Additional model progress.
Bump required version to 4.2.0. Added Hexen style loading screen and other gameinfo stuff. Small changes to fullscreen HUD. Added 0.83 style status bar (incomplete). Added player models. Old file cleanup. Ran all models through texnumsq, for convenience (skin indices are all over the place on some models). PNG optimization pass.
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178 changed files with 1887 additions and 356 deletions
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@ -72,12 +72,20 @@ Class Stinger : UTWeapon
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Weapon.AmmoGive 40;
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UTWeapon.DropAmmo 20;
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}
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action void A_StingerFire()
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action void A_StingerFire( bool hold = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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if ( hold ) A_Overlay(PSP_FLASH,"MFlashHold");
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else
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{
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A_PlaySound("stinger/fire",CHAN_WEAPON);
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A_Overlay(PSP_FLASH,"MFlash");
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}
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
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UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
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A_AlertMonsters();
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@ -96,6 +104,10 @@ Class Stinger : UTWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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A_PlaySound("stinger/altfire",CHAN_WEAPON);
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A_Overlay(PSP_FLASH,"MFlash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
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UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5);
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A_AlertMonsters();
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@ -104,7 +116,6 @@ Class Stinger : UTWeapon
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
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[x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
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A_PlaySound("stinger/altfire",CHAN_WEAPON);
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Actor p;
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double a, s;
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Vector3 dir;
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@ -142,14 +153,7 @@ Class Stinger : UTWeapon
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}
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Wait;
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Fire:
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STNF A 2
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{
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A_PlaySound("stinger/fire",CHAN_WEAPON);
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A_StingerFire();
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A_Overlay(PSP_FLASH,"MFlash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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}
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STNF A 2 A_StingerFire();
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STNF BC 2;
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STNI A 3;
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STNI A 0 A_Refire(1);
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@ -158,23 +162,17 @@ Class Stinger : UTWeapon
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Hold:
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STNH A 1
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{
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A_StingerFire();
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A_Overlay(PSP_FLASH,"MFlashHold");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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// need to make sure player does the repeat fire anim
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if ( self is 'UPlayer' )
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UPlayer(self).PlayAttacking();
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A_StingerFire(true);
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}
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STNH BCDEFG 1;
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STNH A 0 A_Refire();
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STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON);
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Goto Idle;
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AltFire:
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STNF A 2
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{
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A_StingerAltFire();
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A_Overlay(PSP_FLASH,"MFlash");
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A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
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A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
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}
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STNF A 2 A_StingerAltFire();
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STNF BC 2;
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STNI A 35; // yes, 1 second cooldown
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Goto Idle;
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