStatusBar DrawHudIcon(x,y,Prev,bRed); if ( Prev.MaxAmount > 1 ) DrawNumberOf(Prev,x,y); } - bRed = ((SelectedItem is 'UnrealInventory') && UnrealInventory(SelectedItem).bActive) || (SelectedItem is 'Powerup') || ((SelectedItem is 'UTranslator') && bFlashTranslator); + bRed = ((SelectedItem is 'UnrealInventory') && UnrealInventory(SelectedItem).bActive) || (SelectedItem is 'Powerup') || ((SelectedItem is 'UTranslator') && ((bTranslatorActive) || (bFlashTranslator && ((gametic%8)<4)))); if ( !Next && !Prev && !bDrawOne ) DrawHudIcon(x+64,y,SelectedItem,bRed); else DrawHudIcon(x+32,y,SelectedItem,bRed); CurX = x+32; @@ -485,7 +497,7 @@ Class UnrealHUD : BaseStatusBar Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(CPlayer.mo.Health/double(CPlayer.mo.SpawnHealth())),28.)); } - private void DrawIdentifyInfo() + private void DrawIdentifyInfo( int state ) { double lalpha = 2.0-((gametic+fractic)-lastseentic)/Thinker.TICRATE; if ( !lastseen || (lalpha <= 0) ) return; @@ -496,14 +508,15 @@ Class UnrealHUD : BaseStatusBar cl1 = String.Format("Dark%s",cl2); } String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName()); - CurX = (ClipX-WhiteFont.StringWidth(tname))/2; + let fnt = (state==HUD_Fullscreen)?WhiteFont:OldSmallFont; + CurX = (ClipX-fnt.StringWidth(tname))/2; CurY = ClipY-54; - Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); + Screen.DrawText(fnt,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) ) { - CurY += 1.2*WhiteFont.GetHeight(); + CurY += 1.2*fnt.GetHeight(); tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health); - Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); + Screen.DrawText(fnt,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.); } } @@ -530,9 +543,27 @@ Class UnrealHUD : BaseStatusBar private void DrawUnrealHUD() { - if ( HudMode == 5 ) + if ( HudMode >= 5 ) { - DrawInventory(ClipX-96,0); + // minimal hud + int ArmorAmount = 0; + for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv ) + { + if ( !(Inv is 'UTArmor') ) continue; + ArmorAmount += Inv.Amount; + } + int AmmoAmount1 = 0, AmmoAmount2 = 0; + Ammo amo1, amo2; + [amo1, amo2] = GetCurrentAmmo(); + if ( amo1 ) + { + AmmoAmount1 = amo1.Amount; + if ( amo2 ) AmmoAmount2 = amo2.Amount; + } + String str; + if ( amo1 && amo2 && (amo2 != amo1) ) str = String.Format(StringTable.Localize("$S_MINHUD2"),CPlayer.Health,(deathmatch||teamplay)?CPlayer.fragcount:CPlayer.killcount,AmmoAmount2,AmmoAmount1); + else str = String.Format(StringTable.Localize("$S_MINHUD"),CPlayer.Health,(deathmatch||teamplay)?CPlayer.fragcount:CPlayer.killcount,AmmoAmount1); + Screen.DrawText(OldSmallFont,Font.CR_WHITE,(Screen.GetWidth()-OldSmallFont.StringWidth(str)*CleanXFac_1)/2,CleanYFac_1,str,DTA_CleanNoMove_1,true); return; } if ( ClipX < 320 ) HudMode = 4; @@ -566,14 +597,32 @@ Class UnrealHUD : BaseStatusBar else if ( HudMode == 3 ) DrawKeys(deathmatch?32:0,ClipY-48,true); else if ( HudMode == 4 ) DrawKeys(deathmatch?32:0,ClipY-16,true); } - // Display Identification Info - DrawIdentifyInfo(); } private void DrawUnrealBar() { // 0.83 status bar, just for funsies DrawImage("Bar083",(0,336),DI_ITEM_OFFSETS); + // extra widescreen filler + bool first = true; + double base = -128; + double rx, dummy; + do + { + [rx, dummy, dummy] = StatusBarToRealCoords(base,0,HorizontalResolution); + DrawImage(first?"BarL083":"BarM083",(base,336),DI_ITEM_OFFSETS); + first = false; + base -= 128; + } while ( rx >= -128 ); + first = true; + base = 640; + do + { + [rx, dummy, dummy] = StatusBarToRealCoords(base,0,HorizontalResolution); + DrawImage(first?"BarR083":"BarM083",(base,336),DI_ITEM_OFFSETS); + first = false; + base += 128; + } while ( rx < Screen.GetWidth() ); static const float slotofs[] = {525, 84, 128, 173, 216, 259, 349, 392, 436, 481}; static const float keyofs[] = {187, 211, 235, 379, 403, 427}; for ( int i=0; i<10; i++ ) @@ -626,23 +675,13 @@ Class UnrealHUD : BaseStatusBar if ( HudMode > 5 ) return; // Draw frags in DM if ( deathmatch ) DrawFragCount(ClipX-32,0); - // Need to draw the inventory bar (and translator) + // Need to draw the inventory bar DrawInventory(ClipX-(deathmatch?128:96),0,false,true); - // Display Identification Info - DrawIdentifyInfo(); } override void Tick() { Super.Tick(); - // prune expired short messages - /*for ( int i=0; i<3; i++ ) - { - if ( (gametic-ShortMsgTic[i]) < 70 ) continue; - ShortMsg[i] = ShortMsg[i+1]; - ShortMsgTic[i] = ShortMsgTic[i+1]; - ShortMsgCol[i] = ShortMsgCol[i+1]; - }*/ CPlayer.inventorytics = 0; vtracer.ignore = CPlayer.mo; vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,(cos(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),sin(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),-sin(CPlayer.mo.pitch)),1000,0); @@ -651,16 +690,17 @@ Class UnrealHUD : BaseStatusBar lastseentic = gametic; } - // all of this requires features that are not available yet - /*override void NewGame() - { - PickupMsg = ""; - } - override void FlushNotify() { for ( int i=0; i<4; i++ ) + { ShortMsg[i] = ""; + ShortMsgTic[i] = int.min; + } + PickupMsg = ""; + PickupMsgTic = int.min; + MidPrintStr = ""; + MidPrintTic = int.min; } override bool ProcessNotify( EPrintLevel printlevel, String outline ) @@ -669,7 +709,7 @@ Class UnrealHUD : BaseStatusBar { // set pickup message PickupMsg = outline; - PickupMsgTic = gametic; + PickupMsgTic = gametic+50; return true; } else @@ -685,7 +725,26 @@ Class UnrealHUD : BaseStatusBar else if ( (printlevel == PRINT_CHAT) || (printlevel == PRINT_TEAMCHAT) ) ShortMsgCol[0] = Font.CR_GREEN; else ShortMsgCol[0] = Font.CR_WHITE; ShortMsg[0] = outline; - ShortMsgTic[0] = gametic; + ShortMsgTic[0] = gametic+70; + return true; + } + return false; + } + + override bool ProcessMidPrint( Font fnt, String msg, bool bold ) + { + if ( !fnt || (fnt == SmallFont) || (fnt == OriginalSmallFont) || (fnt == NewSmallFont) ) + { + MidPrintStr = msg; + MidPrintLarge = false; + MidPrintTic = gametic+70; + return true; + } + else if ( fnt == BigFont ) + { + MidPrintStr = msg; + MidPrintLarge = true; + MidPrintTic = gametic+70; return true; } return false; @@ -702,19 +761,24 @@ Class UnrealHUD : BaseStatusBar fullstr.Remove(7,1); Screen.DrawText(WhiteFont,Font.CR_GREEN,xpos,ypos,fullstr,DTA_CleanNoMove_1,true); return true; - }*/ + } private void DrawMessages( int state ) { - // TODO add map intro text like in Unreal - /*double malpha = 2.0-((gametic+fractic)-PickupMsgTic)/Thinker.TICRATE; int xpos, ypos; - if ( PickupMsg.Length() > 0 && (malpha > 0) ) + if ( (MidPrintStr.Length() > 0) && (MidPrintTic > gametic) ) + { + let mfnt = MidPrintLarge?UBigFont:WhiteFont; + xpos = (Screen.GetWidth()-mfnt.StringWidth(MidPrintStr)*CleanXFac_1)/2; + ypos = 96*CleanYFac_1; + Screen.DrawText(mfnt,Font.FindFontColor('UTHudText'),xpos,ypos,MidPrintStr,DTA_CleanNoMove_1,true,DTA_Alpha,clamp((MidPrintTic-gametic+fractic)*0.05,0,1),DTA_LegacyRenderStyle,STYLE_Add); + } + if ( PickupMsgTic > gametic ) { xpos = (Screen.GetWidth()-WhiteFont.StringWidth(PickupMsg)*CleanXFac_1)/2; if ( state == HUD_Statusbar ) ypos = GetTopOfStatusBar()-21*CleanYFac_1; else ypos = Screen.GetHeight()-41*CleanYFac_1; - Screen.DrawText(WhiteFont,Font.CR_WHITE,xpos,ypos,PickupMsg,DTA_CleanNoMove_1,true,DTA_Alpha,min(1.,malpha),DTA_LegacyRenderStyle,STYLE_Add); + Screen.DrawText(WhiteFont,Font.CR_WHITE,xpos,ypos,PickupMsg,DTA_CleanNoMove_1,true,DTA_Alpha,clamp((PickupMsgTic-gametic+fractic)*0.05,0,1),DTA_LegacyRenderStyle,STYLE_Add); } // draw messages xpos = 4*CleanXFac_1; @@ -722,21 +786,20 @@ Class UnrealHUD : BaseStatusBar if ( (state == HUD_Fullscreen) && (HudMode < 2) && DrawArmor(0,0,false,true) ) ypos += int(32*scalev.y); for ( int i=3; i>=0; i-- ) { - if ( (ShortMsg[i].Length() <= 0) || (gametic-ShortMsgTic[i] >= 70) ) continue; + if ( ShortMsgTic[i] < gametic ) continue; let lines = WhiteFont.BreakLines(ShortMsg[i],CleanWidth_1/2); for ( int j=0; j0)?txt:StringTable.Localize("$TR_NOMSG"); + tfnt = (!mfnt.CanPrint(ttxt))?NewSmallFont:mfnt; + lines = tfnt.BreakLines(ttxt,200); + th = tfnt.GetHeight(); + startline[0] = 0; + startline[1] = 0; + maxlines[0] = 88/th; + } + + override void Init( Menu parent ) + { + Super.Init(parent); + trns = UTranslator(players[consoleplayer].mo.FindInventory('UTranslator')); + mfnt = Font.GetFont('UMedFont'); + pfnt = Font.GetFont('UOldTinyFont'); + if ( !trns || !trns.Owner || (trns.Owner.Health <= 0) ) + { + // don't do anything, will get killed in the next tick + return; + } + MenuSound("menu/activate"); + thud = TexMan.CheckForTexture("TranHUD3",TexMan.Type_Any); + scroll[0] = TexMan.CheckForTexture("VSldT",TexMan.Type_Any); + scroll[1] = TexMan.CheckForTexture("VSldM",TexMan.Type_Any); + scroll[2] = TexMan.CheckForTexture("VSldB",TexMan.Type_Any); + scroll[3] = TexMan.CheckForTexture("VSldO",TexMan.Type_Any); + if ( StatusBar is 'UnrealHUD' ) + UnrealHUD(StatusBar).bTranslatorActive = true; + entry = 0; + SetText(StringTable.Localize(GetMessage(entry))); + } + + private String GetMessage( int idx = 0 ) + { + if ( idx == 0 ) return trns.NewMessage; + else return trns.OldMessages[trns.OldMessages.Size()-idx]; + } + + private String GetHint( int idx = 0 ) + { + if ( idx == 0 ) return trns.Hint; + else return trns.OldHints[trns.OldHints.Size()-idx]; + } + + override void Ticker() + { + menuactive = OnNoPause; // don't pause game while translator is active + if ( trns && trns.Owner && (trns.Owner.Health > 0) ) return; + if ( StatusBar is 'UnrealHUD' ) + UnrealHUD(StatusBar).bTranslatorActive = false; + Close(); + } + + override bool OnUIEvent( UIEvent ev ) + { + switch ( ev.type ) + { + case UIEvent.Type_WheelUp: + if ( startline[0] > 0 ) MenuSound("menu/cursor"); + startline[0] = max(0,startline[0]-3); + return true; + case UIEvent.Type_WheelDown: + if ( startline[0] < max(0,lines.Count()-maxlines[0]) ) MenuSound("menu/cursor"); + startline[0] = min(max(0,lines.Count()-maxlines[0]),startline[0]+3); + return true; + } + return Super.OnUIEvent(ev); + } + + override bool MenuEvent( int mkey, bool fromcontroller ) + { + switch( mkey ) + { + case MKEY_Enter: + case MKEY_Back: + if ( StatusBar is 'UnrealHUD' ) + UnrealHUD(StatusBar).bTranslatorActive = false; + MenuSound(GetCurrentMenu()?"menu/backup":"menu/clear"); + Close(); + return true; + case MKEY_Up: + if ( startline[0] > 0 ) MenuSound("menu/cursor"); + startline[0] = max(0,startline[0]-1); + return true; + case MKEY_Down: + if ( startline[0] < max(0,lines.Count()-maxlines[0]) ) MenuSound("menu/cursor"); + startline[0] = min(max(0,lines.Count()-maxlines[0]),startline[0]+1); + return true; + case MKEY_PageDown: + if ( trns && (GetHint(entry).length() > 0) ) + { + MenuSound("menu/cursor"); + bShowHint = true; + SetText(StringTable.Localize(GetHint(entry))); + } + return true; + case MKEY_PageUp: + if ( trns && bShowHint ) + { + MenuSound("menu/cursor"); + bShowHint = false; + SetText(StringTable.Localize(GetMessage(entry))); + } + return true; + case MKEY_Left: + if ( trns && (entry < trns.OldMessages.Size()) ) + { + MenuSound("menu/cursor"); + bShowHint = false; + entry++; + SetText(StringTable.Localize(GetMessage(entry))); + } + return true; + case MKEY_Right: + if ( trns && (entry > 0) ) + { + MenuSound("menu/cursor"); + bShowHint = false; + entry--; + SetText(StringTable.Localize(GetMessage(entry))); + } + return true; + } + return false; + } + + override void Drawer() + { + Super.Drawer(); + if ( trns && trns.Owner && (trns.Owner.Health > 0) ) return; + double ClipX, ClipY, CurX, CurY; + if ( StatusBar is 'UnrealHUD' ) + { + ClipX = UnrealHUD(StatusBar).ClipX; + ClipY = UnrealHUD(StatusBar).ClipY; + } + else + { + ClipX = CleanWidth_1; + ClipY = CleanHeight_1; + } + // The translator + CurX = ClipX/2-128; + CurY = ClipY/2-68; + Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + // The message text + CurX += 22; + CurY += 22; + int l = startline[0]; + for ( int i=0; i= lines.Count() ) break; + Screen.DrawText(tfnt,Font.CR_UNTRANSLATED,CurX,CurY,lines.StringAt(l),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + l++; + CurY += th; + } + // Scrollbar + CurX = ClipX/2+100; + if ( lines.Count() > maxlines[0] ) + { + CurY = ClipY/2-54; + Screen.DrawTexture(scroll[0],false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + CurY += 8; + for ( int i=0; i<10; i++ ) + { + Screen.DrawTexture(scroll[1],false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + CurY += 8; + } + Screen.DrawTexture(scroll[2],false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + CurY = (ClipY/2-46) + ((startline[0]*72)/max(1,lines.Count()-maxlines[0])); + Screen.DrawTexture(scroll[3],false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + } + if ( !bShowHint && (GetHint(entry).length() > 0) ) + { + CurY = ClipY/2+40; + Screen.DrawText(pfnt,Font.CR_GREEN,CurX,CurY,">>",DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,(gametic%16)/16.); + } + CurX = ClipX/2-106; + CurY = ClipY/2+40; + if ( bShowHint ) Screen.DrawText(pfnt,Font.CR_GREEN,CurX,CurY,"<<",DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,(gametic%16)/16.); + else if ( trns.OldMessages.Size() > 0 ) Screen.DrawText(pfnt,Font.CR_GREEN,CurX,CurY,String.Format("%s %d / %d %s",(entry0)?">":" "),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true); + } +} diff --git a/zscript/upowerups.zsc b/zscript/upowerups.zsc index be09eec..61c2715 100644 --- a/zscript/upowerups.zsc +++ b/zscript/upowerups.zsc @@ -1,18 +1,186 @@ Class UInvisibility : UnrealInventory { + Default + { + Tag "$T_INVISIBILITY"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + +INVENTORY.ALWAYSPICKUP; + Inventory.Icon "I_Invis"; + Inventory.PickupMessage "$I_INVISIBILITY"; + Inventory.RespawnTics 3500; + Inventory.MaxAmount 2; + UnrealInventory.Charge 100; + } + override bool Use( bool pickup ) + { + if ( pickup ) return false; + bActive = !bActive; + if ( bActive ) + { + Owner.A_PlaySound("uinvis/toggle",CHAN_ITEM); + Owner.GiveInventory("PowerUInvisibility",1); + } + else Owner.TakeInventory("PowerUInvisibility",1); + return false; + } + override void Tick() + { + Super.Tick(); + if ( !bActive ) return; + if ( special1 == -1 ) + { + Owner.TakeInventory("PowerUInvisibility",1); + special1 = 3; + } + else if ( special1 > 1 ) special1--; + else if ( special1 == 1 ) + { + Owner.GiveInventory("PowerUInvisibility",1); + special1 = 0; + } + if ( !(level.maptime%35) && DrainCharge(1) ) + { + if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_INVISIBILITY")); + Owner.TakeInventory("PowerUInvisibility",1); + DepleteOrDestroy(); + } + } + override void OnDrop( Actor dropper ) + { + Super.OnDrop(dropper); + dropper.TakeInventory("PowerUInvisibility",1); + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + tracer = Spawn("UInvisibilityX",pos); + tracer.angle = angle; + tracer.target = self; + } + States + { + Spawn: + INVS A -1; + Stop; + } +} + +Class UInvisibilityX : AsmdAmmoX +{ + States + { + Spawn: + INVS A -1 Bright; + Stop; + } } Class PowerUInvisibility : PowerInvisibility { + Default + { + Powerup.Duration 0x7FFFFFFD; + Powerup.Strength 90; + Powerup.Mode "Additive"; + } } Class Amplifier : UnrealInventory { - static Amplifier Active( Actor Owner ) + Default { + Tag "$T_AMPLIFIER"; + +COUNTITEM; + +INVENTORY.BIGPOWERUP; + +INVENTORY.ALWAYSPICKUP; + Inventory.Icon "I_Amp"; + Inventory.PickupMessage "$I_AMPLIFIER"; + Inventory.RespawnTics 3150; + Inventory.MaxAmount 2; + UnrealInventory.Charge 1000; + } + static double GetMult( Actor Owner, int val ) + { + if ( !Owner ) return 1.; let d = Amplifier(Owner.FindInventory("Amplifier")); - if ( d && d.bActive ) return d; - return null; + if ( !d || !d.bActive ) return 1.; + double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge)); + d.DrainCharge(val); + return Multiplier; + } + override bool Use( bool pickup ) + { + if ( pickup ) return false; + bActive = !bActive; + Owner.A_PlaySound("amplifier/set",CHAN_ITEM); + return false; + } + override void Tick() + { + Super.Tick(); + if ( bActive && !tracer ) + { + tracer = Spawn("AmpSound",Owner.pos); + tracer.target = Owner; + tracer.master = self; + } + else if ( !bActive && tracer ) tracer.Destroy(); + if ( !bActive ) return; + if ( (Charge <= 0) || (!(level.maptime%35) && DrainCharge(2)) ) + { + Owner.A_PlaySound("amplifier/set",CHAN_ITEM); + if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER")); + if ( tracer ) tracer.Destroy(); + DepleteOrDestroy(); + } + } + States + { + Spawn: + AMPP A -1; + Stop; + } +} + +Class AmpSound : Actor +{ + Default + { + +NOBLOCKMAP; + +NOGRAVITY; + } + override void Tick() + { + Super.Tick(); + if ( !target || !master ) + { + Destroy(); + return; + } + SetOrigin(target.pos,true); + if ( target.CheckLocalView() ) + { + A_SoundVolume(CHAN_VOICE,0.0); + A_SoundVolume(CHAN_7,1.0); + } + else + { + A_SoundVolume(CHAN_VOICE,0.25); + A_SoundVolume(CHAN_7,0.0); + } + } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + A_PlaySound("amplifier/act",CHAN_VOICE,0.25,true,1.5); + A_PlaySound("amplifier/act",CHAN_7,1.0,true,ATTN_NONE); + } + override void OnDestroy() + { + Super.OnDestroy(); + A_StopSound(CHAN_VOICE); + A_StopSound(CHAN_7); } } @@ -21,22 +189,29 @@ Class UJumpBoots : UnrealInventory override void PostBeginPlay() { Super.PostBeginPlay(); + if ( (level.maptime > 0) || !InStateSequence(CurState,FindState("Spawn")) ) return; // detect hurtfloors // can't detect terraindef-based damage // this is currently an engine limitation bool foundslime = false; bool foundlava = false; + bool foundswim = false; for ( int i=0; i