Razorjack implemented, along with a couple extra features.

Adjust SCUBA Gear autouse behaviour so it works properly with manual use.
Add 3D floor handling code on various things.
Increased size of Eightball explosions to match original game.
Fix invisibility playing no sound when activated.
This commit is contained in:
Marisa the Magician 2019-09-11 19:35:16 +02:00
commit 3e169dfde6
16 changed files with 538 additions and 33 deletions

View file

@ -3,7 +3,7 @@
The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
(including dummied out stuff and others).
This mod requires GZDoom g4.3pre-64-g37fa2e1b6 or later, and runs on top of
This mod requires GZDoom g4.3pre-79-gbcef44051 or later, and runs on top of
Doom Tournament (currently the devel branch is required).
## Currently Implemented
@ -19,6 +19,9 @@ Doom Tournament (currently the devel branch is required).
- Single rocket mode for Eightball
- "Hold up to 2 seconds" feature from Unreal Bible
- Flak Cannon (slot 6) (replaces rocket launcher)
- Razorjack (slot 7) (replaces chaingun)
- Razorjack hold fire to increase blade speed (from Unreal Bible)
- Make Razorjack altfire actually seek where player is aiming (toggleable)
- SMP 7243 (slot 0) (replaces bfg9000)
- Backpack (replaces backpack, identical to Doom Tournament version)
- Unreal 1 HUD
@ -52,7 +55,6 @@ Doom Tournament (currently the devel branch is required).
## In progress
- Razorjack (slot 7) (replaces chaingun)
- GES Bio Rifle (slot 8) (replaces plasma rifle)
- Rifle (slot 9) (replaces plasma rifle)
- Minigun (slot 0) (replaces chaingun)
@ -60,13 +62,11 @@ Doom Tournament (currently the devel branch is required).
## Planned
- Unreal Bible & prototype build behaviour restoration
- Razorjack hold fire to increase blade speed
- Rifle restored rapid fire
- Rifle restored flashlight
- Biorifle "Hold up to 2 seconds" feature from Unreal Bible
- QOL improvements
- Make Razorjack altfire actually seek where player is aiming
- Biorifle splashes like UT (toggleable)
- Stunner (slot 4) (replaces chainsaw)

View file

@ -37,7 +37,7 @@ server bool sting_riflel = false; // old rifle flashlight
// you know... a scope
server bool sting_razor = false; // razorjack blade charging
// hold primary fire to increase the
// spin up to 3x
// spin up to 3 levels
server bool sting_flamet = false; // use flamethrower model based on old
// design and texture rather than the
// modern redesign
@ -84,3 +84,6 @@ server bool sting_ehold = false; // eightball can be held fully loaded
// for up to 2 seconds
server bool sting_bhold = false; // biorifle can be held fully loaded
// for up to 2 seconds
server bool sting_razoraim = false; // razorjack alt follows aim instead of
// being steered by player rotation
server bool sting_biosplash = false; // biorifle alt splashes like in ut

View file

@ -235,6 +235,8 @@ STING_MSENTRY = "Enable new Minigun Sentry";
STING_DUBIOUS = "Enable Demolisher, Razorclaw and Autocannon";
STING_QOPTS = "Convenience features";
STING_AUTOSCUBA = "Automatic SCUBA Gear toggling";
STING_RAZORAIM = "Razorjack altfire follows the crosshair";
STING_BIOSPLASH = "Biorifle altfire splashes like in UT";
STING_MCREDS = "Unreal Credits";
STING_CDR = "Doomreal";
STING_CLEAD = "Development Lead:";
@ -463,6 +465,8 @@ STING_MSENTRY = "Habilitar nueva Torreta";
STING_DUBIOUS = "Habilitar Demoledor, Garra y Autocañón";
STING_QOPTS = "Características de comodidad";
STING_AUTOSCUBA = "Uso automático de Kit de Buceo";
STING_RAZORAIM = "El fuego alt. del Razorjack sigue el punto de mira";
STING_BIOSPLASH = "El fuego alt. del Biorifle salpica como en UT";
STING_MCREDS = "Créditos de Unreal";
STING_CDR = "Doomreal";
STING_CLEAD = "Desarrolladora Jefe:";

View file

@ -49,6 +49,8 @@ OptionMenu "UnrealOptionMenu"
StaticText " "
StaticText "$STING_QOPTS", "Gold"
Option "$STING_AUTOSCUBA", "sting_autoscuba", "YesNo"
Option "$STING_RAZORAIM", "sting_razoraim", "YesNo"
Option "$STING_BIOSPLASH", "sting_biosplash", "YesNo"
}
AddOptionMenu "OptionsMenu"

View file

@ -3,13 +3,48 @@ Model "RazorAmmo"
Path "models"
Model 0 "RazorAmmoMesh_d.3d"
Skin 0 "JPickup21.png"
ZOffset 8
ZOffset 5
Scale 0.1 0.1 0.12
FrameIndex BHOP A 0 0
FrameIndex BHOP B 0 1
}
Model "RazorBlade"
{
Path "models"
Model 0 "razorb_d.3d"
SurfaceSkin 0 1 "JRazor1.png"
USEACTORPITCH
USEACTORROLL
ROTATING
AngleOffset 90
Scale 0.08 0.08 0.096
Rotation-Speed 15
FrameIndex RAZB A 0 0
Rotation-Speed 25
FrameIndex RAZB B 0 0
Rotation-Speed 35
FrameIndex RAZB C 0 0
Rotation-Speed 45
FrameIndex RAZB D 0 0
}
Model "RazorBladeTrail"
{
Path "models"
Model 0 "razorb_d.3d"
SurfaceSkin 0 0 "FireEffect54.png"
DONTCULLBACKFACES
USEACTORPITCH
USEACTORROLL
AngleOffset 90
Scale 0.08 0.08 0.096
FrameIndex RAZB A 0 0
}
Model "Razorjack"
{
Path "models"
@ -26,3 +61,124 @@ Model "Razorjack"
ROTATING
FrameIndex RZRP A 1 0
}
Model "Razorjack"
{
Path "models"
Model 0 "Razor_d.3d"
Skin 0 "JRazor1.png"
Scale 0.1 -0.1 0.1
//Offset 0 -18.7 -8
Offset 0 -10 -4.5
AngleOffset -90
RollOffset -11.25
// Select
FrameIndex RZRS A 0 0
FrameIndex RZRS B 0 1
FrameIndex RZRS C 0 2
FrameIndex RZRS D 0 3
FrameIndex RZRS E 0 4
FrameIndex RZRS F 0 5
FrameIndex RZRS G 0 6
FrameIndex RZRS H 0 7
FrameIndex RZRS I 0 8
FrameIndex RZRS J 0 9
FrameIndex RZRS K 0 10
FrameIndex RZRS L 0 11
FrameIndex RZRS M 0 12
FrameIndex RZRS N 0 13
FrameIndex RZRS O 0 14
FrameIndex RZRS P 0 15
FrameIndex RZRS Q 0 16
FrameIndex RZRS R 0 17
FrameIndex RZRS S 0 18
FrameIndex RZRS T 0 19
FrameIndex RZRS U 0 20
FrameIndex RZRS V 0 21
FrameIndex RZRS W 0 22
FrameIndex RZRS X 0 23
FrameIndex RZRS Y 0 24
FrameIndex RZRS Z 0 25
FrameIndex RZS2 A 0 26
FrameIndex RZS2 B 0 27
FrameIndex RZS2 C 0 28
FrameIndex RZS2 D 0 29
// Fire
FrameIndex RZRF A 0 30
FrameIndex RZRF B 0 31
FrameIndex RZRF C 0 32
FrameIndex RZRF D 0 33
FrameIndex RZRF E 0 34
FrameIndex RZRF F 0 35
// Load
FrameIndex RZRF G 0 36
FrameIndex RZRF H 0 37
FrameIndex RZRF I 0 38
FrameIndex RZRF J 0 39
// Idle
FrameIndex RZRI A 0 40
FrameIndex RZRI B 0 41
FrameIndex RZRI C 0 42
FrameIndex RZRI D 0 43
FrameIndex RZRI E 0 44
FrameIndex RZRI F 0 45
FrameIndex RZRI G 0 46
FrameIndex RZRI H 0 47
FrameIndex RZRI I 0 48
FrameIndex RZRI J 0 49
FrameIndex RZRI K 0 50
FrameIndex RZRI L 0 51
FrameIndex RZRI M 0 52
FrameIndex RZRI N 0 53
FrameIndex RZRI O 0 54
FrameIndex RZRI P 0 55
FrameIndex RZRI Q 0 56
FrameIndex RZRI R 0 57
FrameIndex RZRI S 0 58
FrameIndex RZRI T 0 59
FrameIndex RZRI U 0 60
FrameIndex RZRI V 0 61
FrameIndex RZRI W 0 62
FrameIndex RZRI X 0 63
FrameIndex RZRI Y 0 64
FrameIndex RZRI Z 0 65
FrameIndex RZI2 A 0 66
FrameIndex RZI2 B 0 67
FrameIndex RZI2 C 0 68
FrameIndex RZI2 D 0 69
FrameIndex RZI2 E 0 70
// AltFire1
FrameIndex RZRA A 0 71
FrameIndex RZRA B 0 72
FrameIndex RZRA C 0 73
FrameIndex RZRA D 0 74
FrameIndex RZRA E 0 75
FrameIndex RZRA F 0 76
FrameIndex RZRA G 0 77
FrameIndex RZRA H 0 78
FrameIndex RZRA I 0 79
FrameIndex RZRA J 0 80
FrameIndex RZRA K 0 81
FrameIndex RZRA L 0 82
// AltFire2
FrameIndex RZRA M 0 83
FrameIndex RZRA N 0 84
FrameIndex RZRA O 0 85
FrameIndex RZRA P 0 86
FrameIndex RZRA Q 0 87
// AltFire3
FrameIndex RZRA R 0 88
FrameIndex RZRA S 0 89
FrameIndex RZRA T 0 90
FrameIndex RZRA U 0 91
// Down
FrameIndex RZRD A 0 92
FrameIndex RZRD B 0 93
FrameIndex RZRD C 0 94
FrameIndex RZRD D 0 95
FrameIndex RZRD E 0 96
FrameIndex RZRD F 0 97
FrameIndex RZRD G 0 98
FrameIndex RZRD H 0 99
}

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@ -174,6 +174,8 @@ stinger/flesh chunkhit
flak/click click
eightball/fly brocket
asmd/vapour vapour
dampener/on dampsnd

View file

@ -361,10 +361,31 @@ Class ASMDBall : Actor
if ( BlockingLine ) HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
else if ( BlockingFloor )
{
HitNormal = BlockingFloor.floorplane.Normal;
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
r.SetOrigin(r.Vec3Offset(0,0,2),false);
}
else if ( BlockingCeiling ) HitNormal = BlockingCeiling.ceilingplane.Normal;
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
r.angle = atan2(HitNormal.y,HitNormal.x);
r.pitch = asin(-HitNormal.z);
r.scale *= 1.5;
@ -589,9 +610,15 @@ Class ASMDBeam : Actor
if ( t.Results.Side == 0 ) HitNormal *= -1;
}
else if ( t.Results.HitType == TRACE_HitFloor )
HitNormal = t.Results.HitSector.floorplane.Normal;
{
if ( t.Results.ffloor ) HitNormal = -t.Results.ffloor.top.Normal;
else HitNormal = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
HitNormal = t.Results.HitSector.ceilingplane.Normal;
{
if ( t.Results.ffloor ) HitNormal = -t.Results.ffloor.bottom.Normal;
else HitNormal = t.Results.HitSector.ceilingplane.Normal;
}
double mult = Amplifier.GetMult(target,100);
BeamExplode(mult>1.5);
Actor r;

View file

@ -196,8 +196,16 @@ Class Automag : UnrealWeapon
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();

View file

@ -570,7 +570,7 @@ Class DispersionPistol : UnrealWeapon
A_WeaponOffset(0,32);
invoker.bCharging = false;
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking();
UTPlayer(self).PlayAttacking3();
DefaultAmmo(weap.Ammo1).rechargephase = 0;
A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);

View file

@ -1444,7 +1444,28 @@ Class SentryItem : UnrealInventory
if ( Owner ) Owner.RemoveInventory(self);
else
{
// TODO replace
let r = Spawn("Berserk",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
}
Destroy();
}

View file

@ -38,13 +38,9 @@ Class OLSMPAmmo : Ammo
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
else
{
Owner.RemoveInventory(self);
Destroy();
}
else Owner.RemoveInventory(self);
Destroy();
}
Default
{
@ -187,8 +183,16 @@ Class OLSMP : UnrealWeapon
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();

View file

@ -26,19 +26,222 @@ Class RazorAmmo : Ammo
Class RazorBlade : Actor
{
Vector3 gvel, accel;
double oldgangle, gangle, oldgpitch, gpitch;
Default
{
Radius 2;
Height 2;
Speed 25;
DamageFunction (int((30+special1*5)*((DamageType=='Decapitated')?3.5:1.0)));
DamageType 'Shredded';
Obituary "$O_RAZORJACK";
BounceType "Hexen";
ReactionTime 5;
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
+SKYEXPLODE;
+CANBOUNCEWATER;
+NODAMAGETHRUST;
+DONTBOUNCEONSHOOTABLES;
+ROLLSPRITE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let t = Spawn("RazorBladeTrail",pos);
t.target = self;
frame = special1;
if ( special1 > 0 )
{
vel *= 1.+.06+special1;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
}
else A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
frame = 0;
gvel = vel;
oldgangle = gangle = angle;
oldgpitch = gpitch = pitch;
}
override int SpecialMissileHit( Actor victim )
{
if ( pos.z > victim.pos.z+victim.height*0.81 ) DamageType = 'Decapitated';
return -1;
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("ripper/flesh");
A_AlertMonsters();
}
UTMainHandler.DoKnockback(target,vel.unit(),15000);
return damage;
}
void A_RazorAltOrient()
{
if ( !bAMBUSH || !target || !target.player || (target.Health <= 0) ) return;
if ( sting_razoraim )
{
FLineTraceData d;
target.LineTrace(target.angle,10000,target.pitch,0,target.player.viewheight,data:d);
Vector3 SeekingDir = level.Vec3Diff(pos,d.HitLocation).unit();
double MagnitudeVel = Vel.length();
SeekingDir = (SeekingDir*0.1*MagnitudeVel+Vel).unit();
vel = MagnitudeVel * SeekingDir;
accel = SeekingDir * 25.;
vel += accel/TICRATE;
vel = vel.unit()*clamp(MagnitudeVel,10,15);
}
else
{
double dangle, dpitch;
dangle = deltaangle(oldgangle,target.angle);
dpitch = deltaangle(oldgpitch,target.pitch);
gangle += dangle;
gpitch += dpitch;
vel += (cos(gangle)*cos(gpitch),sin(gangle)*cos(gpitch),-sin(gpitch))*15./TICRATE;
double spd = vel.length();
vel = vel*clamp(spd,10,15)/spd;
gvel = vel;
oldgangle = target.angle;
oldgpitch = target.pitch;
}
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
}
action void A_RazorHit()
{
A_PlaySound("ripper/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
States
{
Spawn:
RAZB # 1 A_RazorAltOrient();
Wait;
Bounce:
RAZB # 0
{
bHITOWNER = true; // technically the Unreal version sets this 0.2 seconds after being fired, but this works better
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
A_RazorHit();
A_CountDown();
}
Goto Spawn;
Death:
TNT1 A 1 A_StopSound(CHAN_VOICE);
Stop;
}
}
Class RazorBladeAlt : RazorBlade
Class RazorBladeTrail : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
Radius 0.1;
Height 0;
}
override void Tick()
{
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
{
A_RemoveLight('RazorLight');
Destroy();
return;
}
SetOrigin(target.pos,true);
angle = target.angle;
pitch = target.pitch;
roll = target.roll;
alpha = min(target.vel.length()/target.speed,1.);
A_AttachLight('RazorLight',DynamicLight.PointLight,Color(2,0,3)*int(80*alpha),80,80);
}
States
{
Spawn:
RAZB A -1 Bright;
Stop;
}
}
Class Razorjack : UnrealWeapon
{
action void A_RazorFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("ripper/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
A_AlertMonsters();
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( bAlt ) UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.6,-0.3),FRandom[Ripper](0.2,0.4)),1,-0.3,2,SWING_Spring,2,2);
else UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.3,0.3),FRandom[Ripper](0.2,0.6)),1,-0.3,2,SWING_Spring,2,2);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = Vec2OffsetZ(0,0,player.viewz);
if ( bAlt ) origin = level.Vec3Offset(origin,x*10-y*4-z*5);
else origin = level.Vec3Offset(origin,x*10-z*9);
Actor p;
p = Spawn("RazorBlade",origin);
if ( bAlt )
{
p.roll = 70;
p.bAMBUSH = true;
}
else p.special1 = invoker.special1;
p.angle = angle;
p.pitch = BulletSlope();
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
}
Default
{
Tag "$T_RAZORJACK";
Inventory.PickupMessage "$I_RAZORJACK";
Weapon.UpSound "razorjack/select";
Weapon.UpSound "ripper/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 7;
Weapon.AmmoType "RazorAmmo";
@ -55,5 +258,56 @@ Class Razorjack : UnrealWeapon
Stop;
RZRP B -1;
Stop;
Select:
RZRS A 1 A_Raise(int.max);
Wait;
Ready:
RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
RZS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
Idle:
RZRI ABCDEFGHIJKLMNOPQRSUVWXYZ 2
{
A_CheckReload();
A_WeaponReady();
}
RZI2 ABCDE 2
{
A_CheckReload();
A_WeaponReady();
}
Loop;
Fire:
RZRI A 0
{
invoker.special1 = 0;
return A_JumpIf(sting_razor,"ChargeUp");
}
Release:
RZRF A 0 A_RazorFire();
RZRF ABCDEFGH 2;
Goto Idle;
ChargeUp:
RZRI ABCDEFGHIJKLMNOPQRSUVWXYZ 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZI2 ABCDE 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZRI A 0 { invoker.special1 = 1; }
RZRI ACEGIKMOQSVXZ 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZI2 BD 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZRI A 0 { invoker.special1 = 2; }
RZRI ADGJMPSWZ 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZI2 C 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZRI A 0 { invoker.special1 = 3; }
Goto Release;
AltFire:
RZRA ABCDEFGHIJKL 1;
AltHold:
RZRA M 0 A_RazorFire(true);
RZRA MNOP 4;
RZRA Q 0 A_ReFire("AltHold");
RZRA QRSTU 2;
Goto Idle;
Deselect:
RZRD ABCDEF 1;
RZRD F 1 A_Lower(int.max);
Wait;
}
}

View file

@ -123,7 +123,7 @@ Class URocket : Actor
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(FRandomPick[ExploS](-1.5,1.5),FRandomPick[ExploS](-1.5,1.5));
A_SetScale(FRandomPick[ExploS](-2.5,2.5),FRandomPick[ExploS](-2.5,2.5));
UTMainHandler.DoBlast(self,rad,80000);
A_Explode(dmg,rad);
A_QuakeEx(3,3,3,8,0,rad+50,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad,rollIntensity:0.2);

View file

@ -228,10 +228,21 @@ Class UPlayer : UTPlayer
// no animation if crouched
if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
// check weapon type
if ( ((player.ReadyWeapon is 'URifle') && !sting_rifle && (player.buttons&BT_ALTATTACK)) || ((player.ReadyWeapon is 'Peacemaker') && player.buttons&BT_ALTATTACK) )
return;
let psp = player.FindPSprite(PSP_WEAPON);
if ( ((player.ReadyWeapon is 'Stinger') && psp
&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")))
if ( ((player.ReadyWeapon is 'UBioRifle') && (player.buttons&BT_ALTATTACK))
|| (player.ReadyWeapon is 'Eightball')
|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging) )
{
if ( !InStateSequence(CurState,FindState("MissileRepStill")) )
SetStateLabel("MissileRepStill");
}
else if ( ((player.ReadyWeapon is 'Stinger') && psp
&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")))
|| (player.ReadyWeapon is 'UFlamethrower') || (player.ReadyWeapon is 'UMinigun')
|| ((player.ReadyWeapon is 'Bonesaw') && player.buttons&BT_ATTACK)
|| ((player.ReadyWeapon is 'Impaler') && psp.CurState.InStateSequence(player.ReadyWeapon.FindState("AltHold"))) )
{
if ( !InStateSequence(CurState,FindState("MissileRep")) )
SetStateLabel("MissileRep");

View file

@ -18,7 +18,7 @@ Class UInvisibility : UnrealInventory
bActive = !bActive;
if ( bActive )
{
Owner.A_PlaySound("uinvis/toggle",CHAN_ITEM);
Owner.A_PlaySound("invis/pickup",CHAN_ITEM);
Owner.GiveInventory("PowerUInvisibility",1);
}
else Owner.TakeInventory("PowerUInvisibility",1);
@ -244,12 +244,11 @@ Class UJumpBoots : UnrealInventory
{
Sector s = level.Sectors[i];
if ( s.MoreFlags&(Sector.SECMF_UNDERWATER|Sector.SECMF_FORCEDUNDERWATER) ) foundswim = true;
for ( int i=0; i<s.Get3DFloorCount(); i++ )
if ( s.Get3DFloor(i).flags&F3DFloor.FF_SWIMMABLE ) foundswim = true;
if ( !s.DamageInterval || !s.DamageAmount ) continue;
if ( s.DamageType == 'Slime' ) foundslime = true;
else if ( s.DamageType == 'Fire' ) foundlava = true;
// 3d floors don't set the underwater flags or anything so we're completely screwed until Graf merges my goddamn PR
//for ( int i=0; i<s.Get3DFloorCount(); i++ )
// if ( s.Get3DFloor(i).flags&F3DFloor.FF_SWIMMABLE ) foundswim = true;
}
// random chance to ignore if a replacement already was made
let ti = ThinkerIterator.Create("Inventory");
@ -448,6 +447,7 @@ Class DetectorSound : Actor
Class SCUBAGear : UnrealInventory
{
int oldwaterlevel;
Default
{
Tag "$T_SCUBA";
@ -464,6 +464,11 @@ Class SCUBAGear : UnrealInventory
if ( !bActive ) Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
return false;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
oldwaterlevel = other.waterlevel;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( bActive && (damageType == 'Drowning') )
@ -472,8 +477,16 @@ Class SCUBAGear : UnrealInventory
override void DoEffect()
{
Super.DoEffect();
if ( sting_autoscuba && ((bActive && (Owner.waterlevel < 2)) || (!bActive && (Owner.waterlevel > 2))) )
Use(false);
if ( (oldwaterlevel < 2) && (owner.waterlevel > 2) )
{
if ( sting_autoscuba && !bActive ) Use(false);
oldwaterlevel = owner.waterlevel;
}
else if ( (oldwaterlevel > 2) && (owner.waterlevel < 2) )
{
if ( sting_autoscuba && bActive ) Use(false);
oldwaterlevel = owner.waterlevel;
}
if ( bActive && !tracer )
{
tracer = Spawn("SCUBASound",Owner.pos);