1.0 release:
- Swap around some assets and code with Doom Tournament. - Searchlight moved to here. - Computer map and Armor bonus moved to DT. - Armor absorption priority code moved to DT. - Added Unreal crosshairs. - Fix incorrect Autocannon flash color. - Ported over Translocator ally telefrag prevention. - Fixed razor blades emitting no effects when hitting a non-bleeding enemy. - Misc. cleanup.
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d784eb7a04
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28d0912eda
57 changed files with 49 additions and 109 deletions
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@ -169,7 +169,7 @@ Class SMiniGun : UnrealWeapon
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,0,0,255),1);
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UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
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A_QuakeEx(2,2,2,bAlt?5:3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
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A_AlertMonsters();
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@ -164,6 +164,8 @@ Class RazorBlade : Actor
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}
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Goto Spawn;
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Death:
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TNT1 A 0 A_RazorHit();
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XDeath:
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TNT1 A 1 A_StopSound(CHAN_VOICE);
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Stop;
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}
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@ -1,31 +1,8 @@
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Class UnrealArmor : UTArmor
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{
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int priority;
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Property AbsorptionPriority : priority;
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Default
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{
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-INVENTORY.ALWAYSPICKUP;
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UnrealArmor.AbsorptionPriority 0;
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}
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override void AttachToOwner( Actor other )
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{
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Super.AttachToOwner(other);
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// find last armor that's better than us
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Inventory found = null;
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for ( Inventory i=other.Inv; i; i=i.Inv )
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{
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if ( !(i is 'UnrealArmor') || (i == self) || (UnrealArmor(i).priority < priority) ) continue;
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found = i;
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}
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if ( !found ) return;
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// place ourselves right after it
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Inventory saved = found.Inv;
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found.Inv = self;
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other.Inv = Inv;
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Inv = saved;
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}
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}
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@ -38,7 +15,7 @@ Class UArmor : UnrealArmor
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Inventory.MaxAmount 100;
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Inventory.InterHubAmount 100;
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UTArmor.ArmorAbsorption 90;
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UnrealArmor.AbsorptionPriority 7;
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UTArmor.AbsorptionPriority 7;
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Inventory.PickupMessage "$I_UARMOR";
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Inventory.PickupSound "misc/u1armor";
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Inventory.Icon "I_Armor";
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@ -60,7 +37,7 @@ Class AsbestosSuit : UnrealArmor
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Inventory.MaxAmount 50;
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Inventory.InterHubAmount 50;
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UTArmor.ArmorAbsorption 50;
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UnrealArmor.AbsorptionPriority 6;
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UTArmor.AbsorptionPriority 6;
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Inventory.PickupMessage "$I_ASBSUIT";
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Inventory.PickupSound "misc/suit";
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Inventory.Icon "I_Suit";
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@ -97,7 +74,7 @@ Class ToxinSuit : UnrealArmor
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Inventory.MaxAmount 50;
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Inventory.InterHubAmount 50;
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UTArmor.ArmorAbsorption 50;
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UnrealArmor.AbsorptionPriority 6;
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UTArmor.AbsorptionPriority 6;
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Inventory.PickupMessage "$I_TOXSUIT";
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Inventory.PickupSound "misc/suit";
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Inventory.Icon "I_TSuit";
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@ -134,7 +111,7 @@ Class KevlarSuit : UnrealArmor
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Inventory.MaxAmount 100;
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Inventory.InterHubAmount 100;
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UTArmor.ArmorAbsorption 80;
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UnrealArmor.AbsorptionPriority 6;
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UTArmor.AbsorptionPriority 6;
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Inventory.PickupMessage "$I_KEVSUIT";
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Inventory.PickupSound "misc/suit";
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Inventory.Icon "I_Kevlar";
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@ -184,7 +161,7 @@ Class ShieldBelt : UnrealArmor
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Inventory.MaxAmount 100;
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Inventory.InterHubAmount 100;
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UTArmor.ArmorAbsorption 100;
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UnrealArmor.AbsorptionPriority 10;
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UTArmor.AbsorptionPriority 10;
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Inventory.PickupMessage "$I_SHIELDBELT";
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Inventory.PickupSound "belt/pickup";
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Inventory.RespawnTics 2100;
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@ -256,7 +233,7 @@ Class PowerShield : UnrealArmor
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Inventory.MaxAmount 200;
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Inventory.InterHubAmount 200;
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UTArmor.ArmorAbsorption 100;
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UnrealArmor.AbsorptionPriority 11; // wow dude
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UTArmor.AbsorptionPriority 11; // wow dude
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Inventory.PickupMessage "$I_POWERSHIELD";
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Inventory.PickupSound "sbelt/pickup";
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Inventory.RespawnTics 3500;
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@ -327,7 +304,7 @@ Class UArmorBonus : UArmor
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Inventory.MaxAmount 200;
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Inventory.InterHubAmount 200;
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UTArmor.ArmorAbsorption 25;
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UnrealArmor.AbsorptionPriority 1;
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UTArmor.AbsorptionPriority 1;
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Inventory.PickupMessage "$I_ARMORBONUS";
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Inventory.PickupSound "misc/u1armor";
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Inventory.Icon "I_Bonus";
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@ -347,7 +347,7 @@ Class UAllMap : MapRevealer
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States
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{
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Spawn:
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MDET ABCDCB 6;
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TRNS ABCDCB 6;
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Loop;
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}
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}
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@ -202,6 +202,15 @@ Class UTranslocator : UnrealWeapon
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invoker.FireEffect();
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// squeeze down new z if ceiling is in the way
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if ( (newpos.z+height > moduleceilingz) ) newpos.z = max(modulefloorz,moduleceilingz-height);
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// temporarily disable telefragging for all allies
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bool oldnotele[MAXPLAYERS];
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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oldnotele[i] = players[i].mo.bNOTELEFRAG;
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if ( !IsFriend(players[i].mo) ) continue;
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players[i].mo.bNOTELEFRAG = true;
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}
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if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
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{
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A_PlaySound("flak/click",CHAN_WEAPON);
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@ -210,6 +219,11 @@ Class UTranslocator : UnrealWeapon
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player.fov = min(175,player.desiredfov+60);
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}
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else A_PlaySound("transloc/return",CHAN_WEAPON);
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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players[i].mo.bNOTELEFRAG = oldnotele[i];
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}
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if ( bBroken )
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{
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UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
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