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

@ -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);