1.1 release:

- Hexen compatibility (Combiner Patch will be updated soon).
 - Environment Map shader fixes from Doom Tournament.
 - Buffed Stunner so it's actually useful. This goes against what the Unreal
   Bible indicated but whatever, the weapon would be useless otherwise.
 - "Superweapons" now have +ALWAYSPICKUP for consistency.
 - Sneaky Strife stuff:
   - Dispersion Pistol and Stunner have reduced alert radius.
   - Rename Peacemaker sprites to avoid conflict with peasant sprites.
This commit is contained in:
Marisa the Magician 2019-12-15 14:39:11 +01:00
commit 1207748311
16 changed files with 339 additions and 281 deletions

View file

@ -157,7 +157,7 @@ Class PeaceRocket : Actor
States
{
Spawn:
PEAR A 1
PEMR A 1
{
roll += 5.;
A_SeekTargets();
@ -340,10 +340,10 @@ Class PeaceBarrel : Actor
States
{
Spawn:
PEAM A -1;
PEMM A -1;
Stop;
Bounce:
PEAM A 0
PEMM A 0
{
if ( BlockingFloor ) A_AlignSelf();
else pitch = roll = 0;
@ -351,59 +351,59 @@ Class PeaceBarrel : Actor
}
Goto Spawn;
Death:
PEAM A 1 A_CheckFloor(1);
PEMM A 1 A_CheckFloor(1);
Wait;
PEAM A 4 A_AlignSelf();
PEAM A 35
PEMM A 4 A_AlignSelf();
PEMM A 35
{
A_PlaySound((special1<=0)?"eightball/seeklost":"eightball/seeklock",CHAN_AUTO);
A_AlertMonsters();
return A_JumpIf(--special1<0,1);
}
Wait;
PEAM A 0 A_JumpIf(bAMBUSH,"Detonate");
PEAM A 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEAM B 3;
PEAM C 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEAM D 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEAM E 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEAM F 3
PEMM A 0 A_JumpIf(bAMBUSH,"Detonate");
PEMM A 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM B 3;
PEMM C 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM D 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM E 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM F 3
{
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
}
PEAM G 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEAM H 3
PEMM G 3 A_PlaySound("peace/open",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
PEMM H 3
{
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
}
PEAM I 3;
PEAM J 3
PEMM I 3;
PEMM J 3
{
A_PlaySound("transloc/bounce",CHAN_AUTO,.8,pitch:FRandom[Peace](0.8,1.2));
A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
}
PEAM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEAM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
PEAM M 3;
PEAM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEAM OPQ 3;
PEAM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEAM STU 3;
PEAM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEAM XYZ[\] 3;
PEAM ] 35;
PEAM ] 0 A_FireRocket(0);
PEAL A 20;
PEAL A 0 A_FireRocket(1);
PEAL B 20;
PEAL B 0 A_FireRocket(2);
PEAL C 20;
PEAL C 0 A_FireRocket(3);
PEAL D 20;
PEMM K 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM L 3 A_PlaySound("transloc/bounce",CHAN_AUTO,.5,pitch:FRandom[Peace](0.8,1.2));
PEMM M 3;
PEMM N 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM OPQ 3;
PEMM R 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM STU 3;
PEMM V 3 A_PlaySound("eightball/rotate",CHAN_AUTO,.1);
PEMM XYZ[\] 3;
PEMM ] 35;
PEMM ] 0 A_FireRocket(0);
PEML A 20;
PEML A 0 A_FireRocket(1);
PEML B 20;
PEML B 0 A_FireRocket(2);
PEML C 20;
PEML C 0 A_FireRocket(3);
PEML D 20;
Detonate:
PEAM A 20;
PEMM A 20;
BlowUp:
TNT1 A 0 A_BlowUp();
SSMX ABCDEFGHIJ 2 Bright;
@ -492,19 +492,19 @@ Class Peacemaker : UnrealWeapon
States
{
Spawn:
PEAP A -1;
PEMP A -1;
Stop;
PEAP B -1;
PEMP B -1;
Stop;
Select:
PEAS A 1 A_Raise(int.max);
PEMS A 1 A_Raise(int.max);
Wait;
Ready:
PEAS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
PEAS K 0 A_PlaySound("peace/up",CHAN_ITEM,.4);
PEAS KLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE);
PEMS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
PEMS K 0 A_PlaySound("peace/up",CHAN_ITEM,.4);
PEMS KLMNOPQRST 2 A_WeaponReady(WRF_NOFIRE);
Idle:
PEAI A 1
PEMI A 1
{
A_CheckReload();
A_WeaponReady();
@ -522,45 +522,45 @@ Class Peacemaker : UnrealWeapon
}
Wait;
Fire:
PEAC A 1 A_StartCount();
PEAC # 1 A_CountUp(1);
PEMC A 1 A_StartCount();
PEMC # 1 A_CountUp(1);
Wait;
PEAF ABCD 2;
PEAF E 0
PEMF ABCD 2;
PEMF E 0
{
A_PlaySound("peace/down",CHAN_ITEM,.4);
UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
}
PEAF EFG 2;
PEAF H 0
PEMF EFG 2;
PEMF H 0
{
UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5);
}
PEAF HI 2; // hello
PEAF I -1 A_PeacemakerThrow();
PEMF HI 2; // hello
PEMF I -1 A_PeacemakerThrow();
Stop;
AltFire:
PEAC A 1 A_StartCount();
PEAC # 1 A_CountUp(1);
PEMC A 1 A_StartCount();
PEMC # 1 A_CountUp(1);
Wait;
PEAF ABCD 2;
PEAF E 0
PEMF ABCD 2;
PEMF E 0
{
A_PlaySound("peace/down",CHAN_ITEM,.4);
UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8);
}
PEAF EFG 2;
PEAF H 0
PEMF EFG 2;
PEMF H 0
{
UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5);
}
PEAF HI 2; // howdy
PEAF I -1 A_PeacemakerThrow(true);
PEMF HI 2; // howdy
PEMF I -1 A_PeacemakerThrow(true);
Stop;
Deselect:
PEAD A 0 A_JumpIfNoAmmo("EmptyDeselect");
PEAD ABCDEFGHI 1;
PEAD J 1 A_Lower(int.max);
PEMD A 0 A_JumpIfNoAmmo("EmptyDeselect");
PEMD ABCDEFGHI 1;
PEMD J 1 A_Lower(int.max);
EmptyDeselect:
TNT1 A 1 A_Lower(int.max);
Wait;