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:
Marisa the Magician 2019-09-04 02:37:59 +02:00
commit 912cad96c5
71 changed files with 1949 additions and 73 deletions

View file

@ -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;
}
}