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 ## Planned
- Impaler "slice" animation for melee alt
- Separate proto content into an add-on (if people want)
- RTNP add-on - RTNP add-on
- Monster pack (someday) - Monster pack (someday)
- Map pack (maybe? who knows) - Map pack (maybe? who knows)

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

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@ -570,7 +570,7 @@ Class DispersionPistol : UnrealWeapon
if ( self is 'UTPlayer' ) if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3(); UTPlayer(self).PlayAttacking3();
DefaultAmmo(weap.Ammo1).rechargephase = 0; 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); double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect(); invoker.FireEffect();
int ulevel = sting_dpistol?0:invoker.upgradelevel; 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(-3,invoker.FindState("GemAltRelease"));
player.SetPSprite(-2,invoker.FindState("ZapAltRelease")); player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
A_StopBeam(); A_StopBeam();
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true); A_PlaySound("impaler/altend",CHAN_WEAPON,looping:true);
} }
IMPA QRSTUVWX 2; IMPA QRSTUVWX 2;
Goto Idle; Goto Idle;

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

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@ -860,6 +860,7 @@ Class AmmoUsedInSlot
Class UnrealMainHandler : EventHandler Class UnrealMainHandler : EventHandler
{ {
Array<AmmoUsedInSlot> AmmoSlots; Array<AmmoUsedInSlot> AmmoSlots;
transient int slotflash[10]; // used by the 0.83 hud
override void WorldThingDamaged( WorldEvent e ) override void WorldThingDamaged( WorldEvent e )
{ {
@ -1189,6 +1190,8 @@ Class UnrealMainHandler : EventHandler
let t = players[e.player].mo.FindInventory("UTranslator"); let t = players[e.player].mo.FindInventory("UTranslator");
if ( t ) t.Use(false); 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 ) 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++ ) for ( int i=0; i<10; i++ )
{ {
Font cfont = TinyFont; Font cfont = TinyFont;
if ( cwslot == i ) cfont = TinyWhiteFont; if ( (pwslot != -1) && (pwslot == i) || (pwslot == -1) && (cwslot == i) )
cfont = TinyWhiteFont;
int realslot = i?i:10; int realslot = i?i:10;
CurX = HalfHUDX-3+realslot*6; CurX = HalfHUDX-3+realslot*6;
CurY = HalfHUDY+4; 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() private void DrawUnrealBar()
{ {
// 0.83 status bar, just for funsies // 0.83 status bar, just for funsies
@ -646,7 +655,16 @@ Class UnrealHUD : BaseStatusBar
{ {
if ( !CPlayer.HasWeaponsInSlot(i) ) continue; if ( !CPlayer.HasWeaponsInSlot(i) ) continue;
bool used = (CPlayer.ReadyWeapon&&(CPlayer.ReadyWeapon.SlotNumber==i)); 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); DrawString(mOldDigits,FormatNumber(CPlayer.health,3),(358,366),DI_TEXT_ALIGN_RIGHT);
int ArmorAmount = 0, CurAbs = -1; int ArmorAmount = 0, CurAbs = -1;

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