Oh boy, it begins.
Assigned all pickup models. Implemented all ammo types. Finished Flak Cannon. Additional cleanup. Slot reassignments and other adjustments to match known Unreal prototype info.
This commit is contained in:
parent
4bf3704b7b
commit
912cad96c5
71 changed files with 1949 additions and 73 deletions
|
|
@ -708,14 +708,31 @@ Class BetaFlare : UnrealInventory
|
|||
if ( !sting_flares ) return false; // not allowed
|
||||
return Super.TryPickup(toucher);
|
||||
}
|
||||
Default
|
||||
{
|
||||
Inventory.MaxAmount 1;
|
||||
UnrealInventory.Charge 100;
|
||||
+INVENTORY.UNDROPPABLE;
|
||||
+INVENTORY.UNTOSSABLE;
|
||||
}
|
||||
}
|
||||
|
||||
Class LightFlare : BetaFlare
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_LFLARES";
|
||||
Inventory.Icon "I_FlarBL";
|
||||
}
|
||||
}
|
||||
|
||||
Class DarkFlare : BetaFlare
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_DFLARES";
|
||||
Inventory.Icon "I_FlarBD";
|
||||
}
|
||||
}
|
||||
|
||||
Class Dampener : UnrealInventory
|
||||
|
|
@ -907,16 +924,101 @@ Class ForcefieldEffect : Actor
|
|||
|
||||
Class UFlashlight : UnrealInventory
|
||||
{
|
||||
Actor lt[3];
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "$T_FLASHLIGHT";
|
||||
Inventory.Icon "I_Flashl";
|
||||
Inventory.MaxAmount 3;
|
||||
Inventory.PickupMessage "$I_FLASHLIGHT";
|
||||
UnrealInventory.Charge 2800;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SLIT A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class USearchlight : UnrealInventory
|
||||
Class USearchlight : UFlashlight
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_SEARCHLIGHT";
|
||||
Inventory.Icon "I_BigFl";
|
||||
Inventory.MaxAmount 1;
|
||||
Inventory.PickupMessage "$I_SEARCHLIGHT";
|
||||
Inventory.RespawnTics 1050;
|
||||
UnrealInventory.Charge 70000;
|
||||
}
|
||||
}
|
||||
|
||||
Class SentryItem : UnrealInventory
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_SENTRY";
|
||||
Inventory.Icon "I_Sentry";
|
||||
Inventory.MaxAmount 1;
|
||||
Inventory.PickupMessage "$I_SENTRY";
|
||||
Inventory.RespawnTics 1050;
|
||||
UnrealInventory.Charge 300;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SENT A -1;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// The "head" of the sentry, attaches to the body
|
||||
Class MinigunSentry : Actor
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SENT A 15;
|
||||
SENT A 0 A_PlaySound("sentry/raise");
|
||||
SENR ABCDEFGHIJKLMNO 3;
|
||||
Goto Idle;
|
||||
Idle:
|
||||
SENI A 1;
|
||||
Wait;
|
||||
Fire:
|
||||
SENW ABCDEFGHIJKLMNOPQR 1;
|
||||
Goto FireLoop;
|
||||
FireLoop:
|
||||
SENF ABCDEFGHIJKLMNOPQR 1;
|
||||
Loop;
|
||||
FireEnd:
|
||||
SENU ABCDEFGHIJKLMNOPQR 1;
|
||||
Goto Idle;
|
||||
}
|
||||
}
|
||||
|
||||
// The body of the sentry
|
||||
Class MinigunSentryBase : Actor
|
||||
{
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
SENT A 15;
|
||||
SENR ABCDEFGHIJKLMNO 3;
|
||||
Goto Idle;
|
||||
Idle:
|
||||
SENI A 1;
|
||||
Wait;
|
||||
Fire:
|
||||
SENW ABCDEFGHIJKLMNOPQR 1;
|
||||
Goto FireLoop;
|
||||
FireLoop:
|
||||
SENF ABCDEFGHIJKLMNOPQR 1;
|
||||
Loop;
|
||||
FireEnd:
|
||||
SENU ABCDEFGHIJKLMNOPQR 1;
|
||||
Goto Idle;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue