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

@ -11,6 +11,15 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Backpack (replaces backpack, identical to Doom Tournament version)
- Unreal 1 HUD
- Translator (has to be spawned in, since it would only be useful for mappers)
- Armor (replaces blue armor)
- Shield Belt (replaces megasphere)
- Power Shield (replaces invulnerability)
- Asbestos Suit (replaces radsuit if map has lava)
- Kevlar Suit (replaces green armor)
- Toxin Suit (replaces radsuit if map has slime)
- Voice Box (rare spawn in backpacks)
- Dampener (rare spawn in backpacks)
- Forcefield (rare spawn in backpacks)
## In progress
@ -19,7 +28,7 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
## Planned
- Implement Stinger behavior described in the Unreal Bible.
- Implement Stinger behavior described in the Unreal Bible
- Dispersion Pistol (slot 1) (replaces fist)
- Dispersion Pistol Powerup (replaces Berserk)
- Automag (slot 2) (replaces pistol)
@ -39,7 +48,7 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Proto Automag (slot 2) (replaces pistol)
- Dual Protomags
- Quadshot (slot 3) (replaces shotguns)
- Peacemaker (slot 5) (rare spawn near backpack)
- Peacemaker (slot 5) (rare spawn in backpacks)
- Impaler (slot 4) (replaces plasma rifle)
- Flamethrower (slot 8) (replaces plasma rifle)
- Fireblaster (slot 7) (replaces rocket launcher)
@ -47,27 +56,18 @@ This mod requires GZDoom 4.2.0 or later, and runs on top of Doom Tournament.
- Autocannon (slot 0) (replaces bfg9000)
- Amplifier (replaces berserk)
- Armor (replaces blue armor)
- Flare (replaces armor bonus)
- Flashlight (replaces light amplifier)
- Searchlight (replaces light amplifier)
- Searchlight (must be placed manually for balance reasons)
- Medkit (replaces medkit)
- Bandages (replaces stimpak)
- Nali Fruit Seed (replaces health bonus)
- Super Health (replaces soulsphere)
- Invisibility (replaces blursphere)
- AntiGrav Boots (replaces radsuit)
- Shield Belt (replaces megasphere)
- Power Shield (replaces invulnerability)
- Asbestos Suit (replaces radsuit if map has lava)
- Kevlar Suit (replaces green armor)
- Toxin Suit (replaces radsuit if map has slime)
- Voice Box (rare spawn near backpack)
- Forcefield (rare spawn near backpack)
- Dampener (rare spawn near backpack)
- Jump Boots (replaces radsuit)
- Motion Detector (replaces computer map)
- Minigun Sentry (rare spawn near backpack)
- Minigun Sentry (rare spawn in backpacks)
## Known bugs

View file

@ -1,3 +1,179 @@
// Lights
PointLight ASMDAMMOLIGHT
{
Color 0.0 0.4 0.7
Size 15
Offset 0 11 8
Attenuate 1
}
PointLight ASMDAMMOLIGHT2
{
Color 0.0 0.4 0.7
Size 15
Offset 0 5 8
Attenuate 1
}
Object AsmdAmmo
{
Frame "SHOA" { light "ASMDAMMOLIGHT" }
}
Object AsmdAmmo2
{
Frame "SHOA" { light "ASMDAMMOLIGHT2" }
}
PointLight STINGERAMMOLIGHT
{
Color 0.1 0.2 0.4
Size 12
Offset 0 5 0
Attenuate 1
}
PointLight STINGERAMMOLIGHT2
{
Color 0.1 0.2 0.4
Size 12
Offset 0 12 0
Attenuate 1
}
Object StingerAmmo
{
Frame "SAMO" { light "STINGERAMMOLIGHT" }
}
Object StingerAmmo2
{
Frame "SAMO" { light "STINGERAMMOLIGHT2" }
}
PointLight FLAKAMMOLIGHT
{
Color 0.1 0.4 0.0
Size 8
Offset 0 15 4
Attenuate 1
}
Object UFlakBox
{
Frame "FAMO" { light "FLAKAMMOLIGHT" }
}
PointLight STINGERLIGHT0
{
Color 0.1 0.4 1.0
Size 30
Attenuate 1
}
PointLight STINGERLIGHT1
{
Color 0.1 0.3 0.8
Size 40
Attenuate 1
}
PointLight STINGERLIGHT2
{
Color 0.1 0.2 0.6
Size 45
Attenuate 1
}
PointLight STINGERLIGHT3
{
Color 0.08 0.15 0.5
Size 50
Attenuate 1
}
PointLight STINGERLIGHT4
{
Color 0.05 0.12 0.4
Size 55
Attenuate 1
}
PointLight STINGERLIGHT5
{
Color 0.0 0.03 0.2
Size 60
Attenuate 1
}
Object StingerProjectile
{
Frame "TPRJA" { light "STINGERLIGHT0" }
Frame "TPRJB" { light "STINGERLIGHT1" }
Frame "TPRJC" { light "STINGERLIGHT1" }
Frame "TPRJD" { light "STINGERLIGHT2" }
Frame "TPRJE" { light "STINGERLIGHT3" }
Frame "TPRJF" { light "STINGERLIGHT4" }
Frame "TPRJG" { light "STINGERLIGHT5" }
}
PointLight DAMPENERLIGHT0
{
Color 0.2 0.0 0.0
Size 6
Offset 0 6 0
Attenuate 1
}
PointLight DAMPENERLIGHT1
{
Color 0.6 0.0 0.0
Size 15
Offset 0 8 0
Attenuate 1
}
PointLight DAMPENERLIGHT2
{
Color 0.8 0.0 0.0
Size 22
Offset 0 10 0
Attenuate 1
}
PointLight DAMPENERLIGHT3
{
Color 0.9 0.0 0.0
Size 28
Offset 0 10 0
Attenuate 1
}
PointLight DAMPENERLIGHT4
{
Color 1.0 0.0 0.0
Size 32
Offset 0 10 0
Attenuate 1
}
Object Dampener
{
Frame "DAMPA" { light "DAMPENERLIGHT0" }
Frame "DAMPB" { light "DAMPENERLIGHT1" }
Frame "DAMPC" { light "DAMPENERLIGHT2" }
Frame "DAMPD" { light "DAMPENERLIGHT3" }
Frame "DAMPE" { light "DAMPENERLIGHT4" }
Frame "DAMPF" { light "DAMPENERLIGHT3" }
Frame "DAMPG" { light "DAMPENERLIGHT2" }
Frame "DAMPH" { light "DAMPENERLIGHT2" }
Frame "DAMPI" { light "DAMPENERLIGHT2" }
Frame "DAMPJ" { light "DAMPENERLIGHT2" }
}
PointLight SBELTLIGHT
{
Color 0.25 0.0 0.0
Size 20
Offset 0 2 0
Attenuate 1
}
PointLight PBELTLIGHT
{
Color 0.15 0.0 0.25
Size 20
Offset 0 2 0
Attenuate 1
}
Object ShieldBelt
{
Frame "BELT" { light "SBELTLIGHT" }
}
Object PowerShield
{
Frame "BELT" { light "PBELTLIGHT" }
}
// Shaders / Brightmaps
HardwareShader Texture "graphics/MenuBarr.png"
{
Shader "shaders/glsl/MenuBarrier.fp"
@ -127,10 +303,12 @@ HardwareShader Texture "models/JTaryPick1_.png"
Brightmap Texture "models/JTaryPick1.png"
{
Map "brightmaps/JTaryPick1.png"
DisableFullbright
}
Brightmap Texture "models/Jburst1.png"
{
Map "brightmaps/Jburst1.png"
DisableFullbright
}
Brightmap Texture "models/Jflare.png"
{
@ -316,3 +494,13 @@ HardwareShader Texture "models/minigun1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
HardwareShader Texture "models/ShockSm.png"
{
Shader "shaders/glsl/ShockSm.fp"
Texture "smoketex" "models/ShockSm2.png"
}
HardwareShader Texture "textures/ForceFieldFX.png"
{
Shader "shaders/glsl/FizzDistortXY.fp"
Texture "warptex" "textures/warptex.png"
}

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@ -11,6 +11,14 @@ I_BACKPACKEXTRA = "The backpack also contains: ";
I_ASMDAMMO = "You picked up an ASMD Core.";
I_ASMDAMMO2 = "You picked up a Small ASMD Core.";
I_ASMD = "You got the ASMD.";
I_UARMOR = "You got the Assault Vest.";
I_KEVSUIT = "You picked up the Kevlar Suit.";
I_ASBSUIT = "You picked up the Asbestos Suit.";
I_TOXSUIT = "You picked up the Toxin Suit.";
I_POWERSHIELD = "You got the Power Shield!";
I_VOICEBOX = "You picked up the Voice Box.";
I_DAMPENER = "You got the Acoustic Dampener.";
I_FORCEFIELD = "You picked up the Force Field.";
/* Tags */
T_STINGERAMMO = "Tarydium Shards";
T_STINGERAMMO2 = "Tarydium Shard Pack";
@ -19,6 +27,14 @@ T_TRANSLATOR = "Translator";
T_ASMDAMMO = "ASMD Core";
T_ASMDAMMO2 = "Small ASMD Core";
T_ASMD = "ASMD";
T_UARMOR = "Assault Vest";
T_KEVSUIT = "Kevlar Suit";
T_ASBSUIT = "Asbestos Suit";
T_TOXSUIT = "Toxin Suit";
T_POWERSHIELD = "Power Shield";
T_VOICEBOX = "Voice Box";
T_DAMPENER = "Acoustic Dampener";
T_FORCEFIELD = "Force Field";
/* Miscellaneous */
TR_HINT = "Hint";
TR_NOMSG = "No new messages";
@ -27,6 +43,9 @@ N_MALE2 = "Ash";
N_MALE3 = "Dante";
N_FEMALE1 = "Gina";
N_FEMALE2 = "Sonya";
D_POWERSHIELD = "The Power Shield has depleted.";
D_DAMPENER = "Acoustic Dampener has run out.";
M_FFNOROOM = "No room to activate Force Field.";
/* Menus */
STING_MTITLE = "Unreal Options";
STING_HOPTS = "HUD Options";
@ -68,15 +87,34 @@ I_BACKPACKEXTRA = "La mochila tambien contiene: ";
I_ASMDAMMO = "Has recogido un Núcleo de ASMD.";
I_ASMDAMMO2 = "Has recogido un Núcleo Pequeño de ASMD.";
I_ASMD = "Has obtenido el ASMD.";
I_UARMOR = "Has obtenido la Coraza de Asalto.";
I_KEVSUIT = "Has recogido el Traje de Kevlar.";
I_ASBSUIT = "Has recogido el Traje de Amianto.";
I_TOXSUIT = "Has recogido el Traje de Toxinas.";
I_POWERSHIELD = "¡Has obtenido el Escudo de Fuerza!";
I_VOICEBOX = "Has recogido la Caja de Voz.";
I_DAMPENER = "Has obtenido el Amortiguador Acústico.";
I_FORCEFIELD = "Has recogido el Campo de Fuerza.";
/* Tags */
T_STINGERAMMO = "Fragmentos de Tarydium";
T_STINGER = "Arma Aguijón";
T_TRANSLATOR = "Traductor";
T_ASMDAMMO = "Núcleo de ASMD";
T_ASMDAMMO2 = "Núcleo Pequeño de ASMD";
T_UARMOR = "Coraza de Asalto";
T_KEVSUIT = "Traje de Kevlar";
T_ASBSUIT = "Traje de Amianto";
T_TOXSUIT = "Traje de Toxinas";
T_POWERSHIELD = "Escudo de Fuerza";
T_VOICEBOX = "Caja de Voz";
T_DAMPENER = "Amortiguador Acústico";
T_FORCEFIELD = "Campo de Fuerza";
/* Miscellaneous */
TR_HINT = "Pista";
TR_NOMSG = "No hay mensajes nuevos";
D_POWERSHIELD = "El Escudo de Fuerza se ha agotado.";
D_DAMPENER = "El Amortiguador Acústico se ha agotado.";
M_FFNOROOM = "No hay espacio para activar el Campo de Fuerza.";
/* Menus */
STING_MTITLE = "Opciones de Unreal";
STING_HOPTS = "Opciones de HUD";

View file

@ -3,10 +3,10 @@ Model "ASMDAmmo"
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 1 "JAsmdAmmo1.png"
Scale 0.09 0.09 0.108
Scale 0.09 -0.09 0.108
ZOffset 10
FrameIndex ASMA A 0 0
FrameIndex SHOA A 0 0
}
Model "ASMDAmmoX"
@ -14,12 +14,23 @@ Model "ASMDAmmoX"
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 0 "ShockC.png"
//SurfaceSkin 0 2 "ShockSm.png"
Scale 0.09 0.09 0.108
Scale 0.09 -0.09 0.108
ZOffset 10
DONTCULLBACKFACES
FrameIndex ASMA A 0 0
FrameIndex SHOA A 0 0
}
Model "ASMDAmmoXX"
{
Path "models"
Model 0 "AsmdAmmoM_d.3d"
SurfaceSkin 0 2 "ShockSm.png"
Scale 0.09 -0.09 0.108
ZOffset 10
DONTCULLBACKFACES
FrameIndex SHOA A 0 0
}
Model "ASMDAmmo2"
@ -27,10 +38,10 @@ Model "ASMDAmmo2"
Path "models"
Model 0 "AsmdAmmoSmallM_d.3d"
SurfaceSkin 0 0 "JAsmdAmmo1.png"
Scale 0.05 0.05 0.06
Scale 0.05 -0.05 0.06
ZOffset 6
FrameIndex ASMA B 0 0
FrameIndex SHOA B 0 0
}
Model "ASMDAmmo2X"
@ -38,11 +49,11 @@ Model "ASMDAmmo2X"
Path "models"
Model 0 "AsmdAmmoSmallM_d.3d"
SurfaceSkin 0 1 "ShockC.png"
Scale 0.05 0.05 0.06
Scale 0.05 -0.05 0.06
ZOffset 6
DONTCULLBACKFACES
FrameIndex ASMA B 0 0
FrameIndex SHOA B 0 0
}
Model "ASMD"
@ -50,7 +61,7 @@ Model "ASMD"
Path "models"
Model 1 "ASMDPick_d.3d"
Skin 1 "ASMD1_.png"
ZOffset 12
ZOffset 8
AngleOffset 90
Scale 0.2 0.2 0.24
@ -60,3 +71,103 @@ Model "ASMD"
ROTATING
FrameIndex ASMP A 1 0
}
Model "ASMD"
{
Path "models"
Model 2 "ASMDM_d.3d"
SurfaceSkin 2 0 "ShockSm.png"
AngleOffset -90
Scale 0.14 -0.1 0.1
Offset 9 -17.5 -10
// steam
FrameIndex ASVI A 2 14
FrameIndex ASVF A 2 47
FrameIndex ASVF B 2 48
FrameIndex ASVF C 2 49
FrameIndex ASVF D 2 50
FrameIndex ASVF E 2 51
FrameIndex ASVF F 2 52
FrameIndex ASVF G 2 53
FrameIndex ASVF H 2 54
FrameIndex ASVF I 2 55
FrameIndex ASVF J 2 56
}
Model "ASMD"
{
Path "models"
Model 0 "ASMDM_d.3d"
SurfaceSkin 0 1 "ASMD1.png"
AngleOffset -90
Scale 0.14 -0.1 0.1
Offset 9 -17.5 -10
// select
FrameIndex ASMS A 0 0
FrameIndex ASMS B 0 1
FrameIndex ASMS C 0 2
FrameIndex ASMS D 0 3
FrameIndex ASMS E 0 4
FrameIndex ASMS F 0 5
FrameIndex ASMS G 0 6
FrameIndex ASMS H 0 7
FrameIndex ASMS I 0 8
FrameIndex ASMS J 0 9
FrameIndex ASMS K 0 10
FrameIndex ASMS L 0 11
FrameIndex ASMS M 0 12
FrameIndex ASMS N 0 13
// idle
FrameIndex ASMI A 0 14
FrameIndex ASMI B 0 15
// sway
FrameIndex ASMI C 0 76
FrameIndex ASMI D 0 77
FrameIndex ASMI E 0 78
FrameIndex ASMI F 0 79
// deselect
FrameIndex ASMD A 0 16
FrameIndex ASMD B 0 17
FrameIndex ASMD C 0 18
FrameIndex ASMD D 0 19
FrameIndex ASMD E 0 20
FrameIndex ASMD F 0 21
FrameIndex ASMD G 0 22
FrameIndex ASMD H 0 23
FrameIndex ASMD I 0 24
FrameIndex ASMD J 0 25
// fire
FrameIndex ASMF A 0 28
FrameIndex ASMF B 0 29
FrameIndex ASMF C 0 30
FrameIndex ASMF D 0 31
FrameIndex ASMF E 0 32
FrameIndex ASMF F 0 33
FrameIndex ASMF G 0 34
FrameIndex ASMF H 0 35
FrameIndex ASMF I 0 36
// altfire
FrameIndex ASMA A 0 37
FrameIndex ASMA B 0 38
FrameIndex ASMA C 0 39
FrameIndex ASMA D 0 40
FrameIndex ASMA E 0 41
FrameIndex ASMA F 0 42
FrameIndex ASMA G 0 43
FrameIndex ASMA H 0 44
FrameIndex ASMA I 0 45
FrameIndex ASMA J 0 46
// steam
FrameIndex ASMV A 0 47
FrameIndex ASMV B 0 48
FrameIndex ASMV C 0 49
FrameIndex ASMV D 0 50
FrameIndex ASMV E 0 51
FrameIndex ASMV F 0 52
FrameIndex ASMV G 0 53
FrameIndex ASMV H 0 54
FrameIndex ASMV I 0 55
FrameIndex ASMV J 0 56
}

View file

@ -4,8 +4,8 @@ Model "UPlayerFemale1"
Model 0 "Female1_d.3d"
SurfaceSkin 0 0 "gina.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 -0.18 0.18
Offset 0 0 35
Scale 0.24 0.2 0.2
Offset -2 0 32
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it

View file

@ -4,8 +4,8 @@ Model "UPlayerFemale2"
Model 0 "Female2_d.3d"
SurfaceSkin 0 0 "Sonya.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 0.18 0.18
Offset 0 0 35
Scale 0.24 0.2 0.2
Offset -2 0 32
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it

View file

@ -4,8 +4,8 @@ Model "UPlayerMale1"
Model 0 "Male1_d.3d"
SurfaceSkin 0 0 "Kurgan.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 -0.18 0.18
Offset 4 -5 28
Scale 0.24 0.2 0.2
Offset 3 7 25
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it

View file

@ -4,8 +4,8 @@ Model "UPlayerMale2"
Model 0 "Male2_d.3d"
SurfaceSkin 0 0 "Ash.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 0.18 0.18
Offset 4 -5 28
Scale 0.24 0.2 0.2
Offset 3 -7 25
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it

View file

@ -4,8 +4,8 @@ Model "UPlayerMale3"
Model 0 "Male3_d.3d"
SurfaceSkin 0 0 "Dante.png"
SurfaceSkin 0 1 "GunPick1.png"
Scale 0.216 0.18 0.18
Offset 4 -5 28
Scale 0.24 0.2 0.2
Offset 3 -7 25
RollOffset -90
AngleOffset -90
IGNORETRANSLATION // I'll figure out eventually how to make color changes work, but for now this is it

View file

@ -3,7 +3,7 @@ Model "Stinger"
Path "models"
Model 1 "StingerPickup_d.3d"
Skin 1 "Sting1_.png"
Offset -3 -3 2
Offset -3 3 2
AngleOffset -90
Scale 0.06 0.06 0.072
@ -25,6 +25,17 @@ Model "StingerAmmo"
FrameIndex SAMO A 0 0
}
Model "StingerAmmo2"
{
Path "models"
Model 0 "TarydiumLarge_d.3d"
Skin 0 "JTaryPick1_.png"
Scale 0.04 0.04 0.048
ZOffset 3
FrameIndex SAMO B 0 0
}
Model "StingerProjectile"
{
Path "models"
@ -57,9 +68,9 @@ Model "Stinger"
Path "models"
Model 2 "StingerM_d.3d"
SurfaceSkin 2 0 "FireEffect18.png"
Scale 0.1 -0.08 0.1
AngleOffset 89
Offset 6.8 -13.2 -10.6
Scale 0.1 -0.1 0.1
AngleOffset 90
Offset 9 -12.5 -12
DONTCULLBACKFACES
// Fire
@ -81,9 +92,9 @@ Model "Stinger"
Path "models"
Model 0 "StingerM_d.3d"
SurfaceSkin 0 1 "Sting1.png"
Scale 0.1 -0.08 0.1
AngleOffset 89
Offset 6.8 -13.2 -10.6
Scale 0.1 -0.1 0.1
AngleOffset 90
Offset 9 -12.5 -12
// Select
FrameIndex STNS A 0 0

View file

@ -7,7 +7,7 @@ Model "UFlakBox"
ZOffset 6
RollOffset 180
FrameIndex FBOX A 0 0
FrameIndex FAMO A 0 0
}
Model "UFlakAmmo"
@ -19,7 +19,7 @@ Model "UFlakAmmo"
ZOffset 2.25
RollOffset -90
FrameIndex FSHL B 0 0
FrameIndex FAMO B 0 0
}
Model "UFlakCannon"
@ -31,11 +31,11 @@ Model "UFlakCannon"
AngleOffset 90
Scale 0.12 0.12 0.134
FrameIndex FLKP B 1 0
FrameIndex FPCK B 1 0
ZOffset 12
ROTATING
FrameIndex FLKP A 1 0
FrameIndex FPCK A 1 0
}
Model "UFlakCannon"
@ -43,9 +43,9 @@ Model "UFlakCannon"
Path "models"
Model 2 "flak_d.3d"
SurfaceSkin 2 0 "FireEffect13.png"
Scale 0.1 -0.08 0.1
Scale 0.1 -0.1 0.1
AngleOffset -90
Offset 5 -9 -5
Offset 7 -9.7 -5.8
DONTCULLBACKFACES
// Fire
@ -78,9 +78,9 @@ Model "UFlakCannon"
Path "models"
Model 0 "flak_d.3d"
SurfaceSkin 0 1 "Jflak1.png"
Scale 0.1 -0.08 0.1
Scale 0.1 -0.1 0.1
AngleOffset -90
Offset 5 -9 -5
Offset 7 -9.7 -5.8
// Select
FrameIndex FLKS A 0 0

View file

@ -11,3 +11,171 @@ Model "UnrealBackpack"
FrameIndex BPAK A 0 0
}
Model "UArmor"
{
Path "models"
Model 0 "ArmorM_d.3d"
Skin 0 "Jarmor1.png"
ZOffset 9
AngleOffset -90
Scale 0.07 -0.07 0.084
FrameIndex UARM A 0 0
}
Model "AsbestosSuit"
{
Path "models"
Model 0 "Suit_d.3d"
Skin 0 "Asuit1.png"
RollOffset 90
AngleOffset -90
ZOffset 17
Scale 0.096 -0.08 0.08
FrameIndex ASBS A 0 0
}
Model "ToxinSuit"
{
Path "models"
Model 0 "ToxSuit_d.3d"
Skin 0 "AToxSuit1.png"
RollOffset 90
AngleOffset -90
ZOffset 17
Scale 0.096 -0.08 0.08
FrameIndex TOXS A 0 0
}
Model "KevlarSuit"
{
Path "models"
Model 0 "KevSuit_d.3d"
Skin 0 "AkevSuit1.png"
AngleOffset -90
ZOffset 5
Scale 0.08 -0.08 0.096
FrameIndex KEVS A 0 0
}
Model "ShieldBelt"
{
Path "models"
Model 0 "ShieldBeltMesh_d.3d"
Skin 0 "Abelt1.png"
AngleOffset 90
ZOffset 2
Scale 0.05 -0.05 0.06
FrameIndex BELT A 0 0
}
Model "PowerShield"
{
Path "models"
Model 0 "ShieldBeltMesh_d.3d"
Skin 0 "Apbelt1.png"
AngleOffset 90
ZOffset 2
Scale 0.05 -0.05 0.06
FrameIndex BELT A 0 0
}
Model "VoiceBox"
{
Path "models"
Model 0 "VoiceBoxMesh_d.3d"
Skin 0 "Ainv1_.png"
ZOffset 4
Scale 0.08 -0.08 0.096
FrameIndex VBOX A 0 0
}
Model "VoiceBoxActive"
{
Path "models"
Model 0 "VoiceBoxMesh_d.3d"
Skin 0 "Ainv1.png"
ZOffset 4
Scale 0.08 -0.08 0.096
FrameIndex VBOX A 0 0
FrameIndex VBOX B 0 1
FrameIndex VBOX C 0 2
FrameIndex VBOX D 0 3
FrameIndex VBOX E 0 4
FrameIndex VBOX F 0 5
FrameIndex VBOX G 0 6
FrameIndex VBOX H 0 7
FrameIndex VBOX I 0 8
FrameIndex VBOX J 0 9
}
Model "Dampener"
{
Path "models"
Model 0 "DampenerM_d.3d"
Skin 0 "Ainv1.png"
ZOffset 6
Scale 0.06 -0.06 0.072
FrameIndex DAMP A 0 0
FrameIndex DAMP B 0 1
FrameIndex DAMP C 0 2
FrameIndex DAMP D 0 3
FrameIndex DAMP E 0 4
FrameIndex DAMP F 0 5
FrameIndex DAMP G 0 6
FrameIndex DAMP H 0 7
FrameIndex DAMP I 0 8
FrameIndex DAMP J 0 9
}
Model "Forcefield"
{
Path "models"
Model 0 "ForceFieldPick_d.3d"
SurfaceSkin 0 1 "aforce1.png"
ZOffset 11
Scale 0.14 -0.14 0.168
FrameIndex FFPK A 0 0
}
Model "ForcefieldX"
{
Path "models"
Model 0 "ForceFieldPick_d.3d"
SurfaceSkin 0 0 "ForceF.png"
ZOffset 11
Scale 0.14 -0.14 0.168
DONTCULLBACKFACES
FrameIndex FFPK A 0 0
}
Model "ForcefieldEffect"
{
Path "models"
Model 0 "ForceFieldM_d.3d"
Skin 0 "textures/ForceFieldFX.png"
ZOffset 22
Scale 0.16 -0.16 0.16
DONTCULLBACKFACES
FrameIndex FFLD A 0 0
FrameIndex FFLD B 0 1
FrameIndex FFLD C 0 2
FrameIndex FFLD D 0 3
FrameIndex FFLD E 0 4
FrameIndex FFLD F 0 5
FrameIndex FFLD G 0 6
FrameIndex FFLD H 0 7
FrameIndex FFLD I 0 8
FrameIndex FFLD J 0 9
}

BIN
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models/ShockSm2.png Normal file

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9
shaders/glsl/ShockSm.fp Normal file
View file

@ -0,0 +1,9 @@
vec4 ProcessTexel()
{
vec3 base = getTexel(vTexCoord.st).rgb;
vec2 scroll = vTexCoord.st*.5+vec2(.2,.5)*timer;
float smk = texture(smoketex,scroll).x;
scroll = vTexCoord.st*.9+vec2(-.2,.4)*timer;
smk *= texture(smoketex,scroll).x;
return vec4(base*smk,1.);
}

View file

@ -83,9 +83,9 @@ $playeralias ufemale neutral *pain75-drowning u1/femaledrowning
$playeralias ufemale neutral *pain50-drowning u1/femaledrowning
$playeralias ufemale neutral *pain25-drowning u1/femaledrowning
misc/secret teleprt2
misc/secret secret
misc/i_pkup ammosnd
misc/p_pkup gpicksnd
misc/p_pkup genpicks
misc/spawn respsnd
misc/chat beep
misc/chat2 beep
@ -93,6 +93,9 @@ misc/u1superh health1
misc/u1heal health2
misc/u1armor armorsnd
misc/teleport teleprt1
misc/suit suitsnd
sbelt/pickup psbelta2
menu/activate Select4 // Activate a new menu
menu/backup Select4 // Backup to previous menu
@ -114,3 +117,12 @@ stinger/hit2 ricochet
stinger/flesh chunkhit
flak/click click
asmd/vapour vapour
dampener/on dampsnd
dampener/off dampndea
ffield/on fieldsnd
ffield/active ffieldl2
ffield/hit ffieldh2

Binary file not shown.

BIN
sounds/Secret.ogg Normal file

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View file

@ -1,5 +1 @@
Sprite "ASMAA0",1,1{}
Sprite "ASMAB0",1,1{}
Sprite "ASMPA0",1,1{}
Sprite "ASMPB0",1,1{}
Sprite "ASMIA0",1,1{}
Sprite "TAZBA0",1,1{}

View file

@ -1,63 +1,4 @@
Sprite "STNPA0",1,1{}
Sprite "STNPB0",1,1{}
Sprite "STNSA0",1,1{}
Sprite "STNSB0",1,1{}
Sprite "STNSC0",1,1{}
Sprite "STNSD0",1,1{}
Sprite "STNSE0",1,1{}
Sprite "STNSF0",1,1{}
Sprite "STNSG0",1,1{}
Sprite "STNSH0",1,1{}
Sprite "STNSI0",1,1{}
Sprite "STNSJ0",1,1{}
Sprite "STNSK0",1,1{}
Sprite "STNSL0",1,1{}
Sprite "STNSM0",1,1{}
Sprite "STNSN0",1,1{}
Sprite "STNSO0",1,1{}
Sprite "STNSP0",1,1{}
Sprite "STNSQ0",1,1{}
Sprite "STNSR0",1,1{}
Sprite "STNSS0",1,1{}
Sprite "STNST0",1,1{}
Sprite "STNSU0",1,1{}
Sprite "STNIA0",1,1{}
Sprite "STNDA0",1,1{}
Sprite "STNDB0",1,1{}
Sprite "STNDC0",1,1{}
Sprite "STNDD0",1,1{}
Sprite "STNDE0",1,1{}
Sprite "STNDF0",1,1{}
Sprite "STNDG0",1,1{}
Sprite "STNDH0",1,1{}
Sprite "STNDI0",1,1{}
Sprite "STNDJ0",1,1{}
Sprite "STNDK0",1,1{}
Sprite "STNFA0",1,1{}
Sprite "STNFB0",1,1{}
Sprite "STNFC0",1,1{}
Sprite "STNHA0",1,1{}
Sprite "STNHB0",1,1{}
Sprite "STNHC0",1,1{}
Sprite "STNHD0",1,1{}
Sprite "STNHE0",1,1{}
Sprite "STNHF0",1,1{}
Sprite "STNHG0",1,1{}
Sprite "STFFA0",1,1{}
Sprite "STFFB0",1,1{}
Sprite "STFFC0",1,1{}
Sprite "STFHA0",1,1{}
Sprite "STFHB0",1,1{}
Sprite "STFHC0",1,1{}
Sprite "STFHD0",1,1{}
Sprite "STFHE0",1,1{}
Sprite "STFHF0",1,1{}
Sprite "STFHG0",1,1{}
Sprite "SAMOA0",1,1{}
Sprite "TPRJA0",1,1{}
Sprite "TPRJB0",1,1{}
Sprite "TPRJC0",1,1{}
Sprite "TPRJD0",1,1{}
Sprite "TPRJE0",1,1{}
Sprite "TPRJF0",1,1{}
Sprite "TPRJG0",1,1{}

View file

@ -1,133 +0,0 @@
Sprite "FBOXA0",1,1{}
Sprite "FSHLA0",1,1{}
Sprite "FSHLB0",1,1{}
Sprite "FLKPA0",1,1{}
Sprite "FLKPB0",1,1{}
Sprite "FLKSA0",1,1{}
Sprite "FLKSB0",1,1{}
Sprite "FLKSC0",1,1{}
Sprite "FLKSD0",1,1{}
Sprite "FLKSE0",1,1{}
Sprite "FLKSF0",1,1{}
Sprite "FLKSG0",1,1{}
Sprite "FLKSH0",1,1{}
Sprite "FLKSI0",1,1{}
Sprite "FLKSJ0",1,1{}
Sprite "FLKSK0",1,1{}
Sprite "FLKSL0",1,1{}
Sprite "FLKSM0",1,1{}
Sprite "FLKSN0",1,1{}
Sprite "FLKSO0",1,1{}
Sprite "FLKSP0",1,1{}
Sprite "FLKSQ0",1,1{}
Sprite "FLKSR0",1,1{}
Sprite "FLKSS0",1,1{}
Sprite "FLKST0",1,1{}
Sprite "FLKSU0",1,1{}
Sprite "FLKSV0",1,1{}
Sprite "FLKSW0",1,1{}
Sprite "FLKSX0",1,1{}
Sprite "FLKSY0",1,1{}
Sprite "FLKSZ0",1,1{}
Sprite "FLS2A0",1,1{}
Sprite "FLS2B0",1,1{}
Sprite "FLS2C0",1,1{}
Sprite "FLS2D0",1,1{}
Sprite "FLKLA0",1,1{}
Sprite "FLKLB0",1,1{}
Sprite "FLKLC0",1,1{}
Sprite "FLKLD0",1,1{}
Sprite "FLKLE0",1,1{}
Sprite "FLKLF0",1,1{}
Sprite "FLKLG0",1,1{}
Sprite "FLKLH0",1,1{}
Sprite "FLKLI0",1,1{}
Sprite "FLKLJ0",1,1{}
Sprite "FLKLK0",1,1{}
Sprite "FLKLL0",1,1{}
Sprite "FLKLM0",1,1{}
Sprite "FLKLN0",1,1{}
Sprite "FLKLO0",1,1{}
Sprite "FLKIA0",1,1{}
Sprite "FLKFA0",1,1{}
Sprite "FLKFB0",1,1{}
Sprite "FLKFC0",1,1{}
Sprite "FLKFD0",1,1{}
Sprite "FLKFE0",1,1{}
Sprite "FLKFF0",1,1{}
Sprite "FLKFG0",1,1{}
Sprite "FLKFH0",1,1{}
Sprite "FLKFI0",1,1{}
Sprite "FLKFJ0",1,1{}
Sprite "FLKAA0",1,1{}
Sprite "FLKAB0",1,1{}
Sprite "FLKAC0",1,1{}
Sprite "FLKAD0",1,1{}
Sprite "FLKAE0",1,1{}
Sprite "FLKAF0",1,1{}
Sprite "FLKAG0",1,1{}
Sprite "FLKAH0",1,1{}
Sprite "FLKAI0",1,1{}
Sprite "FLKAJ0",1,1{}
Sprite "FLKAK0",1,1{}
Sprite "FLKEA0",1,1{}
Sprite "FLKEB0",1,1{}
Sprite "FLKEC0",1,1{}
Sprite "FLKED0",1,1{}
Sprite "FLKEE0",1,1{}
Sprite "FLKEF0",1,1{}
Sprite "FLKEG0",1,1{}
Sprite "FLKEH0",1,1{}
Sprite "FLKEI0",1,1{}
Sprite "FLKEJ0",1,1{}
Sprite "FLKEK0",1,1{}
Sprite "FLKEL0",1,1{}
Sprite "FLKEM0",1,1{}
Sprite "FLKEN0",1,1{}
Sprite "FLKEO0",1,1{}
Sprite "FLKEP0",1,1{}
Sprite "FLKEQ0",1,1{}
Sprite "FLKER0",1,1{}
Sprite "FLKES0",1,1{}
Sprite "FLD2A0",1,1{}
Sprite "FLD2B0",1,1{}
Sprite "FLD2C0",1,1{}
Sprite "FLD2D0",1,1{}
Sprite "FLD2E0",1,1{}
Sprite "FLD2F0",1,1{}
Sprite "FLD2G0",1,1{}
Sprite "FLD2H0",1,1{}
Sprite "FLD2I0",1,1{}
Sprite "FLD2J0",1,1{}
Sprite "FLD2K0",1,1{}
Sprite "FLD2L0",1,1{}
Sprite "FLD2M0",1,1{}
Sprite "FLD2N0",1,1{}
Sprite "FLD2O0",1,1{}
Sprite "FLKDA0",1,1{}
Sprite "FLKDB0",1,1{}
Sprite "FLKDC0",1,1{}
Sprite "FLKDD0",1,1{}
Sprite "FLKDE0",1,1{}
Sprite "FLKDF0",1,1{}
Sprite "FLFFA0",1,1{}
Sprite "FLFFB0",1,1{}
Sprite "FLFFC0",1,1{}
Sprite "FLFFD0",1,1{}
Sprite "FLFFE0",1,1{}
Sprite "FLFFF0",1,1{}
Sprite "FLFFG0",1,1{}
Sprite "FLFFH0",1,1{}
Sprite "FLFFI0",1,1{}
Sprite "FLFFJ0",1,1{}
Sprite "FLFAA0",1,1{}
Sprite "FLFAB0",1,1{}
Sprite "FLFAC0",1,1{}
Sprite "FLFAD0",1,1{}
Sprite "FLFAE0",1,1{}
Sprite "FLFAF0",1,1{}
Sprite "FLFAG0",1,1{}
Sprite "FLFAH0",1,1{}
Sprite "FLFAI0",1,1{}
Sprite "FLFAJ0",1,1{}
Sprite "FLFAK0",1,1{}

View file

@ -5,3 +5,11 @@ Texture "BLKNESS",64,64
Blend "#000000",1.0
}
}
Sprite "UARMA0",1,1{}
Sprite "ASBSA0",1,1{}
Sprite "TOXSA0",1,1{}
Sprite "KEVSA0",1,1{}
Sprite "VBOXA0",1,1{}
Sprite "DAMPA0",1,1{}
Sprite "FFPKA0",1,1{}
Sprite "FFLDA0",1,1{}

BIN
textures/ForceFieldFX.png Normal file

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View file

@ -17,11 +17,14 @@ Class ASMDAmmo : Ammo
tracer = Spawn("ASMDAmmoX",pos);
tracer.angle = angle;
tracer.target = self;
tracer = Spawn("ASMDAmmoXX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
ASMA A -1;
SHOA A -1;
Stop;
}
}
@ -51,7 +54,17 @@ Class ASMDAmmoX : Actor
States
{
Spawn:
ASMA A -1 Bright;
SHOA A -1 Bright;
Stop;
}
}
Class ASMDAmmoXX : ASMDAmmoX
{
States
{
Spawn:
SHOA A -1;
Stop;
}
}
@ -61,7 +74,7 @@ Class ASMDAmmo2X : ASMDAmmoX
States
{
Spawn:
ASMA B -1 Bright;
SHOA B -1 Bright;
Stop;
}
}
@ -86,13 +99,43 @@ Class ASMDAmmo2 : ASMDAmmo
States
{
Spawn:
ASMA B -1;
SHOA B -1;
Stop;
}
}
Class ASMD : UTWeapon
{
override void PlayUpSound( Actor origin )
{
origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.);
}
action void A_ShockFire()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("shock/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),2,-0.3,3,SWING_Spring,0,4);
if ( !Dampener.Active(self) ) A_AlertMonsters();A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
}
action void A_ShockAlt()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("shock/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),3,-0.4,3,SWING_Spring,0,4);
if ( !Dampener.Active(self) ) A_AlertMonsters();A_AlertMonsters();
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
}
Default
{
Tag "$T_ASMD";
@ -114,5 +157,85 @@ Class ASMD : UTWeapon
Stop;
ASMP B -1;
Stop;
Ready:
ASMS ABCDEFGHIJKLMN 1 A_WeaponReady(WRF_NOFIRE);
Idle:
#### # 8 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
ASMI AB 30;
Goto Idle+1;
Dummy:
TNT1 A 1
{
A_CheckReload();
A_WeaponReady();
// that's a mouthful
if ( player.FindPSprite(PSP_WEAPON).CurState.InStateSequence(invoker.FindState("Idle")) && (player.cmd.forwardmove || player.cmd.sidemove) && (player.vel.length() > 0.5) )
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Sway"));
}
Wait;
Vapour:
#### # 2 A_Overlay(-9999,"Dummy");
ASMI A 6
{
A_PlaySound("asmd/vapour",CHAN_6,0.5);
A_Overlay(PSP_FLASH,"VapourFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
ASMV ABCDEFGHIJ 4;
Goto Idle;
VapourFlash:
ASVI A 6;
ASVF ABCDEFGHIJ 4;
Stop;
Sway:
#### # 4;
ASMI C 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),4);
ASMI D 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),5);
ASMI E 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),6);
ASMI F 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),7);
Goto Sway+1;
ASMI C 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
ASMI D 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
ASMI E 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
ASMI F 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
Fire:
#### # 1
{
A_ShockFire();
A_Overlay(-9999,"Null");
}
ASMF ABCDEFGH 2;
ASMF I 5;
ASMI A 0 A_Refire();
ASMI A 0 A_Jump(48,"Vapour");
Goto Idle;
AltFire:
#### # 1
{
A_ShockAlt();
A_Overlay(-9999,"Null");
}
ASMA ABCDFGHI 2;
ASMA J 1;
ASMA J 0 A_Refire();
ASMI A 0 A_Jump(48,"Vapour");
Goto Idle;
Deselect:
ASMD A 1 A_Overlay(-9999,"Null");
ASMD BCDEFGHIJ 1;
ASMD J 1 A_Lower(int.max);
Wait;
Select:
ASMS A 1 A_Raise(int.max);
Wait;
}
}

View file

@ -88,14 +88,15 @@ Class UnrealBackpack : BackpackItem replaces Backpack
Super.DoPickupSpecial(toucher);
if ( gameinfo.gametype&GAME_DOOMCHEX )
{
static const Class<Inventory> xitems[] = {"Flare", "Seeds", "SentryItem", "VoiceBox", "ForceField", "Dampener"};
int xitemn[6];
xitemn[0] = max(0,Random[BackpackExtra](-3,5));
xitemn[1] = max(0,Random[BackpackExtra](-3,5));
xitemn[2] = max(0,Random[BackpackExtra](-4,1));
static const Class<Inventory> xitems[] = {"Flare", "Seeds", "SentryItem", "VoiceBox", "ForceField", "Dampener", "Peacemaker"};
int xitemn[7];
xitemn[0] = max(0,Random[BackpackExtra](-1,3));
xitemn[1] = max(0,Random[BackpackExtra](-1,3));
xitemn[2] = max(0,Random[BackpackExtra](-2,1));
xitemn[3] = max(0,Random[BackpackExtra](-2,1));
xitemn[4] = max(0,Random[BackpackExtra](-3,1));
xitemn[5] = max(0,Random[BackpackExtra](-2,1));
xitemn[4] = max(0,Random[BackpackExtra](-2,1));
xitemn[5] = max(0,Random[BackpackExtra](-1,1));
xitemn[6] = max(0,Random[BackpackExtra](-2,1));
// random doubling
if ( !Random[BackpackExtra](0,4) ) xitemn[0] *= 2;
if ( !Random[BackpackExtra](0,4) ) xitemn[1] *= 2;
@ -103,11 +104,12 @@ Class UnrealBackpack : BackpackItem replaces Backpack
if ( !Random[BackpackExtra](0,7) ) xitemn[3] *= 2;
if ( !Random[BackpackExtra](0,6) ) xitemn[4] *= 2;
if ( !Random[BackpackExtra](0,5) ) xitemn[5] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[6] *= 2;
int total = 0;
for ( int i=0; i<6; i++ ) total += xitemn[i];
for ( int i=0; i<7; i++ ) total += xitemn[i];
if ( total <= 0 ) return;
String extratxt = StringTable.Localize("$I_BACKPACKEXTRA");
for ( int i=0; i<6; i++ )
for ( int i=0; i<7; i++ )
{
if ( xitemn[i] <= 0 ) continue;
extratxt = extratxt..String.Format("%dx %s, ",xitemn[i],GetDefaultByType(xitems[i]).GetTag());
@ -187,6 +189,167 @@ Class UTranslator : UnrealInventory
Class VoiceBox : UnrealInventory
{
Actor box;
Default
{
Tag "$T_VOICEBOX";
Inventory.PickupMessage "$I_VOICEBOX";
Inventory.Icon "I_VoiceB";
Inventory.MaxAmount 5;
UnrealInventory.Charge 600;
}
override void Tick()
{
Super.Tick();
if ( bActive )
{
if ( box ) Charge = box.ReactionTime;
else
{
Charge = DefaultCharge;
bActive = false;
Amount--;
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
}
override bool Use( bool pickup )
{
if ( pickup || bActive ) return false;
bActive = true;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
origin = level.Vec3Offset(origin,x*20.-z*8.);
box = Spawn("VoiceBoxActive",origin);
box.ReactionTime = Charge;
box.vel = x*12.;
box.vel.z += 3.;
box.target = Owner;
box.angle = Owner.angle;
box.pitch = Owner.pitch;
return false;
}
States
{
Spawn:
VBOX A -1;
Stop;
}
}
Class VoiceBoxHitbox : Actor
{
Default
{
Tag "$T_VOICEBOX";
Radius 6;
Height 9;
Health 60;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
+NOTELEPORT;
}
override void Tick()
{
Super.Tick();
if ( !master )
{
Destroy();
return;
}
SetOrigin(master.pos,true);
}
override void Die( Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath )
{
if ( master ) master.ReactionTime = 0;
Super.Die(source,inflictor,dmgflags,MeansOfDeath);
}
}
Class VoiceBoxActive : Actor
{
Actor b;
bool alreadyhit;
override void PostBeginPlay()
{
Super.PostBeginPlay();
b = Spawn("VoiceBoxHitbox",pos);
b.master = self;
}
action void A_VoiceBoxPlay()
{
static const String BattleSounds[] =
{
"automag/shot",
"utrl/explode",
"automag/shot",
"automag/shot",
"flak/altfire",
"utrl/explode",
"flak/fire",
"shock/fire",
"stinger/hit2",
"automag/shot"
};
if ( invoker.b ) invoker.b.A_AlertMonsters(0,AMF_TARGETEMITTER);
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_PlaySound(BattleSounds[i],CHAN_AUTO,FRandom[Voicebox](0.5,1.0));
}
Default
{
Radius 6;
Height 6;
PROJECTILE;
-NOGRAVITY;
+USEBOUNCESTATE;
+SKYEXPLODE;
+MOVEWITHSECTOR;
+CANBOUNCEWATER;
BounceType "Hexen";
BounceFactor 0.3;
WallBounceFactor 0.3;
Gravity 0.35;
ReactionTime 200;
}
States
{
Spawn:
VBOX A -1;
Stop;
Bounce:
VBOX A 0
{
if ( alreadyhit )
{
ClearBounce();
ExplodeMissile();
}
else
{
A_SetPitch(0);
A_PlaySound("transloc/bounce");
if ( BlockingFloor ) alreadyhit = true;
}
}
Goto Spawn;
Death:
VBOX A 30;
VBOX ABCDEFGHIJ 1
{
A_VoiceBoxPlay();
ReactionTime--;
return A_JumpIf(ReactionTime<=0,"Death2");
}
Goto Death+1;
Death2:
TNT1 A 1 A_Log("// TODO explosion");
Stop;
}
}
Class Flare : UnrealInventory
@ -209,14 +372,200 @@ Class Dampener : UnrealInventory
if ( d && d.bActive ) return true;
return false;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
return false;
}
override void Tick()
{
Super.Tick();
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_PlaySound("dampener/off",CHAN_ITEM);
PrintPickupMessage(true,StringTable.Localize("$D_DAMPENER"));
}
}
Default
{
Tag "$T_DAMPENER";
Inventory.PickupMessage "$I_DAMPENER";
Inventory.Icon "I_Dampen";
Inventory.MaxAmount 5;
UnrealInventory.Charge 1000;
}
States
{
Spawn:
DAMP A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
DAMP ABC 8;
DAMP DEFGHIJ 3;
DAMP D 0 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+4;
DAMP CBA 8;
Goto Spawn;
}
}
Class Forcefield : UnrealInventory
{
Default
{
Tag "$T_FORCEFIELD";
Inventory.PickupMessage "$I_FORCEFIELD";
Inventory.Icon "I_ForceF";
Inventory.MaxAmount 5;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(Owner.pitch,Owner.angle,Owner.roll);
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*90.);
origin = level.Vec3Offset(origin,(0,0,-GetDefaultByType("ForceFieldEffect").Height*.5));
if ( !level.IsPointInLevel(origin) )
{
PrintPickupMessage(true,StringTable.Localize("$M_FFNOROOM"));
return false;
}
let a = Spawn("ForceFieldEffect",origin);
if ( !a.TestMobjLocation() )
{
PrintPickupMessage(true,StringTable.Localize("$M_FFNOROOM"));
a.Destroy();
return false;
}
a.target = Owner;
a.angle = Owner.angle;
return true;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("ForcefieldX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
FFPK A -1;
Stop;
}
}
Class ForcefieldX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
Radius 0.1;
Height 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION);
bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn"));
}
States
{
Spawn:
FFPK A -1 Bright;
Stop;
}
}
Class ForceFieldLight : DynamicLight
{
double cdown;
Default
{
DynamicLight.Type "Point";
+DYNAMICLIGHT.ATTENUATE;
Args 0,0,0,100;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec3Offset(0,0,target.height/2.),true);
if ( isFrozen() ) return;
args[LIGHT_RED] = int(255*cdown);
args[LIGHT_BLUE] = int(255*cdown);
if ( target.bSOLID )
{
cdown = min(1.,cdown+1./27);
return;
}
cdown = max(0.,cdown-1./35);
if ( cdown <= 0. ) Destroy();
}
}
Class ForcefieldEffect : Actor
{
double nvol;
Default
{
Tag "$T_FORCEFIELD";
RenderStyle "Add";
+NOGRAVITY;
+NOTELEPORT;
+DONTSPLASH;
+CANNOTPUSH;
+SHOOTABLE;
+SOLID;
+NODAMAGE;
+NOBLOOD;
Mass int.max;
Health int.max;
Radius 15;
Height 45;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
A_PlaySound("ffield/hit",CHAN_BODY);
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("ffield/on",CHAN_ITEM);
A_PlaySound("ffield/active",CHAN_VOICE,0.6,true);
let tracer = Spawn("ForceFieldLight",pos);
tracer.target = self;
}
States
{
Spawn:
FFLD ABCDEFGHI 3 Bright;
FFLD J 700 Bright;
FFLD J 35 Bright
{
A_UnsetShootable();
A_UnsetSolid();
}
FFLD A 1 Bright A_PlaySound("ffield/hit",CHAN_VOICE);
Stop;
}
}
Class UFlashlight : UnrealInventory

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();

View file

@ -1,31 +1,250 @@
Class UnrealArmor : UTArmor
{
int priority;
Property AbsorptionPriority : priority;
Default
{
-INVENTORY.ALWAYSPICKUP;
UnrealArmor.AbsorptionPriority 0;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// re-sort self against other armors based on priority
Inventory cprev = null, prev = null;
for ( Inventory i=other.Inv; i; i=i.Inv )
{
if ( i.Inv == self ) prev = i;
if ( !(i is 'UnrealArmor') || (i == self) || (UnrealArmor(i).priority >= priority) )
{
cprev = i;
continue;
}
// got one, move ourselves
if ( prev ) prev.Inv = Inv;
if ( cprev ) cprev.Inv = self;
else other.Inv = self;
Inv = i;
break;
}
}
}
Class UArmor : UnrealArmor
{
}
Class KevlarSuit : UnrealArmor
Default
{
Tag "$T_UARMOR";
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 90;
UnrealArmor.AbsorptionPriority 7;
Inventory.PickupMessage "$I_UARMOR";
Inventory.PickupSound "misc/u1armor";
Inventory.Icon "I_Armor";
}
States
{
Spawn:
UARM A -1;
Stop;
}
}
Class AsbestosSuit : UnrealArmor
{
Default
{
Tag "$T_ASBSUIT";
Inventory.Amount 50;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 50;
UnrealArmor.AbsorptionPriority 6;
Inventory.PickupMessage "$I_ASBSUIT";
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_Suit";
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (damageType == 'Fire') || (damageType == 'Ice') ) damage = newdamage = 0;
Super.AbsorbDamage(damage,damageType,newdamage);
}
override void AttachToOwner( Actor other )
{
// remove other suits
Inventory i = other.FindInventory("ToxinSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("KevlarSuit");
if ( i ) other.RemoveInventory(i);
Super.AttachToOwner(other);
}
States
{
Spawn:
ASBS A -1;
Stop;
}
}
Class ToxinSuit : UnrealArmor
{
Default
{
Tag "$T_TOXSUIT";
Inventory.Amount 50;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 50;
UnrealArmor.AbsorptionPriority 6;
Inventory.PickupMessage "$I_TOXSUIT";
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_TSuit";
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( damageType == 'Slime' ) damage = newdamage = 0;
Super.AbsorbDamage(damage,damageType,newdamage);
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// remove other suits
Inventory i = other.FindInventory("AsbestosSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("KevlarSuit");
if ( i ) other.RemoveInventory(i);
}
States
{
Spawn:
TOXS A -1;
Stop;
}
}
Class KevlarSuit : UnrealArmor
{
Default
{
Tag "$T_KEVSUIT";
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 80;
UnrealArmor.AbsorptionPriority 6;
Inventory.PickupMessage "$I_KEVSUIT";
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_Kevlar";
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// remove other suits
Inventory i = other.FindInventory("AsbestosSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("ToxinSuit");
if ( i ) other.RemoveInventory(i);
}
States
{
Spawn:
KEVS A -1;
Stop;
}
}
Class ShieldBelt : UnrealArmor
{
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (damage > 0) && (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_PlaySound("belt/absorb",CHAN_7);
UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5);
}
int oldamt = amount;
Super.AbsorbDamage(damage,damageType,newdamage);
if ( (oldamt > 0) && (amount <= 0) ) PrintPickupMessage(true,StringTable.Localize("$D_SHIELDBELT"));
}
Default
{
Tag "$T_SHIELDBELT";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 100;
UnrealArmor.AbsorptionPriority 10;
Inventory.PickupMessage "$I_SHIELDBELT";
Inventory.PickupSound "belt/pickup";
Inventory.RespawnTics 2100;
Inventory.Icon "I_Shield";
}
States
{
Spawn:
BELT A -1;
Stop;
}
}
Class PowerShield : UnrealArmor
{
bool gothit;
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (damage > 0) && (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_PlaySound("belt/absorb",CHAN_7);
UTMainHandler.DoFlash(Owner,Color(80,224,0,255),5);
gothit = true;
}
int oldamt = amount;
amount = int.max; // blocks all damage
Super.AbsorbDamage(damage,damageType,newdamage);
amount = oldamt; // does not drain here
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player ) return;
if ( gothit )
{
amount--;
gothit = false;
}
if ( amount <= 0 )
{
PrintPickupMessage(true,StringTable.Localize("$D_POWERSHIELD"));
DepleteOrDestroy();
}
}
Default
{
Tag "$T_POWERSHIELD";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
Inventory.Amount 200;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 200;
UTArmor.ArmorAbsorption 100;
UnrealArmor.AbsorptionPriority 11; // wow dude
Inventory.PickupMessage "$I_POWERSHIELD";
Inventory.PickupSound "sbelt/pickup";
Inventory.RespawnTics 3500;
Inventory.Icon "I_PBelt";
}
States
{
Spawn:
BELT A -1;
Stop;
}
}

View file

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

View file

@ -488,10 +488,42 @@ Class UnrealInventory : Inventory
// Drawstuffs over HUD
virtual ui void PostRender( double lbottom ) {}
bool DrainCharge( int val )
{
Charge -= val;
if ( Charge > 0 ) return false;
if ( Amount > 1 )
{
Amount--;
Charge = DefaultCharge;
bActive = false;
return true;
}
DepleteOrDestroy();
return true;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
Charge = DefaultCharge;
}
override bool HandlePickup( Inventory item )
{
if ( (item.GetClass() == GetClass()) && ((MaxAmount > 1) || (DefaultCharge > 0)) )
{
if ( MaxAmount > 1 ) Amount = min(MaxAmount,Amount+item.Amount);
else Charge = DefaultCharge; // reset charge
item.bPickupGood = true;
return true;
}
return Super.HandlePickup(item);
}
Default
{
+INVENTORY.INVBAR;
UnrealInventory.Charge 0;
Inventory.PickupSound "misc/p_pkup";
}
}
@ -599,21 +631,6 @@ Class UnrealStaticHandler : StaticEventHandler
Class UnrealMainHandler : EventHandler
{
// can't detect terraindef-based damage
// this is currently an engine limitation
static bool, bool DetectHurtfloors()
{
bool foundslime = false, foundlava = false;
for ( int i=0; i<level.Sectors.Size(); i++ )
{
Sector s = level.Sectors[i];
if ( !s.DamageAmount || !s.DamageInterval ) continue;
if ( s.DamageType == 'Slime' ) foundslime = true;
else if ( s.DamageType == 'Fire' ) foundlava = true;
}
return foundslime, foundlava;
}
override void CheckReplacement( ReplaceEvent e )
{
if ( (e.Replacee == 'Chainsaw') || (e.Replacee == 'Gauntlets') )
@ -719,7 +736,7 @@ Class UnrealMainHandler : EventHandler
else switch( Random[Replacements](0,2) )
{
case 0:
e.Replacement = 'StingerAmmo2';
e.Replacement = 'StingerAmmo';
break;
case 1:
e.Replacement = 'ASMDAmmo2';
@ -734,7 +751,7 @@ Class UnrealMainHandler : EventHandler
switch( Random[Replacements](0,2) )
{
case 0:
e.Replacement = 'StingerAmmo';
e.Replacement = 'StingerAmmo2';
break;
case 1:
e.Replacement = 'ASMDAmmo';
@ -792,37 +809,9 @@ Class UnrealMainHandler : EventHandler
else if ( (e.Replacee == 'Soulsphere') || (e.Replacee == 'ArtiSuperHealth') ) e.Replacement = 'SuperHealth';
else if ( e.Replacee == 'Megasphere' ) e.Replacement = 'ShieldBelt';
else if ( (e.Replacee == 'Allmap') || (e.Replacee == 'SuperMap') ) e.Replacement = 'MotionDetector';
else if ( (e.Replacee == 'BlurSphere') || (e.Replacee == 'ArtiInvisibility') )
{
if ( Random[Replacements](0,1) ) e.Replacement = 'UInvisibility';
else e.Replacement = 'Dampener';
}
else if ( (e.Replacee == 'Infrared') || (e.Replacee == 'ArtiTorch') )
{
if ( !Random[Replacements](0,2) ) e.Replacement = 'USearchlight';
else e.Replacement = 'UFlashlight';
}
else if ( e.Replacee == 'RadSuit' )
{
bool HasSlime, HasLava;
[HasSlime, HasLava] = DetectHurtfloors();
if ( HasSlime )
{
if ( HasLava )
{
if ( Random[Replacements](0,3) )
{
if ( Random[Replacements](0,1) ) e.Replacement = 'AsbestosSuit';
else e.Replacement = 'ToxinSuit';
}
else e.Replacement = 'UJumpBoots';
}
else if ( Random[Replacements](0,3) ) e.Replacement = 'ToxinSuit';
else e.Replacement = 'UJumpBoots';
}
else if ( HasLava && Random[Replacements](0,3) ) e.Replacement = 'AsbestosSuit';
else e.Replacement = 'UJumpBoots';
}
else if ( (e.Replacee == 'BlurSphere') || (e.Replacee == 'ArtiInvisibility') ) e.Replacement = 'UInvisibility';
else if ( (e.Replacee == 'Infrared') || (e.Replacee == 'ArtiTorch') ) e.Replacement = 'UFlashlight';
else if ( e.Replacee == 'RadSuit' ) e.Replacement = 'UJumpBoots';
else if ( e.Replacee == 'ArtiFly' ) e.Replacement = 'UJumpBoots';
else if ( (e.Replacee == 'Backpack') || (e.Replacee == 'BagOfHolding') ) e.Replacement = 'UnrealBackpack';
else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') ) e.Replacement = 'Flare';
@ -843,7 +832,7 @@ Class UnrealMainHandler : EventHandler
else if ( e.Replacee == 'ArtiTeleport' )
{
// I have no idea what to replace this with, so just have some random stuff
switch( Random[Replacements](0,5) )
switch( Random[Replacements](0,7) )
{
case 0:
e.Replacement = 'UnrealBackpack';
@ -866,6 +855,9 @@ Class UnrealMainHandler : EventHandler
case 6:
e.Replacement = 'SentryItem';
break;
case 7:
e.Replacement = 'Peacemaker';
break;
}
}
else if ( e.Replacee == 'TeleportFog' ) e.Replacement = 'UTeleportFog';
@ -898,6 +890,9 @@ Class UnrealMainHandler : EventHandler
else if ( e.Replacee is 'EnhancedShockAmmo' ) e.Replacement = 'UNothing';
else if ( e.Replacee is 'UTBackpack' ) e.Replacement = 'UnrealBackpack';
else if ( e.Replacee is 'UDamage' ) e.Replacement = 'Amplifier';
// we don't need these
else if ( e.Replacee is 'UTActivatable' ) e.Replacement = 'UNothing';
else if ( e.Replacee is 'UTActivatableHealth' ) e.Replacement = 'UNothing';
}
// translocator stuff

View file

@ -20,13 +20,14 @@ Class UnrealHUD : BaseStatusBar
HUDFont mMapFont;
// Common Textures
TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel, IconBase;
TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel, IconBase, KeyIcons[7];
// 0.83 HUD stuff
String OldAmmo[18];
Class<Inventory> OldAmmoType[18];
String OldArmor[6];
Class<Inventory> OldArmorType[6];
String OldKeys[7];
HUDFont mOldDigits;
// Translations
@ -59,6 +60,13 @@ Class UnrealHUD : BaseStatusBar
IconSel = TexMan.CheckForTexture("IconSel",TexMan.Type_Any);
IconBase = TexMan.CheckForTexture("IconBase",TexMan.Type_Any);
RedIcon = Translation.GetID('RedIcon');
KeyIcons[0] = TexMan.CheckForTexture("I_KeyR",TexMan.Type_Any);
KeyIcons[1] = TexMan.CheckForTexture("I_KeyB",TexMan.Type_Any);
KeyIcons[2] = TexMan.CheckForTexture("I_KeyY",TexMan.Type_Any);
KeyIcons[3] = TexMan.CheckForTexture("I_SkullR",TexMan.Type_Any);
KeyIcons[4] = TexMan.CheckForTexture("I_SkullB",TexMan.Type_Any);
KeyIcons[5] = TexMan.CheckForTexture("I_SkullY",TexMan.Type_Any);
KeyIcons[6] = TexMan.CheckForTexture("I_KeyG",TexMan.Type_Any);
mOldDigits = HUDFont.Create(Font.FindFont('U083Digits'),26,Mono_CellLeft);
OldAmmo[0] = "Disp083";
OldAmmo[1] = "Clip083";
@ -108,6 +116,13 @@ Class UnrealHUD : BaseStatusBar
OldArmorType[3] = "ToxinSuit";
OldArmorType[4] = "ShieldBelt";
OldArmorType[5] = "PowerShield";
OldKeys[0] = "Redk083";
OldKeys[1] = "Bluek083";
OldKeys[2] = "Goldk083";
OldKeys[3] = "Rskul083";
OldKeys[4] = "Bskul083";
OldKeys[5] = "Gskul083";
OldKeys[6] = "Grenk083";
}
override void Draw( int state, double TicFrac )
@ -145,15 +160,17 @@ Class UnrealHUD : BaseStatusBar
UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
}
private void DrawNumberOf( int n, double x, double y )
private void DrawNumberOf( Inventory i, double x, double y )
{
if ( n <= 0 ) return;
CurX = X-4;
CurY = Y+20;
n++;
string itxt = String.Format("%d",n);
if ( i.Amount <= 1 ) return;
double TempX = CurX, TempY = CurY;
string itxt = String.Format("%d",i.Amount);
CurX += 30;
CurY += 23;
CurX -= TinyRedFont.StringWidth(itxt);
Screen.DrawText(TinyRedFont,Font.CR_UNTRANSLATED,CurX,CurY,itxt,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
CurX = TempX;
CurY = TempY;
}
private void DrawIconValue( int n )
@ -190,8 +207,10 @@ Class UnrealHUD : BaseStatusBar
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
}
if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) )
Screen.DrawTexture(HudLine,false,CurX+2,CurY+29,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(UnrealInventory(i).Charge/double(UnrealInventory(i).DefaultCharge)),27.));
if ( (i is 'UnrealInventory') && (UnrealInventory(i).DefaultCharge > 0) && (UnrealInventory(i).Charge < UnrealInventory(i).DefaultCharge) )
Screen.DrawTexture(HudLine,false,CurX+2,CurY+29,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(UnrealInventory(i).Charge/double(UnrealInventory(i).DefaultCharge)),28.));
else if ( (i is 'UTArmor') && !HudMode )
Screen.DrawTexture(HudLine,false,CurX+2,CurY+29,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(i.Amount/double(i.MaxAmount)),28.));
}
private void DrawFragCount( double x, double y )
@ -347,7 +366,7 @@ Class UnrealHUD : BaseStatusBar
{
bRed = ((Prev is 'UnrealInventory') && UnrealInventory(Prev).bActive) || (Prev is 'Powerup') || ((Prev is 'UTranslator') && bFlashTranslator);
DrawHudIcon(x,y,Prev,bRed);
if ( Prev.MaxAmount > 1 ) DrawNumberOf(Prev.Amount,x,y);
if ( Prev.MaxAmount > 1 ) DrawNumberOf(Prev,x,y);
}
bRed = ((SelectedItem is 'UnrealInventory') && UnrealInventory(SelectedItem).bActive) || (SelectedItem is 'Powerup') || ((SelectedItem is 'UTranslator') && bFlashTranslator);
if ( !Next && !Prev && !bDrawOne ) DrawHudIcon(x+64,y,SelectedItem,bRed);
@ -355,13 +374,13 @@ Class UnrealHUD : BaseStatusBar
CurX = x+32;
if ( !Next && !Prev && !bDrawOne ) CurX = x+64;
CurY = y;
Screen.DrawTexture(IconSel,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
if ( SelectedItem.MaxAmount > 1 ) DrawNumberOf(SelectedItem.Amount,CurX,y);
Screen.DrawTexture(IconSel,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,0.5);
if ( SelectedItem.MaxAmount > 1 ) DrawNumberOf(SelectedItem,CurX,y);
if ( Next )
{
bRed = ((Next is 'UnrealInventory') && UnrealInventory(Next).bActive) || (Next is 'Powerup') || ((Next is 'UTranslator') && bFlashTranslator);
DrawHudIcon(x+64,y,Next,bRed);
if ( Next.MaxAmount > 1 ) DrawNumberOf(Next.Amount,x+64,y);
if ( Next.MaxAmount > 1 ) DrawNumberOf(Next,x+64,y);
}
}
@ -380,8 +399,10 @@ Class UnrealHUD : BaseStatusBar
if ( !bDrawOne )
{
DrawHudIcon(CurX,y,Inv,false);
DrawIconValue(Inv.Amount);
CurX += 32;
CurY += HudMode?29:27;
DrawIconValue(Inv.Amount);
CurY -= HudMode?29:27;
}
else if ( UTArmor(Inv).absorb > CurAbs )
{
@ -392,11 +413,13 @@ Class UnrealHUD : BaseStatusBar
if ( bDrawOne && BestArmor )
{
DrawHudIcon(CurX,Y,BestArmor,false);
DrawIconValue(BestArmor.Amount);
CurX += 32;
CurY += HudMode?29:27;
DrawIconValue(BestArmor.Amount);
CurY -= HudMode?29:27;
}
if ( (ArmorAmount > 0) && !HudMode )
Screen.DrawText(LargeFont,Font.CR_UNTRANSLATED,CurX,Y,String.Format("%d",ArmorAmount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
Screen.DrawText(LargeFont,Font.CR_UNTRANSLATED,CurX+2,Y,String.Format("%d",ArmorAmount),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
}
private void DrawAmmo( double x, double y )
@ -426,7 +449,7 @@ Class UnrealHUD : BaseStatusBar
CurX = X+2;
CurY = Y+29;
if ( (HudMode != 1) && (HudMode != 2) && (HudMode != 4) )
Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(CPlayer.ReadyWeapon.Ammo1.Amount/double(CPlayer.ReadyWeapon.Ammo1.MaxAmount)),27.));
Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(CPlayer.ReadyWeapon.Ammo1.Amount/double(CPlayer.ReadyWeapon.Ammo1.MaxAmount)),28.));
// TODO secondary ammo display
}
@ -441,11 +464,11 @@ Class UnrealHUD : BaseStatusBar
CurY += 29;
DrawIconValue(Max(0,CPlayer.mo.Health));
CurY -= 29;
if ( !HudMode ) Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",Max(0,CPlayer.mo.Health)),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
if ( !HudMode ) Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX+2,CurY,String.Format("%d",Max(0,CPlayer.mo.Health)),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
CurX = X+2;
CurY = Y+29;
if ( (HudMode != 1) && (HudMode != 2) && (HudMode != 4) )
Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(27.*(CPlayer.mo.Health/double(CPlayer.mo.SpawnHealth())),27.));
Screen.DrawTexture(HudLine,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_WindowRightF,Min(28.*(CPlayer.mo.Health/double(CPlayer.mo.SpawnHealth())),28.));
}
private void DrawIdentifyInfo()
@ -470,9 +493,25 @@ Class UnrealHUD : BaseStatusBar
}
}
private void DrawKeys( double x, double y )
private void DrawKeys( double x, double y, bool leftright = false )
{
// TODO draws the key icons from right to left, bottom to top
if ( deathmatch ) return; // no need to draw in DM
if ( gameinfo.gametype&(GAME_Hexen|GAME_Strife) ) return; // no key display for these ATM (will do eventually)
CurX = x;
CurY = y;
int cnt = 0;
for ( int i=0; i<6; i++ )
{
if ( !CPlayer.mo.CheckKeys(i+1,false,true) ) continue;
Screen.DrawTexture(KeyIcons[((i==0)&&(gameinfo.gametype&GAME_Heretic))?6:i],false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
cnt++;
if ( !(cnt%3) )
{
CurX = x;
CurY -= 16;
}
else CurX += leftright?16:-16;
}
}
private void DrawUnrealHUD()
@ -499,13 +538,20 @@ Class UnrealHUD : BaseStatusBar
else if ( HudMode == 3 ) DrawInventory(ClipX-96,ClipY-64);
else if ( HudMode == 4 ) DrawInventory(ClipX-64,ClipY-64,true);
else if ( HudMode == 2 ) DrawInventory(ClipX/2-64,ClipY-32);
if ( deathmatch )
{
// Display Frag count
if ( HudMode < 3 ) DrawFragCount(ClipX-32,ClipY-64);
else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64);
else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32);
}
else
{
// Display Keys
if ( HudMode < 3 ) DrawKeys(ClipX-32,ClipY-32);
else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY-32);
if ( HudMode < 3 ) DrawKeys(ClipX-(deathmatch?48:16),ClipY-48);
else if ( HudMode == 3 ) DrawKeys(deathmatch?32:0,ClipY-48,true);
else if ( HudMode == 4 ) DrawKeys(deathmatch?32:0,ClipY-16,true);
}
// Display Identification Info
DrawIdentifyInfo();
}
@ -515,6 +561,7 @@ Class UnrealHUD : BaseStatusBar
// 0.83 status bar, just for funsies
DrawImage("Bar083",(0,336),DI_ITEM_OFFSETS);
static const float slotofs[] = {525, 84, 128, 173, 216, 259, 349, 392, 436, 481};
static const float keyofs[] = {187, 211, 235, 379, 403, 427};
for ( int i=0; i<10; i++ )
{
if ( !CPlayer.HasWeaponsInSlot(i) ) continue;
@ -557,20 +604,27 @@ Class UnrealHUD : BaseStatusBar
break;
}
}
for ( int i=0; i<6; i++ )
{
if ( !CPlayer.mo.CheckKeys(i+1,false,true) ) continue;
DrawImage(OldKeys[((i==0)&&(gameinfo.gametype&GAME_Heretic))?6:i],(keyofs[i],366),DI_ITEM_OFFSETS);
}
if ( HudMode > 5 ) return;
// Draw frags in DM
if ( deathmatch ) DrawFragCount(ClipX-32,0);
// Need to draw the inventory bar (and translator)
if ( ClipX < 320 ) HudMode = 4;
DrawInventory(ClipX-96,0,false,true);
DrawInventory(ClipX-(deathmatch?128:96),0,false,true);
}
override void Tick()
{
Super.Tick();
CPlayer.inventorytics = 0;
vtracer.ignore = CPlayer.mo;
vtracer.trace(CPlayer.mo.Vec2OffsetZ(0,0,CPlayer.viewz),CPlayer.mo.CurSector,(cos(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),sin(CPlayer.mo.angle)*cos(CPlayer.mo.pitch),-sin(CPlayer.mo.pitch)),1000,0);
if ( vtracer.Results.HitType != TRACE_HitActor ) return;
lastseen = vtracer.Results.HitActor;
lastseentic = gametic;
CPlayer.inventorytics = 0;
}
override void DrawAutomapHUD( double ticFrac )
@ -590,17 +644,8 @@ Class UnrealHUD : BaseStatusBar
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
double swidth = 0;
double ltop = 0, rtop = 0;
if ( HudMode < 2 )
{
for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
if ( !(Inv is 'UTArmor') ) continue;
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
rtop += 64*scalev.y;
break;
}
if ( CPlayer.mo.InvSel ) ltop += 64*scalev.y;
}
if ( (HudMode < 6) && CPlayer.mo.InvSel )
rtop += (32*scalev.y)/scale.Y;
int protrusion = GetProtrusion(swidth/hres);
[tmp,tmp,hres] = StatusbarToRealCoords(0,0,protrusion);
width += int((swidth-hres)/scale.X);

View file

@ -18,6 +18,23 @@ Class Amplifier : UnrealInventory
Class UJumpBoots : UnrealInventory
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
// detect hurtfloors
// can't detect terraindef-based damage
// this is currently an engine limitation
bool foundslime = false;
bool foundlava = false;
for ( int i=0; i<level.Sectors.Size(); i++ )
{
Sector s = level.Sectors[i];
if ( !s.DamageInterval || !s.DamageAmount ) continue;
if ( s.DamageType == 'Slime' ) foundslime = true;
else if ( s.DamageType == 'Fire' ) foundlava = true;
}
// TODO replace self with asbestos/toxin suits
}
}
Class MotionDetector : UnrealInventory