I think with this all vanilla usable items are done.

However the SCUBA Gear won't spawn yet because a certain PR is needed.
This commit is contained in:
Marisa the Magician 2019-09-05 18:31:30 +02:00
commit ad20f46db7
9 changed files with 163 additions and 7 deletions

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@ -39,6 +39,8 @@ Doom Tournament (currently the devel branch is required).
- Flare (replaces armor bonus)
- Flashlight (replaces light amplifier)
- Searchlight (must be placed manually for balance reasons)
- Jump Boots (replaces radsuit)
- SCUBA Gear (replaces radsuit if map has swimmable water)
## In progress
@ -48,9 +50,6 @@ Doom Tournament (currently the devel branch is required).
- Minigun (slot 0) (replaces chaingun)
- SMP 7243 (slot 0) (replaces bfg9000)
- Jump Boots (replaces radsuit)
- SCUBA Gear (replaces radsuit if map has swimmable water)
## Planned
- Unreal Bible & prototype build behaviour restoration

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@ -74,3 +74,5 @@ server bool sting_olsmp = false; // adds the stupid oldskool SMP 7243 to
// this weapon is dumb, but just for
// the sake of completion it's there as
// an option
server bool sting_autoscuba = false; // SCUBA gear toggles automatically
// when needed

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@ -207,6 +207,8 @@ STING_UOPTS = "Compatibility options";
STING_DPISTOL = "Dispersion Pistol altfire isn't upgraded";
STING_PSHIELD = "Power Shield does not drain over time";
STING_NOPSTART = "Players don't start up with an Automag";
STING_QOPTS = "Convenience features";
STING_AUTOSCUBA = "Automatic SCUBA Gear toggling";
STING_OLSMP = "Enable SMP 7243 from Oldskool Amp'd";
STING_MCREDS = "Unreal Credits";
STING_CDR = "Doomreal";
@ -407,6 +409,8 @@ STING_DPISTOL = "El fuego alternativo de la Pistola de Dispersión no es mejorad
STING_PSHIELD = "El Escudo de Fuerza no pierde carga con el tiempo";
STING_NOPSTART = "Los jugadores no empiezan la partida con un Automag";
STING_OLSMP = "Habilitar SMP 7243 de Oldskool Amp'd";
STING_QOPTS = "Características de comodidad";
STING_AUTOSCUBA = "Uso automático de Kit de Buceo";
STING_MCREDS = "Créditos de Unreal";
STING_CDR = "Doomreal";
STING_CLEAD = "Desarrolladora Jefe:";

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@ -42,6 +42,9 @@ OptionMenu "UnrealOptionMenu"
Option "$STING_PSHIELD", "sting_pshield", "YesNo"
Option "$STING_NOPSTART", "sting_nopstart", "YesNo"
Option "$STING_OLSMP", "sting_olsmp", "YesNo"
StaticText " "
StaticText "$STING_QOPTS", "Gold"
Option "$STING_AUTOSCUBA", "sting_autoscuba", "YesNo"
}
AddOptionMenu "OptionsMenu"

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@ -8,7 +8,7 @@ Model "FlameGun"
FrameIndex FGNP B 1 0
ZOffset 9
ZOffset 12
ROTATING
FrameIndex FGNP A 1 0
}

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@ -206,6 +206,10 @@ univis/toggle invisibl
lite/off fshlite2
scuba/stop scubada1
scuba/water scubal1
scuba/air scubal2
automag/select cocking
automag/fire shot
automag/click click

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@ -57,6 +57,7 @@ Class HitListEntry
{
Actor hitactor;
Vector3 hitlocation, x;
int hitdamage;
}
Class BigTracer : LineTracer
@ -65,6 +66,14 @@ Class BigTracer : LineTracer
double penetration; // please don't laugh
}
Class BigCasing : UTCasing
{
Default
{
BounceSound "flak/bounce"; // much heavier sound
}
}
Class BigGun : UnrealWeapon
{
Default

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@ -372,7 +372,7 @@ Class UnrealHUD : BaseStatusBar
if ( (HUDMode == 5) || !SelectedItem ) return;
Count++;
if ( Count > 20 ) Count = 0;
if ( !Next && !bDrawOne ) x += 32; // this was missing from the original, causing a gap when there's only two items in the inventory
if ( Prev && !Next && !bDrawOne ) x += 32; // this was missing from the original, causing a gap when there's only two items in the inventory
if ( Prev )
{
bRed = ((Prev is 'UnrealInventory') && UnrealInventory(Prev).bActive) || (Prev is 'Powerup') || ((Prev is 'UTranslator') && bFlashTranslator);

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@ -187,6 +187,7 @@ Class AmpSound : Actor
Class UJumpBoots : UnrealInventory
{
int draincnt;
Default
{
Tag "$T_JUMPBOOTS";
@ -242,12 +243,63 @@ Class UJumpBoots : UnrealInventory
for ( int i=0; i<level.Sectors.Size(); i++ )
{
Sector s = level.Sectors[i];
if ( s.MoreFlags&Sector.SECMF_UNDERWATER ) foundswim = true;
if ( s.MoreFlags&(Sector.SECMF_UNDERWATER|Sector.SECMF_FORCEDUNDERWATER) ) foundswim = true;
if ( !s.DamageInterval || !s.DamageAmount ) continue;
if ( s.DamageType == 'Slime' ) foundslime = true;
else if ( s.DamageType == 'Fire' ) foundlava = true;
// 3d floors don't set the underwater flags or anything so we're completely screwed until Graf merges my goddamn PR
//for ( int i=0; i<s.Get3DFloorCount(); i++ )
// if ( s.Get3DFloor(i).flags&F3DFloor.FF_SWIMMABLE ) foundswim = true;
}
// random chance to ignore if a replacement already was made
let ti = ThinkerIterator.Create("Inventory");
Inventory a;
while ( a = Inventory(ti.Next()) )
{
// exclude owned items
if ( a.Owner ) continue;
if ( (a is "ToxinSuit") && Random[LBootRep](0,2) )
foundslime = false;
if ( (a is "AsbestosSuit") && Random[LBootRep](0,2) )
foundlava = false;
if ( (a is "SCUBAGear") && Random[LBootRep](0,2) )
foundswim = false;
}
// replace self with asbestos/toxin suits or scuba
// this is extremely naive and doesn't check proximity to the
// hurtfloor/swimmable, but it's better than nothing
Array<String> replacements;
replacements.Clear();
if ( foundslime ) replacements.Push("ToxinSuit");
if ( foundlava ) replacements.Push("AsbestosSuit");
if ( foundswim ) replacements.Push("SCUBAGear");
if ( replacements.Size() > 0 )
{
int rslot = Random[LBootRep](0,replacements.Size()-1);
let r = Spawn(replacements[rslot],pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
// TODO replace self with asbestos/toxin suits or scuba
}
override void AttachToOwner( Actor Other )
{
@ -301,6 +353,40 @@ Class SCUBAGear : UnrealInventory
Inventory.RespawnTics 700;
UnrealInventory.Charge 4200;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
if ( !bActive ) Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
return false;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( bActive && (damageType == 'Drowning') )
newdamage = 0;
}
override void DoEffect()
{
Super.DoEffect();
if ( sting_autoscuba && ((bActive && (Owner.waterlevel < 2)) || (!bActive && (Owner.waterlevel > 2))) )
Use(false);
if ( bActive && !tracer )
{
tracer = Spawn("SCUBASound",Owner.pos);
tracer.target = Owner;
tracer.master = self;
}
else if ( !bActive && tracer ) tracer.Destroy();
if ( !bActive ) return;
if ( PlayerPawn(Owner) ) PlayerPawn(Owner).ResetAirSupply();
if ( (Charge <= 0) || DrainCharge(1) )
{
Owner.A_PlaySound("scuba/stop",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SCUBA"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
}
}
States
{
Spawn:
@ -308,3 +394,52 @@ Class SCUBAGear : UnrealInventory
Stop;
}
}
Class SCUBASound : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
if ( target.CheckLocalView() )
{
A_SoundVolume(CHAN_VOICE,0.0);
A_SoundVolume(CHAN_5,0.0);
A_SoundVolume(CHAN_6,(target.waterlevel<3)?1.0:0.0);
A_SoundVolume(CHAN_7,(target.waterlevel>=3)?1.0:0.0);
}
else
{
A_SoundVolume(CHAN_VOICE,(target.waterlevel<3)?0.25:0.0);
A_SoundVolume(CHAN_5,(target.waterlevel>=3)?0.25:0.0);
A_SoundVolume(CHAN_6,0.0);
A_SoundVolume(CHAN_7,0.0);
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("scuba/air",CHAN_VOICE,0.25,true,1.5);
A_PlaySound("scuba/water",CHAN_5,0.25,true,1.5);
A_PlaySound("scuba/air",CHAN_6,1.0,true,ATTN_NONE);
A_PlaySound("scuba/water",CHAN_7,1.0,true,ATTN_NONE);
}
override void OnDestroy()
{
Super.OnDestroy();
A_StopSound(CHAN_VOICE);
A_StopSound(CHAN_5);
A_StopSound(CHAN_6);
A_StopSound(CHAN_7);
}
}