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
commit
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39 changed files with 1488 additions and 371 deletions
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@ -18,7 +18,7 @@ Class UFlakBox : Ammo
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States
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{
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Spawn:
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FBOX A -1;
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FAMO A -1;
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Stop;
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}
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}
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@ -37,17 +37,21 @@ Class UFlakAmmo : UFlakBox
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States
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{
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Spawn:
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FSHL B -1;
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FAMO B -1;
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Stop;
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}
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}
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Class UFlakCannon : UTWeapon
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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_Loading( bool first = false )
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{
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if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
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else A_PlaySound("flak/reload",CHAN_6);
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if ( first ) A_PlaySound("flak/load",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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else A_PlaySound("flak/reload",CHAN_6,Dampener.Active(self)?.06:.6);
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}
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action void A_FireChunks()
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{
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@ -96,16 +100,16 @@ Class UFlakCannon : UTWeapon
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States
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{
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Spawn:
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FLKP A -1;
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FPCK A -1;
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Stop;
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FLKP B -1;
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FPCK B -1;
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Stop;
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Select:
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FLKS A 1 A_Raise(int.max);
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Wait;
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Ready:
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FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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FLS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
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FLKS ABCDFGHIKLMNPQRSUVWXZ 1 A_WeaponReady(WRF_NOFIRE);
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FLS2 ABC 1 A_WeaponReady(WRF_NOFIRE);
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FLKL A 1 A_Loading(true);
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FLKL BCEFGIJKMNO 1;
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Goto Idle;
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@ -124,7 +128,7 @@ Class UFlakCannon : UTWeapon
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FLKF A 1 A_FireChunks();
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FLKF BCDEFGHI 1;
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FLKF J 5;
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FLKE A 1 A_PlaySound("flak/click",CHAN_6);
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FLKE A 1 A_PlaySound("flak/click",CHAN_6,Dampener.Active(self)?.05:.5);
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FLKE BCDEFGHIJKLMN 1;
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FLKE S 4;
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Goto Loading;
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