Dispersion Pistol fully implemented.
Jump boots (mostly) implemented (replacement feature not done yet). Various adjustments. DamNums coloring support.
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22 changed files with 822 additions and 36 deletions
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@ -5,7 +5,7 @@ Class UPlayer : UTPlayer
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Player.StartItem "Automag";
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Player.StartItem "DispersionPistol";
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Player.StartItem "UMiniAmmo", 30;
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Player.StartItem "DispersionAmmo", 50;
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Player.StartItem "DefaultAmmo", 50;
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}
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// Have to modify the give cheat to handle UT armor
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@ -124,7 +124,7 @@ Class UPlayer : UTPlayer
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let type = (class<Inventory>)(AllActorClasses[i]);
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if ( !type ) continue;
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let def = GetDefaultByType (type);
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if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
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if ( def.Icon.isValid() && ((def.MaxAmount > 1) || (type is 'UnrealInventory')) &&
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!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor") )
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{
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// Do not give replaced items unless using "give everything"
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@ -177,7 +177,7 @@ Class UPlayer : UTPlayer
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override void PlayFootstep( double vol )
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{
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let boot = UJumpBoots(FindInventory("UJumpBoots"));
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if ( boot && boot.bActive ) A_PlaySound("u1/metalfootstep",CHAN_5,min(1.,vol*2));
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if ( boot ) A_PlaySound("u1/bootfootstep",CHAN_5,min(1.,vol*2));
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else A_PlaySound("ut/playerfootstep",CHAN_5,vol);
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}
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}
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@ -467,6 +467,17 @@ Class UPlayerMale : UPlayer
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}
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Class UPlayerMale1 : UPlayerMale
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{
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override void PlayFootstep( double vol )
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{
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let boot = UJumpBoots(FindInventory("UJumpBoots"));
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if ( boot ) A_PlaySound("u1/bootfootstep",CHAN_5,min(1.,vol*2));
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else
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{
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double ang = level.time/(20*TICRATE/35.)*360.;
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if ( sin(ang) > 0 ) A_PlaySound("u1/metalfootstep",CHAN_5,min(1.,vol*2));
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else A_PlaySound("ut/playerfootstep",CHAN_5,vol);
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}
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}
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Default
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{
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Player.DisplayName "$N_MALE1";
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@ -541,6 +552,7 @@ Class UnrealInventory : Inventory
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{
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Super.AttachToOwner(other);
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Charge = DefaultCharge;
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InterHubAmount = MaxAmount; // it's annoying to set this per-subclass
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}
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override bool HandlePickup( Inventory item )
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{
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@ -560,11 +572,15 @@ Class UnrealInventory : Inventory
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if ( bDROPPED && (pos.z <= floorz) )
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vel.xy *= 0;
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}
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override void DetachFromOwner()
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{
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Super.DetachFromOwner();
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// deactivate
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bActive = false;
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}
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override void OnDrop( Actor dropper )
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{
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Super.OnDrop(dropper);
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// deactivate
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bActive = false;
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// drop like weapons
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Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
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SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
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