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.
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@ -78,6 +78,9 @@ Doom Tournament (currently the devel branch is required).
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## Planned
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- Impaler "slice" animation for melee alt
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- Separate proto content into an add-on (if people want)
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- RTNP add-on
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- Monster pack (someday)
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- Map pack (maybe? who knows)
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BIN
graphics/hud083/Flsh083.png
Normal file
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After Width: | Height: | Size: 1.3 KiB |
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Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.8 KiB |
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Before Width: | Height: | Size: 1.9 KiB After Width: | Height: | Size: 1.7 KiB |
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.2 KiB |
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Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 2 KiB |
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Before Width: | Height: | Size: 3.1 KiB After Width: | Height: | Size: 2.7 KiB |
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Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.5 KiB |
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Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.5 KiB |
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Before Width: | Height: | Size: 3.5 KiB After Width: | Height: | Size: 3.1 KiB |
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Before Width: | Height: | Size: 3.5 KiB After Width: | Height: | Size: 3.1 KiB |
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Before Width: | Height: | Size: 2.3 KiB After Width: | Height: | Size: 2.1 KiB |
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Before Width: | Height: | Size: 2.4 KiB After Width: | Height: | Size: 2.2 KiB |
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Before Width: | Height: | Size: 2.6 KiB After Width: | Height: | Size: 2.3 KiB |
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Before Width: | Height: | Size: 2.7 KiB After Width: | Height: | Size: 2.5 KiB |
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Before Width: | Height: | Size: 4 KiB After Width: | Height: | Size: 3.5 KiB |
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Before Width: | Height: | Size: 2.5 KiB After Width: | Height: | Size: 2.2 KiB |
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@ -191,6 +191,7 @@ ffield/hit ffieldh2
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dpistol/select disppick
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dpistol/fire dispshot
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dpistol/altfire dispshot
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dpistol/charge powerup3
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dpistol/up1 number1
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dpistol/up2 number2
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@ -202,6 +203,7 @@ $limit dpistol/hit 16
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amplifier/act ampact
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amplifier/set health1
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amplifier/unset health1
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flare/on flares1
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flare/loop flarel1
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@ -283,6 +285,7 @@ $random impaler/stab { impaler/stab1 impaler/stab2 impaler/stab3 }
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impaler/flesh impflesh
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impaler/wall impwall
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impaler/altfire impboltl
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impaler/altend impbolte
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impaler/hit imphit
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impaler/fly impfly
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impaler/beam ele04
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BIN
sounds/ImpBoltE.ogg
Normal file
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@ -570,7 +570,7 @@ Class DispersionPistol : UnrealWeapon
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if ( self is 'UTPlayer' )
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UTPlayer(self).PlayAttacking3();
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DefaultAmmo(weap.Ammo1).rechargephase = 0;
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A_PlaySound("dpistol/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
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A_PlaySound("dpistol/altfire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
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double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
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invoker.FireEffect();
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int ulevel = sting_dpistol?0:invoker.upgradelevel;
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@ -953,7 +953,7 @@ Class Impaler : UnrealWeapon
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player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
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player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
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A_StopBeam();
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A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
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A_PlaySound("impaler/altend",CHAN_WEAPON,looping:true);
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}
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IMPA QRSTUVWX 2;
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Goto Idle;
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@ -975,7 +975,11 @@ Class UFlamethrower : UnrealWeapon
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TNT1 A 1 A_FireFlame();
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Wait;
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Hold:
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FLMF FGHIJK 2 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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FLMF FGHIJK 2
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{
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A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_SoundVolume(CHAN_6,Dampener.Active(self)?.02:.2);
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}
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Loop;
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Release:
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#### # 2
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@ -983,6 +987,7 @@ Class UFlamethrower : UnrealWeapon
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A_Overlay(-9999,"Null");
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player.SetPSprite(-2,ResolveState("FlameRelease"));
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A_PlaySound("flamet/fireend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
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A_ClearRefire();
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}
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FLMF MNOP 2;
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@ -860,6 +860,7 @@ Class AmmoUsedInSlot
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Class UnrealMainHandler : EventHandler
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{
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Array<AmmoUsedInSlot> AmmoSlots;
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transient int slotflash[10]; // used by the 0.83 hud
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override void WorldThingDamaged( WorldEvent e )
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{
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@ -1189,6 +1190,8 @@ Class UnrealMainHandler : EventHandler
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let t = players[e.player].mo.FindInventory("UTranslator");
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if ( t ) t.Use(false);
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}
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else if ( e.Name ~== "Bar083SlotFlash" )
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slotflash[e.Args[0]] = gametic+20;
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}
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private static bool CmpWeapon( Class<Weapon> a, Class <Weapon> b )
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{
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@ -332,7 +332,8 @@ Class UnrealHUD : BaseStatusBar
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for ( int i=0; i<10; i++ )
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{
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Font cfont = TinyFont;
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if ( cwslot == i ) cfont = TinyWhiteFont;
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if ( (pwslot != -1) && (pwslot == i) || (pwslot == -1) && (cwslot == i) )
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cfont = TinyWhiteFont;
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int realslot = i?i:10;
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CurX = HalfHUDX-3+realslot*6;
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CurY = HalfHUDY+4;
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@ -616,6 +617,14 @@ Class UnrealHUD : BaseStatusBar
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}
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}
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override void ReceivedWeapon( Weapon weapn )
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{
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Super.ReceivedWeapon(weapn);
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if ( weapn.SlotNumber == -1 ) return;
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// fuckin' hell
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EventHandler.SendNetworkEvent("Bar083SlotFlash",weapn.SlotNumber);
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}
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private void DrawUnrealBar()
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{
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// 0.83 status bar, just for funsies
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@ -646,7 +655,16 @@ Class UnrealHUD : BaseStatusBar
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{
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if ( !CPlayer.HasWeaponsInSlot(i) ) continue;
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bool used = (CPlayer.ReadyWeapon&&(CPlayer.ReadyWeapon.SlotNumber==i));
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DrawImage("Slot083",(slotofs[i],342),DI_ITEM_OFFSETS,used?1.:.8);
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if ( CPlayer.PendingWeapon && (CPlayer.PendingWeapon != WP_NOCHANGE) )
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used = (CPlayer.PendingWeapon.SlotNumber==i);
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DrawImage(used?"Used083":"Slot083",(slotofs[i],342),DI_ITEM_OFFSETS);
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}
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let hnd = UnrealMainHandler(EventHandler.Find("UnrealMainHandler"));
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if ( hnd )
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{
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for ( int i=0; i<10; i++ )
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if ( hnd.slotflash[i] > gametic )
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DrawImage("Flsh083",(slotofs[i],342),DI_ITEM_OFFSETS,(hnd.slotflash[i]-gametic+FracTic)/20.);
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}
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DrawString(mOldDigits,FormatNumber(CPlayer.health,3),(358,366),DI_TEXT_ALIGN_RIGHT);
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int ArmorAmount = 0, CurAbs = -1;
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@ -113,7 +113,7 @@ Class Amplifier : UnrealInventory
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{
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if ( pickup ) return false;
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bActive = !bActive;
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Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
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Owner.A_PlaySound(bActive?"amplifier/set":"amplifier/unset",CHAN_ITEM);
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return false;
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}
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override void DoEffect()
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