More stuff before public release.

Adjust the aspect of new 0.83 hud icons.
Impaler plays unique sound when ending altfire instead of select sound.
Adapt some things for the old sounds add-on.
Minor HUD adjustments (weapon slot related).
Left a couple notes of what I might do next.
This commit is contained in:
Marisa the Magician 2019-09-27 14:20:00 +02:00
commit bac9b6674d
25 changed files with 38 additions and 6 deletions

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@ -78,6 +78,9 @@ Doom Tournament (currently the devel branch is required).
## Planned
- Impaler "slice" animation for melee alt
- Separate proto content into an add-on (if people want)
- RTNP add-on
- Monster pack (someday)
- Map pack (maybe? who knows)

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@ -191,6 +191,7 @@ ffield/hit ffieldh2
dpistol/select disppick
dpistol/fire dispshot
dpistol/altfire dispshot
dpistol/charge powerup3
dpistol/up1 number1
dpistol/up2 number2
@ -202,6 +203,7 @@ $limit dpistol/hit 16
amplifier/act ampact
amplifier/set health1
amplifier/unset health1
flare/on flares1
flare/loop flarel1
@ -283,6 +285,7 @@ $random impaler/stab { impaler/stab1 impaler/stab2 impaler/stab3 }
impaler/flesh impflesh
impaler/wall impwall
impaler/altfire impboltl
impaler/altend impbolte
impaler/hit imphit
impaler/fly impfly
impaler/beam ele04

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@ -570,7 +570,7 @@ Class DispersionPistol : UnrealWeapon
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
DefaultAmmo(weap.Ammo1).rechargephase = 0;
A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
A_PlaySound("dpistol/altfire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect();
int ulevel = sting_dpistol?0:invoker.upgradelevel;

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@ -953,7 +953,7 @@ Class Impaler : UnrealWeapon
player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
A_StopBeam();
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
A_PlaySound("impaler/altend",CHAN_WEAPON,looping:true);
}
IMPA QRSTUVWX 2;
Goto Idle;

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@ -975,7 +975,11 @@ Class UFlamethrower : UnrealWeapon
TNT1 A 1 A_FireFlame();
Wait;
Hold:
FLMF FGHIJK 2 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
FLMF FGHIJK 2
{
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_6,Dampener.Active(self)?.02:.2);
}
Loop;
Release:
#### # 2
@ -983,6 +987,7 @@ Class UFlamethrower : UnrealWeapon
A_Overlay(-9999,"Null");
player.SetPSprite(-2,ResolveState("FlameRelease"));
A_PlaySound("flamet/fireend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FLMF MNOP 2;

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@ -860,6 +860,7 @@ Class AmmoUsedInSlot
Class UnrealMainHandler : EventHandler
{
Array<AmmoUsedInSlot> AmmoSlots;
transient int slotflash[10]; // used by the 0.83 hud
override void WorldThingDamaged( WorldEvent e )
{
@ -1189,6 +1190,8 @@ Class UnrealMainHandler : EventHandler
let t = players[e.player].mo.FindInventory("UTranslator");
if ( t ) t.Use(false);
}
else if ( e.Name ~== "Bar083SlotFlash" )
slotflash[e.Args[0]] = gametic+20;
}
private static bool CmpWeapon( Class<Weapon> a, Class <Weapon> b )
{

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@ -332,7 +332,8 @@ Class UnrealHUD : BaseStatusBar
for ( int i=0; i<10; i++ )
{
Font cfont = TinyFont;
if ( cwslot == i ) cfont = TinyWhiteFont;
if ( (pwslot != -1) && (pwslot == i) || (pwslot == -1) && (cwslot == i) )
cfont = TinyWhiteFont;
int realslot = i?i:10;
CurX = HalfHUDX-3+realslot*6;
CurY = HalfHUDY+4;
@ -616,6 +617,14 @@ Class UnrealHUD : BaseStatusBar
}
}
override void ReceivedWeapon( Weapon weapn )
{
Super.ReceivedWeapon(weapn);
if ( weapn.SlotNumber == -1 ) return;
// fuckin' hell
EventHandler.SendNetworkEvent("Bar083SlotFlash",weapn.SlotNumber);
}
private void DrawUnrealBar()
{
// 0.83 status bar, just for funsies
@ -646,7 +655,16 @@ Class UnrealHUD : BaseStatusBar
{
if ( !CPlayer.HasWeaponsInSlot(i) ) continue;
bool used = (CPlayer.ReadyWeapon&&(CPlayer.ReadyWeapon.SlotNumber==i));
DrawImage("Slot083",(slotofs[i],342),DI_ITEM_OFFSETS,used?1.:.8);
if ( CPlayer.PendingWeapon && (CPlayer.PendingWeapon != WP_NOCHANGE) )
used = (CPlayer.PendingWeapon.SlotNumber==i);
DrawImage(used?"Used083":"Slot083",(slotofs[i],342),DI_ITEM_OFFSETS);
}
let hnd = UnrealMainHandler(EventHandler.Find("UnrealMainHandler"));
if ( hnd )
{
for ( int i=0; i<10; i++ )
if ( hnd.slotflash[i] > gametic )
DrawImage("Flsh083",(slotofs[i],342),DI_ITEM_OFFSETS,(hnd.slotflash[i]-gametic+FracTic)/20.);
}
DrawString(mOldDigits,FormatNumber(CPlayer.health,3),(358,366),DI_TEXT_ALIGN_RIGHT);
int ArmorAmount = 0, CurAbs = -1;

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@ -113,7 +113,7 @@ Class Amplifier : UnrealInventory
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
Owner.A_PlaySound(bActive?"amplifier/set":"amplifier/unset",CHAN_ITEM);
return false;
}
override void DoEffect()