Today's progress. A whole lot of stuff added, and some cleanup too.

Fixed the sizes and offsets of player models.
Adjusted weapon offsets to be more in line with the originals.
Implemented all armors and most of the usable items.
Add lights to some item pickups. This might get done to DT too.
Key display on both HUD types, along with some fixes.
ASMD has complete animations. Other weapons will follow.
This commit is contained in:
Marisa the Magician 2019-08-16 03:22:58 +02:00
commit 8da5167e59
39 changed files with 1488 additions and 371 deletions

View file

@ -5,11 +5,11 @@ Class StingerAmmo : Ammo
Tag "$T_STINGERAMMO";
Inventory.Icon "I_Stingr";
Inventory.PickupMessage "";
Inventory.Amount 40;
Inventory.Amount 5;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 80;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 10;
Ammo.DropAmount 2;
}
override String PickupMessage()
{
@ -25,6 +25,18 @@ Class StingerAmmo : Ammo
Class StingerAmmo2 : StingerAmmo
{
Default
{
Tag "$T_STINGERAMMO2";
Inventory.Amount 40;
Ammo.DropAmount 15;
}
States
{
Spawn:
SAMO B -1;
Stop;
}
}
Class StingerProjectile : Actor
@ -87,6 +99,10 @@ Class Stinger : UTWeapon
Weapon.AmmoGive 40;
UTWeapon.DropAmmo 20;
}
override void PlayUpSound( Actor origin )
{
origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.);
}
action void A_StingerFire( bool hold = false )
{
Weapon weap = Weapon(invoker);
@ -177,7 +193,7 @@ Class Stinger : UTWeapon
STNI A 3;
STNI A 0 A_Refire(1);
Goto Idle;
STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,CountInv("Dampener")?.1:1.,true);
STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
Hold:
STNH A 1
{
@ -188,7 +204,7 @@ Class Stinger : UTWeapon
}
STNH BCDEFG 1;
STNH A 0 A_Refire();
STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON);
STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
Goto Idle;
AltFire:
STNF A 2 A_StingerAltFire();