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.
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76cd3a5207
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39 changed files with 1488 additions and 371 deletions
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@ -5,11 +5,11 @@ Class StingerAmmo : Ammo
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Tag "$T_STINGERAMMO";
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Inventory.Icon "I_Stingr";
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Inventory.PickupMessage "";
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Inventory.Amount 40;
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Inventory.Amount 5;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 80;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 10;
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Ammo.DropAmount 2;
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}
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override String PickupMessage()
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{
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@ -25,6 +25,18 @@ Class StingerAmmo : Ammo
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Class StingerAmmo2 : StingerAmmo
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{
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Default
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{
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Tag "$T_STINGERAMMO2";
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Inventory.Amount 40;
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Ammo.DropAmount 15;
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}
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States
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{
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Spawn:
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SAMO B -1;
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Stop;
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}
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}
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Class StingerProjectile : Actor
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@ -87,6 +99,10 @@ 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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override void PlayUpSound( Actor origin )
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{
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origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.);
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}
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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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@ -177,7 +193,7 @@ Class Stinger : UTWeapon
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STNI A 3;
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STNI A 0 A_Refire(1);
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Goto Idle;
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STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,CountInv("Dampener")?.1:1.,true);
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STNI A 0 A_PlaySound("stinger/hold",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
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Hold:
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STNH A 1
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{
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@ -188,7 +204,7 @@ Class Stinger : UTWeapon
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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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STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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Goto Idle;
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AltFire:
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STNF A 2 A_StingerAltFire();
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