1.0.1 Release:
- Greatly improved responsiveness of Eightball. - Increase Betamag melee damage (15 → 25). - Reduce Demolisher visual sway. - Increase Razorclaw primary damage (6 → 10) and decrease interval (5 → 4). - Add random chance of forcing pain to each hit of Razorclaw primary (1/6 for bosses, 1/4 for normal enemies), making it a more viable melee weapon. - Razorclaw now propels you when fully submerged. - Fix Flame Gun not checking for the correct minimum ammo for secondary fire. - Replacements respect IsFinal. - HUD will display BasicArmor if available, for compatibility. - Fix alignment for non-standard item/ammo icons. - Fix Teleport Capsules having a choppy twiddle animation.
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28d0912eda
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10 changed files with 111 additions and 26 deletions
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@ -228,7 +228,7 @@ Class UnrealHUD : BaseStatusBar
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Vector2 scl = TexMan.GetScaledSize(i.Icon);
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double mscl = 32./max(scl.x,scl.y);
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double dw = (ClipX/mscl), dh = (ClipY/mscl);
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double dx = CurX/mscl, dy = CurY/mscl;
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double dx = (CurX+(32-scl.x*mscl)/2)/mscl, dy = (CurY+(32-scl.y*mscl)/2)/mscl;
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if ( bRed )
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{
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Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
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@ -429,14 +429,40 @@ Class UnrealHUD : BaseStatusBar
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BestArmor = Inv;
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}
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}
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if ( bDrawOne && BestArmor )
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let ba = CPlayer.mo.FindInventory("BasicArmor");
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if ( ba && (ba.Amount > 0) )
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{
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hasdrawn = true;
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if ( !bCheckOnly ) DrawHudIcon(CurX,Y,BestArmor,false);
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CurX += 32;
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CurY += HudMode?29:27;
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if ( !bCheckOnly ) DrawIconValue(BestArmor.Amount);
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CurY -= HudMode?29:27;
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ArmorAmount += ba.Amount;
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if ( !bDrawOne )
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{
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hasdrawn = true;
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if ( !bCheckOnly ) DrawHudIcon(CurX,y,ba,false);
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CurX += 32;
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CurY += HudMode?29:27;
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if ( !bCheckOnly ) DrawIconValue(ba.Amount);
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CurY -= HudMode?29:27;
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}
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}
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if ( bDrawOne )
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{
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if ( BestArmor )
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{
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hasdrawn = true;
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if ( !bCheckOnly ) DrawHudIcon(CurX,Y,BestArmor,false);
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CurX += 32;
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CurY += HudMode?29:27;
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if ( !bCheckOnly ) DrawIconValue(BestArmor.Amount);
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CurY -= HudMode?29:27;
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}
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else if ( ba && (ba.Amount > 0) )
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{
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hasdrawn = true;
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if ( !bCheckOnly ) DrawHudIcon(CurX,Y,ba,false);
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CurX += 32;
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CurY += HudMode?29:27;
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if ( !bCheckOnly ) DrawIconValue(ba.Amount);
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CurY -= HudMode?29:27;
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}
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}
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if ( (ArmorAmount > 0) && !HudMode )
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{
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@ -479,7 +505,7 @@ Class UnrealHUD : BaseStatusBar
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Vector2 scl = TexMan.GetScaledSize(icon);
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double mscl = 32./max(scl.x,scl.y);
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double dw = (ClipX/mscl), dh = (ClipY/mscl);
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double dx = CurX/mscl, dy = CurY/mscl;
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double dx = (CurX+(32-scl.x*mscl)/2)/mscl, dy = (CurY+(32-scl.y*mscl)/2)/mscl;
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Screen.DrawTexture(icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
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CurX += 32;
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CurY += 29;
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@ -683,18 +709,25 @@ Class UnrealHUD : BaseStatusBar
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BestArmor = Inv;
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}
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}
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let ba = CPlayer.mo.FindInventory("BasicArmor");
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if ( ba ) ArmorAmount += ba.amount;
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bool drawnarmor = false;
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for ( int i=0; i<6; i++ )
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{
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if ( !(BestArmor is OldArmorType[i]) ) continue;
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DrawImage(OldArmor[i],(4,340),DI_ITEM_OFFSETS);
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drawnarmor = true;
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break;
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}
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if ( !drawnarmor && ba && (ba.Amount > 0) )
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DrawInventoryIcon(ba,(40,366),DI_ITEM_CENTER,1.,(-1,-1),(2.,2.));
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if ( ArmorAmount ) DrawString(mOldDigits,FormatNumber(ArmorAmount,3),(167,366),DI_TEXT_ALIGN_RIGHT);
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Inventory Ammo1, Ammo2;
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[Ammo1, Ammo2] = GetCurrentAmmo();
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if ( Ammo1 )
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{
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if ( Ammo1.Amount ) DrawString(mOldDigits,FormatNumber(Ammo1.Amount,3),(549,366),DI_TEXT_ALIGN_RIGHT);
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bool drawn = false;
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for ( int i=0; i<19; i++ )
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{
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// match by ammo
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@ -702,8 +735,11 @@ Class UnrealHUD : BaseStatusBar
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// match by weapon
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if ( (OldAmmoType[i] is 'Weapon') && !(CPlayer.ReadyWeapon is OldAmmoType[i]) ) continue;
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DrawImage(OldAmmo[i],(560,336),DI_ITEM_OFFSETS);
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drawn = true;
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break;
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}
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if ( !drawn )
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DrawInventoryIcon(Ammo1,(600,366),DI_ITEM_CENTER,1.,(-1,-1),(2.,2.));
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}
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int sec = -1, sec2 = -1;
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if ( CPlayer.ReadyWeapon && (CPlayer.ReadyWeapon is 'UnrealWeapon') )
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