Overhaul to how reloading works, not much else has happened.

Addition to HUD for showing clip counts (kinda cheap-looking, but still better than what Oldskool did).
Charge for some weapons and loaded rockets for eightball also use the clipcount display, like in Doom Tournament.
Small fixups for dual wielding logic.
This commit is contained in:
Marisa the Magician 2019-09-17 02:47:13 +02:00
commit 225ffcc1e9
28 changed files with 307 additions and 123 deletions

View file

@ -29,6 +29,11 @@ Class Automag : UnrealWeapon
property ClipCount : ClipCount;
property SlaveClipCount : SlaveClipCount;
override int, int, bool, bool GetClipAmount()
{
if ( Amount > 1 ) return ClipCount, SlaveClipCount, (ClipCount<5), (SlaveClipCount<5);
return ClipCount, -1, (ClipCount<5), false;
}
override bool HandlePickup( Inventory item )
{
if ( sting_automags && (item.GetClass() == GetClass()) )
@ -72,7 +77,7 @@ Class Automag : UnrealWeapon
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) )
if ( invoker.slaveclipcount <= 0 )
{
invoker.slaverefire = 0;
return;
@ -81,25 +86,21 @@ Class Automag : UnrealWeapon
if ( (player.cmd.buttons&BT_ATTACK) && !invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.PrimaryFire,true) )
if ( invoker.slaveclipcount > 0 )
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) )
if ( invoker.slaveclipcount > 0 )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftAltHold"));
}
else
{
invoker.slaverefire = 0;
player.ReadyWeapon.CheckAmmo(invoker.slavealtfire?Weapon.AltFire:Weapon.PrimaryFire,true);
}
else invoker.slaverefire = 0;
}
else
{
if ( invoker.clipcount < 5 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35);
if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
if ( invoker.clipcount <= 0 )
{
A_ClearRefire();
return;
@ -113,9 +114,11 @@ Class Automag : UnrealWeapon
if ( !weap || !player ) return;
if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire )
{
if ( (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
if ( invoker.slaveclipcount <= 0 )
{
player.setpsprite(2,ResolveState("LeftReload"));
let psp = player.FindPSprite(PSP_WEAPON);
if ( (weap.Ammo1.Amount > 0) && !psp.CurState.InStateSequence(ResolveState("Reload")) )
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
@ -124,9 +127,11 @@ Class Automag : UnrealWeapon
}
else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire )
{
if ( (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
if ( invoker.slaveclipcount <= 0 )
{
player.setpsprite(2,ResolveState("LeftReload"));
let psp = player.FindPSprite(PSP_WEAPON);
if ( (weap.Ammo1.Amount > 0) && !psp.CurState.InStateSequence(ResolveState("Reload")) )
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
@ -138,10 +143,16 @@ Class Automag : UnrealWeapon
{
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--;
if ( slave )
{
if ( invoker.slaveclipcount <= 0 ) return;
invoker.slaveclipcount--;
}
else
{
if ( invoker.clipcount <= 0 ) return;
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);
@ -263,6 +274,11 @@ Class Automag : UnrealWeapon
}
Amount = 1;
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( (ClipCount > 0) || ((Amount>1) && (SlaveClipCount > 0)) ) return true;
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
Default
{
Tag "$T_AUTOMAG";
@ -329,8 +345,9 @@ Class Automag : UnrealWeapon
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);
A_CheckReload();
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else if ( ((invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM);
else A_WeaponReady(WRF_ALLOWZOOM);
if ( !invoker.slaveactive && (CountInv("Automag") > 1) ) A_Overlay(2,"LeftReady");
}
@ -341,11 +358,11 @@ Class Automag : UnrealWeapon
if ( health <= 0 )
{
invoker.slaveactive = false;
A_Overlay(2,"LeftDeselect");
player.SetPSprite(2,ResolveState("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 if ( invoker.slavereload ) player.SetPSprite(2,ResolveState("LeftReload"));
else if ( invoker.slavedown ) player.SetPSprite(2,ResolveState("LeftDeselect"));
else if ( invoker.slavespin ) player.SetPSprite(2,ResolveState("LeftZoom"));
else A_LeftWeaponReady();
}
Wait;
@ -457,41 +474,57 @@ Class Automag : UnrealWeapon
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");
if ( invoker.clipcount>=min(invoker.default.clipcount,invoker.Ammo1.Amount) )
{
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
return ResolveState("Idle");
}
return ResolveState(null);
}
AUTR A 0
{
invoker.clipcount = Min(20,invoker.Ammo1.Amount);
invoker.special1 = min(invoker.default.clipcount,invoker.Ammo1.Amount)-invoker.clipcount;
invoker.clipcount = -1;
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
{
invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount);
invoker.Ammo1.Amount -= invoker.special1;
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = (invoker.slaveactive&&(invoker.slaveclipcount < min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
}
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;
if ( invoker.slaveclipcount>=min(invoker.default.slaveclipcount,invoker.Ammo1.Amount) )
{
invoker.slavereload = 0;
return ResolveState("LeftIdle");
}
invoker.special2 = min(invoker.default.slaveclipcount,invoker.Ammo1.Amount)-invoker.slaveclipcount;
invoker.slaveclipcount = -1;
A_Overlay(-9998,null);
A_PlaySound("automag/click",CHAN_6,!Dampener.Active(self)?1.:.1);
return ResolveState(null);
}
2UTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
2UTD ABCD 1;
2UTD E 30
{
invoker.slaveclipcount = Min(invoker.default.slaveclipcount,invoker.Ammo1.Amount);
invoker.Ammo1.Amount -= invoker.special2;
A_PlaySound("automag/reload",CHAN_6,!Dampener.Active(self)?1.:.1);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
invoker.slavereload = false;
}
2UTS A 0 A_PlaySound("automag/select",CHAN_6,!Dampener.Active(self)?1.:.1);
Goto LeftReady;
@ -530,11 +563,17 @@ Class Automag : UnrealWeapon
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 A 0
{
A_Overlay(-9999,null);
invoker.slavedown = true;
}
AUTD ABCD 1;
AUTD E 1 A_Lower(int.max);
AUTD E 1
{
if ( !player.FindPSprite(2) )
A_Lower(int.max);
}
Wait;
LeftDeselect:
2UTD A 0