diff --git a/ProtoNotes.md b/ProtoNotes.md
new file mode 100644
index 0000000..848d9d6
--- /dev/null
+++ b/ProtoNotes.md
@@ -0,0 +1,116 @@
+### Unnamed Weapon / Bigman Gun
+
+ - Undocumented, shape-wise it's reminiscent of the Bigman's guns, so I'm
+ going to repurpose it as pretty much that.
+ - Texture made from scratch, some handpainting plus detail textures and
+ various overlays from Mine.utx just for kicks.
+ - It's big. Pretty much as big as a Redeemer, so you need two hands to use it.
+ - Fires exploding boolets. Altfire is a rapid fire mode with a lot of recoil.
+
+### Bonesaw?
+
+ - The closest thing to whatever was described in the Unreal bible. Original
+ model looked like it could spin, so I did just that.
+ - Has "stab" (grab) and "slice" (spin) animations, close enough.
+ - Bible describes a "Skaarj Blade" upgrade, guess since I'm using the
+ Razorjack texture for them then it's already upgraded.
+
+### Flame Gun
+
+ - Changed up to not make it redundant since the Flamethrower is in too. It
+ shoots fireballs, so it's more of a long range single shot weapon compared
+ to the medium range dps barrage that is the flamethrower.
+ - Altfire is a three-shot burst in a horizontal arc. Kinda like the "spray"
+ attack mercs do.
+ - The original was supposed to have 900 max ammo, give 100 per pickup and use
+ 10 per shot. This is dumb so I'm dividing all of that by 10.
+ - The model had no UV mapping so I improvised a lot. Thankfully Blender's
+ texture paint helped for most of it.
+
+### Flamethrower / Napalm Gun
+
+ - At some point in development, there was a bunch of tubes and stuff for a
+ flamethrower. This weapon was never completed, and eventually was
+ superseded by the biorifle.
+ - What I'm doing here is basically reviving the whole thing, however, rather
+ than using the piss-poor old "flamet" texture, I repurposed the JNapalm1
+ texture that the "napalm gun" (the proto-biorifle) in 0.871 used.
+ - So far the model has been a success, although I failed to notice that it was
+ mirrored when I imported it, but it looks better with the little canister on
+ the left side. Also I moved the hose to the back like in a proper
+ flamethrower. The pickup model has a whole lot of stuff that was entirely my
+ doing. It's got a bulkier backpack than the biorifle, that's for sure.
+ - Actually I made an alternate model with the old texture. It had some shape
+ changes to accomodate for it. I still think the texture sucks. It should be
+ switchable, just like how you can change weapon sprites in Smooth Doom.
+
+### Quadshot
+
+ - Oh boy, I have quite the history with this damn thing. Before I even knew
+ what it was supposed to be I somehow thought it was a plasma gun / fireball
+ launcher and not a shotgun... Yeah.
+ - I've done some prettifying here and there, replaced the incomplete hand with
+ one from the Automag.
+ - Barrel spin is still pump operated, but reload is break action because I
+ felt like it.
+ - Might smoothen some of the geometry on the fp mesh. Hexagonal barrels aren't
+ exactly the best looking.
+ - This damn thing has so many frames of animation now, whew. Also I sure blew
+ the polycount budget on this, normally Unreal weapons have anywhere from
+ 200 to 350 polys, but this thing quadruples that (oops).
+ - I fixed up the ammo pickup mesh so it has no holes, too.
+ - Has some additional animations, mainly for future use in SWWM GZ.
+
+### Impaler
+
+ - Yeah, gonna be following the bible for this one, even if it sounds
+ very challenging to make a "seeking beam that arcs between enemies".
+ - I re-animated the model. It has a normal fire that shoots the gem, and the
+ beam alt-fire too. In addition, a stab is available when out of ammo.
+ - Instead of little sparkies here and there I used a fattened copy of the gem
+ with an electricity texture.
+ - The weapon will use two ammo types. One for individual gems, and another for
+ the total charge of each gem (which will be used for the altfire).
+
+### Stunner
+
+ - This one can be used as-is.
+ - Made a separate pickup model with holes filled.
+
+### "Teleport gun"
+
+ - Them teleport capsules.
+ - Although I can leave this as-is I think I should change the hand.
+ - Might also use the UT 220 model just for kicks, since it has an automag
+ hand already. Would do it as an alternate skin, like the Flamethrower.
+
+### Old Automag
+
+ - Gotta decide on which version of the skin to use. I personally prefer the
+ black one, as it'll difference it from the standard automag.
+ - May want to change the hand (which will involve re-animating the gun, welp).
+ At least doing that I have an excuse to fix some holes in the mesh.
+
+### Sentry
+
+ - The model clearly has frankenUVs, so I'm going to make actual textures for
+ it. Also it's pretty undetailed so I'll fix that too while I'm at it, and
+ give it nice anims and stuff, maybe make it multipart so it can rotate
+ and whatnot.
+
+### Peacemaker
+
+ - Keep as-is, no changes needed.
+
+### Detector
+
+ - Same, no changes needed.
+
+### Old Minigun / Autocannon
+
+ - Unlike a certain someone I'm not going to butcher this into a "gatling gun".
+ - In appearance it's more like some sort of four-barrel cannon, and bears
+ resemblance to the Lasergun from Serious Sam, so I animated it to fire each
+ barrel one by one like it. Plus an alt-fire that shoots all four, of course.
+ - This will be the Redeemer equivalent, so it needs to be powerful as heck but
+ have a low ammo count.
diff --git a/Readme.md b/Readme.md
index 5874dcf..743afc3 100644
--- a/Readme.md
+++ b/Readme.md
@@ -3,7 +3,7 @@
The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items
(including dummied out stuff and others).
-This mod requires GZDoom 3.4.0 or later.
+This mod requires GZDoom 4.1.0 or later, and runs on top of Doom Tournament.
## Currently Implemented
@@ -29,18 +29,21 @@ This mod requires GZDoom 3.4.0 or later.
- Minigun (slot 0) (replaces chaingun)
- Stunner (slot 1) (replaces chainsaw)
- - Translocator (slot 1) (replaces chainsaw)
+ - "Bonesaw" (slot 1) (replaces chainsaw)
+ - Translocator (slot 1)
- Old Automag (slot 2) (replaces pistol)
- Quadshot (slot 3) (replaces super shotgun)
- - Peacemaker (slot 5) (replaces backpack)
- - Impaler (slot 4) (replaces super shotgun)
- - Flamethrower (slot 8) (replaces plasma rifle)
- - Gatling Gun (slot 0) (replaces bfg9000)
+ - Peacemaker (slot 5) (rare spawn near backpack)
+ - Impaler (slot 4) (replaces bfg9000)
+ - Flamethrower (slot 8) (replaces bfg9000)
+ - Flame Gun (slot 7) (replaces bfg9000)
+ - Bigman Handgun (slot 5) (replaces bfg9000)
+ - Autocannon (slot 7) (replaces bfg9000)
- Amplifier (replaces berserk)
- Armor (replaces blue armor)
- Flare (replaces armor bonus)
- - Flashlight (replaces light amplifier)
+ - Flashlight (replaces light amplifier)
- Searchlight (replaces light amplifier)
- Medkit (replaces medkit)
- Bandages (replaces stimpak)
@@ -51,18 +54,16 @@ This mod requires GZDoom 3.4.0 or later.
- AntiGrav Boots (replaces radsuit)
- Shield Belt (replaces megasphere)
- Power Shield (replaces invulnerability)
- - Asbestos Suit (replaces backpack)
+ - Asbestos Suit (replaces radsuit if map has lava)
- Kevlar Suit (replaces green armor)
- - Toxin Suit (replaces radsuit)
- - Voice Box (replaces backpack)
- - Forcefield (replaces backpack)
- - Dampener (replaces blursphere)
+ - Toxin Suit (replaces radsuit if map has slime)
+ - Voice Box (rare spawn near backpack)
+ - Forcefield (rare spawn near backpack)
+ - Dampener (rare spawn near backpack)
- Motion Detector (replaces computer map)
- - Chameleon's Heart (replaces blursphere)
- Light/Dark Flare (given at start, infinite use)
- - Minigun Sentry (replaces backpack)
- - Powerup (replaces berserk)
+ - Minigun Sentry (rare spawn near backpack)
## Known bugs
diff --git a/cvarinfo.txt b/cvarinfo.txt
index c121b02..f47fdd5 100644
--- a/cvarinfo.txt
+++ b/cvarinfo.txt
@@ -1,3 +1,5 @@
-user bool stinger_footsteps = true;
-user int stinger_hudmode = 0;
-user int stinger_hudscale = 1;
+user int stinger_hudmode = 0; // hud mode
+user int stinger_hudscale = 1; // scale of hud (0 = fit to 480p)
+user int stinger_introtype = 0; // 0 - standard
+ // 1 - unreal '97
+ // 2 - unreal '95
\ No newline at end of file
diff --git a/fontdefs.txt b/fontdefs.txt
index bf590b5..8e91f48 100644
--- a/fontdefs.txt
+++ b/fontdefs.txt
@@ -28,5 +28,5 @@ UWhiteFont
}
UTahoma10
{
- TEMPLATE th10_%03d
+ TEMPLATE tu10_%03d
}
diff --git a/gldefs.txt b/gldefs.txt
index 3cf73ab..e582d31 100644
--- a/gldefs.txt
+++ b/gldefs.txt
@@ -1,42 +1,7 @@
-/*Brightmap Texture "models/JRelicSkull_01b.png"
-{
- Map "brightmaps/JRelicSkull_01b.png"
-}*/
-HardwareShader Texture "models/JRelicSkull_01b.png"
-{
- Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
-}
-/*Brightmap Texture "models/JRelicSkull_01g.png"
-{
- Map "brightmaps/JRelicSkull_01g.png"
-}*/
-HardwareShader Texture "models/JRelicSkull_01g.png"
-{
- Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
-}
-/*Brightmap Texture "models/JRelicSkull_01r.png"
-{
- Map "brightmaps/JRelicSkull_01r.png"
-}*/
-HardwareShader Texture "models/JRelicSkull_01r.png"
-{
- Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
-}
-HardwareShader Texture "models/BlueSkin2.png"
-{
- Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
-}
-HardwareShader Texture "models/RedSkin2.png"
-{
- Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
-}
-HardwareShader Texture "models/GoldSkin2.png"
-{
- Shader "shaders/glsl/MeshEnviroMap_AmbientGlow.fp"
-}
HardwareShader Texture "models/Sting1_.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
+ Texture "brighttex" "brightmaps/Sting1.png"
}
Brightmap Texture "models/Sting1.png"
{
@@ -46,15 +11,36 @@ HardwareShader Texture "models/JTaryPick1.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
-/*Brightmap Texture "models/JPickup1.png"
-{
- Map "brightmaps/JPickup1.png"
-}*/
-HardwareShader Texture "models/JPickup1_.png"
+HardwareShader Texture "models/JPickup1.png"
{
Shader "shaders/glsl/AmbientGlow_Brightmapped.fp"
+ Texture "brighttex" "brightmaps/JPickup1.png"
}
HardwareShader Texture "models/Jflakshel1_.png"
{
Shader "shaders/glsl/AmbientGlow.fp"
}
+HardwareShader Texture "models/Jflak1_.png"
+{
+ Shader "shaders/glsl/AmbientGlow.fp"
+}
+HardwareShader Texture "graphics/MenuBarr.png"
+{
+ Shader "shaders/glsl/MenuBarrier.fp"
+}
+HardwareShader Texture "graphics/rmetal.png"
+{
+ Shader "shaders/glsl/Menu2.fp"
+}
+HardwareShader Texture "graphics/95Bg.png"
+{
+ Shader "shaders/glsl/95Bg.fp"
+}
+HardwareShader Texture "graphics/97Bg.png"
+{
+ Shader "shaders/glsl/97Bg.fp"
+}
+HardwareShader Texture "graphics/UnBg.png"
+{
+ Shader "shaders/glsl/UnBg.fp"
+}
\ No newline at end of file
diff --git a/graphics/95Bg.png b/graphics/95Bg.png
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diff --git a/graphics/fonts/whitefont/wf_200.png b/graphics/WhiteFont/wf_200.png
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diff --git a/graphics/fonts/whitefont/wf_253.png b/graphics/WhiteFont/wf_253.png
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rename from graphics/fonts/whitefont/wf_253.png
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diff --git a/graphics/fonts/whitefont/wf_254.png b/graphics/WhiteFont/wf_254.png
similarity index 100%
rename from graphics/fonts/whitefont/wf_254.png
rename to graphics/WhiteFont/wf_254.png
diff --git a/graphics/fonts/whitefont/wf_255.png b/graphics/WhiteFont/wf_255.png
similarity index 100%
rename from graphics/fonts/whitefont/wf_255.png
rename to graphics/WhiteFont/wf_255.png
diff --git a/graphics/icons/I_Canist.png b/graphics/icons/I_Canist.png
deleted file mode 100644
index 9ddec13..0000000
Binary files a/graphics/icons/I_Canist.png and /dev/null differ
diff --git a/graphics/icons/I_Detect.png b/graphics/icons/I_Detect.png
deleted file mode 100644
index 93d87ed..0000000
Binary files a/graphics/icons/I_Detect.png and /dev/null differ
diff --git a/graphics/icons/I_Heart.png b/graphics/icons/I_Heart.png
deleted file mode 100644
index f738cb3..0000000
Binary files a/graphics/icons/I_Heart.png and /dev/null differ
diff --git a/graphics/icons/I_Napalm.png b/graphics/icons/I_Napalm.png
new file mode 100644
index 0000000..5107622
Binary files /dev/null and b/graphics/icons/I_Napalm.png differ
diff --git a/graphics/icons/I_Sentry.png b/graphics/icons/I_Sentry.png
deleted file mode 100644
index 6ada4bf..0000000
Binary files a/graphics/icons/I_Sentry.png and /dev/null differ
diff --git a/graphics/rmetal.png b/graphics/rmetal.png
new file mode 100644
index 0000000..7c9e140
Binary files /dev/null and b/graphics/rmetal.png differ
diff --git a/language.txt b/language.txt
new file mode 100644
index 0000000..6785224
--- /dev/null
+++ b/language.txt
@@ -0,0 +1,92 @@
+[default eng enc ena enz eni ens enj enb enl ent enw]
+/* Obituaries */
+O_STINGER = "%o was perforated by %k's Stinger.";
+/* Pickup messages */
+I_STINGERAMMOL = "You picked up ";
+I_STINGERAMMOR = " Tarydium Shards.";
+I_STINGER = "You picked up the Stinger.";
+I_TRANSLATOR = "You picked up the Universal Translator.";
+/* Tags */
+T_STINGERAMMO = "Tarydium Shards";
+T_STINGER = "Stinger";
+T_TRANSLATOR = "Translator";
+/* Miscellaneous */
+TR_HINT = "Hint";
+TR_NOMSG = "No new messages";
+N_MALE1 = "Kurgan";
+N_MALE2 = "Ash";
+N_MALE3 = "Dante";
+N_FEMALE1 = "Gina";
+N_FEMALE2 = "Sonya";
+/* Menus */
+STING_MTITLE = "Unreal Options";
+STING_HOPTS = "HUD Options";
+STING_HUDMODE = "HUD Mode";
+STING_HUDSCALE = "HUD Scale";
+STING_HUDFIT = "Fit 640x480";
+STING_INTRO = "Intro Type";
+STING_UNREAL99 = "Standard";
+STING_UNREAL97 = "Unreal '97";
+STING_UNREAL95 = "Unreal '95";
+STING_MCREDS = "Unreal Credits";
+STING_CDR = "Doomreal";
+STING_CLEAD = "Development Lead:";
+STING_CASSETS = "Additional Assets:";
+STING_CPATRON = "Patreon Backers:";
+STING_CTHANK = "Special Thanks:";
+STING_CUNR = "Unreal";
+STING_CTOP = "A Digital Extremes/Epic Megagames Collaboration";
+STING_CGDES = "Game Design:";
+STING_CLEVEL = "Level Design:";
+STING_CANIM = "Animator:";
+STING_CART = "Art:";
+STING_CPROG = "Programming:";
+STING_CMUS = "Music:";
+STING_CSND = "Sound Effects:";
+STING_CGT = "Producer for GT:";
+STING_CBIZ = "Biz:";
+
+[es esm esn esg esc esa esd esv eso esr ess esf esl esy esz esb ese esh esi esu]
+/* Obituaries */
+O_STINGER = "%o fue perforad@[ao_esp] por el Arma Aguijón de %k.";
+/* Pickup messages */
+I_STINGERAMMOL = "Has recogido ";
+I_STINGERAMMOR = " Fragmentos de Tarydium.";
+I_STINGER = "Has obtenido el Arma Aguijón.";
+I_TRANSLATOR = "Has obtenido el Traductor Universal.";
+/* Tags */
+T_STINGERAMMO = "Fragmentos de Tarydium";
+T_STINGER = "Arma Aguijón";
+T_TRANSLATOR = "Traductor";
+/* Miscellaneous */
+TR_HINT = "Pista";
+TR_NOMSG = "No hay mensajes nuevos";
+/* Menus */
+STING_MTITLE = "Opciones de Unreal";
+STING_HOPTS = "Opciones de HUD";
+STING_HUDMODE = "Modo de HUD";
+STING_HUDSCALE = "Escala de HUD";
+STING_HUDFIT = "Contener 640x480";
+STING_INTRO = "Tipo de Intro";
+STING_UNREAL99 = "Estándar";
+STING_MCREDS = "Créditos de Unreal";
+STING_CDR = "Doomreal";
+STING_CLEAD = "Desarrolladora Jefe:";
+STING_CASSETS = "Assets Adicionales:";
+STING_CPATRON = "Mecenas de Patreon:";
+STING_CTHANK = "Agradecimientos Especiales:";
+STING_CUNR = "Unreal";
+STING_CTOP = "Una Colaboración de Digital Extremes/Epic Megagames";
+STING_CGDES = "Diseño de Juego:";
+STING_CLEVEL = "Diseño de Niveles:";
+STING_CANIM = "Animador:";
+STING_CART = "Arte:";
+STING_CPROG = "Programación:";
+STING_CMUS = "Música:";
+STING_CSND = "Efectos de Sonido:";
+STING_CGT = "Productor para GT:";
+STING_CBIZ = "Negocios:";
+
+[fr]
+
+[it]
diff --git a/maps/TITLEMAP.wad b/maps/TITLEMAP.wad
new file mode 100644
index 0000000..76cccd0
Binary files /dev/null and b/maps/TITLEMAP.wad differ
diff --git a/menudef.txt b/menudef.txt
index 7de47f2..9f5d4ac 100644
--- a/menudef.txt
+++ b/menudef.txt
@@ -1,8 +1,117 @@
+OptionValue "IntroTypeMenu"
+{
+ 0, "$STING_UNREAL99"
+ 1, "$STING_UNREAL97"
+ 2, "$STING_UNREAL95"
+}
+
OptionMenu "UnrealOptionMenu"
{
- Title "Unreal Options"
+ Title "$STING_MTITLE"
- StaticText "HUD Options", "Gold"
- Slider "HUD Mode", "stinger_hudmode", 0, 5, 1, 0
- Slider "HUD Mode", "stinger_hudscale", 1, 8, 1, 0
+ Option "$STING_INTRO", "stinger_introtype", "IntroTypeMenu"
+ Command "$FLAK_APPLY", "event refreshmenu"
+ StaticText " "
+ StaticText "$STING_HOPTS", "Gold"
+ HudType " "
+ StaticText " "
+ StaticText " "
+ StaticText " "
+ StaticText " "
+ Slider "$STING_HUDMODE", "stinger_hudmode", 0, 5, 1, 0
+ ScaleSlider "$STING_HUDSCALE", "stinger_hudscale", 0, 8, 1, "$STING_HUDFIT"
+}
+
+AddOptionMenu "OptionsMenu"
+{
+ StaticText " "
+ Submenu "$STING_MTITLE", "UnrealOptionMenu"
+ Submenu "$STING_MCREDS", "UnrealCreditsMenu"
+}
+
+OptionMenu "UnrealCreditsMenu"
+{
+ Title "$STING_MCREDS"
+
+ StaticText "$STING_CDR", "Red"
+ StaticText " "
+ StaticText "$STING_CLEAD", "Gold"
+ StaticText "Marisa Kirisame", "White"
+ StaticText " "
+ StaticText "$STING_CASSETS", "Gold"
+ StaticText "Epic Games, id Software, Bethesda Softworks", "White"
+ StaticText " "
+ StaticText "$STING_CPATRON", "Gold"
+ StaticText "Aisamai, Alexa Jones-Gonzales, Jonas Höglund,", "White"
+ StaticText "Zard1084, Jonathan Nemo, NekoMithos, 3d0xp0xy", "White"
+ StaticText " "
+ StaticText "$STING_CTHANK", "Gold"
+ StaticText "KynikossDragonn, The Cutting Room Floor", "White"
+ StaticText " "
+ StaticText "Unreal", "Red"
+ StaticText " "
+ StaticText "$STING_CTOP", "White"
+ StaticText " "
+ StaticText "$STING_CGDES", "Gold"
+ StaticText "James Schmalz, Cliff Bleszinski", "White"
+ StaticText " "
+ StaticText "$STING_CLEVEL", "Gold"
+ StaticText "Cliff Bleszinski, T. Elliot Cannon,", "White"
+ StaticText "Pancho Eekels, Jeremy War,", "White"
+ StaticText "Cedric Fiorentino, Shane Caudle", "White"
+ StaticText " "
+ StaticText "$STING_CANIM", "Gold"
+ StaticText "Dave Carter", "White"
+ StaticText " "
+ StaticText "$STING_CART", "Gold"
+ StaticText "James Schmalz, Mike Leatham, Artur Bialas", "White"
+ StaticText " "
+ StaticText "$STING_CPROG", "Gold"
+ StaticText "Tim Sweeney, Steven Polge, Erik de Neve,", "White"
+ StaticText "James Schmalz, Carlo Vogelsang, Nick Michon", "White"
+ StaticText " "
+ StaticText "$STING_CMUS", "Gold"
+ StaticText "Alexander Brandon, Michiel van den Bos", "White"
+ StaticText " "
+ StaticText "$STING_CSND", "Gold"
+ StaticText "Dave Ewing", "White"
+ StaticText " "
+ StaticText "$STING_CGT", "Gold"
+ StaticText "Jason Schreiber", "White"
+ StaticText " "
+ StaticText "$STING_CBIZ", "Gold"
+ StaticText "Mark Rein, Nigel Kent, Craig Lafferty", "White"
+ StaticText " "
+}
+
+ListMenu "MainMenu"
+{
+ LineSpacing 40
+ UnrealBg " "
+ Position 0, 0
+ UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
+ UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
+ UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
+ UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
+ IfOption(ReadThis)
+ {
+ UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu"
+ }
+ UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu"
+}
+
+ListMenu "MainMenuTextOnly"
+{
+ LineSpacing 40
+ UnrealBg " "
+ Position 0, 0
+ UnrealTextItem "$MNU_NEWGAME", "n", "PlayerclassMenu"
+ UnrealTextItem "$MNU_OPTIONS", "o", "OptionsMenu"
+ UnrealTextItem "$MNU_LOADGAME", "l", "LoadGameMenu"
+ UnrealTextItem "$MNU_SAVEGAME", "s", "SaveGameMenu"
+ IfOption(ReadThis)
+ {
+ UnrealTextItem "$MNU_INFO", "i", "ReadThisMenu"
+ }
+ UnrealTextItem "$MNU_QUITGAME", "q", "QuitMenu"
}
diff --git a/modeldef.stinger b/modeldef.stinger
index 2ed8235..5fb2a0b 100644
--- a/modeldef.stinger
+++ b/modeldef.stinger
@@ -3,12 +3,13 @@ Model "Stinger"
Path "models"
Model 1 "StingerPickup_d.3d"
Skin 1 "Sting1_.png"
- Offset -3 -3 4
+ Offset -3 -3 2
+ AngleOffset -90
Scale 0.06 0.06 0.072
FrameIndex STNP B 1 0
- Offset -3 -3 12
+ Offset -3 3 12
ROTATING
FrameIndex STNP A 1 0
}
@@ -55,8 +56,7 @@ Model "Stinger"
{
Path "models"
Model 2 "StingerM_d.3d"
- SurfaceSkin 2 2 "FireEffect18.png"
- SurfaceSkin 2 3 "FireEffect18.png"
+ SurfaceSkin 2 0 "FireEffect18.png"
Scale 0.1 -0.08 0.1
AngleOffset 89
Offset 6.8 -13.2 -10.6
@@ -80,7 +80,6 @@ Model "Stinger"
{
Path "models"
Model 0 "StingerM_d.3d"
- SurfaceSkin 0 0 "Sting1.png"
SurfaceSkin 0 1 "Sting1.png"
Scale 0.1 -0.08 0.1
AngleOffset 89
diff --git a/modeldef.flak b/modeldef.uflak
similarity index 80%
rename from modeldef.flak
rename to modeldef.uflak
index a61fd26..abccc2c 100644
--- a/modeldef.flak
+++ b/modeldef.uflak
@@ -2,7 +2,7 @@ Model "UFlakBox"
{
Path "models"
Model 0 "flakboxMesh_d.3d"
- Skin 0 "JPickup1_.png"
+ Skin 0 "JPickup1.png"
Scale 0.09 0.09 0.108
ZOffset 6
RollOffset 180
@@ -26,9 +26,9 @@ Model "UFlakCannon"
{
Path "models"
Model 1 "FlakPick_d.3d"
- Skin 1 "Jflak1.png"
- ZOffset 4
- AngleOffset -90
+ Skin 1 "Jflak1_.png"
+ ZOffset 12
+ AngleOffset 90
Scale 0.12 0.12 0.134
FrameIndex FLKP B 1 0
@@ -38,11 +38,46 @@ Model "UFlakCannon"
FrameIndex FLKP A 1 0
}
+Model "UFlakCannon"
+{
+ Path "models"
+ Model 2 "flak_d.3d"
+ SurfaceSkin 2 0 "FireEffect13.png"
+ Scale 0.1 -0.08 0.1
+ AngleOffset -90
+ Offset 5 -9 -5
+ DONTCULLBACKFACES
+
+ // Fire
+ FrameIndex FLFF A 2 46
+ FrameIndex FLFF B 2 47
+ FrameIndex FLFF C 2 48
+ FrameIndex FLFF D 2 49
+ FrameIndex FLFF E 2 50
+ FrameIndex FLFF F 2 51
+ FrameIndex FLFF G 2 52
+ FrameIndex FLFF H 2 53
+ FrameIndex FLFF I 2 54
+ FrameIndex FLFF J 2 55
+ // AltFire
+ FrameIndex FLFA A 2 56
+ FrameIndex FLFA B 2 57
+ FrameIndex FLFA C 2 58
+ FrameIndex FLFA D 2 59
+ FrameIndex FLFA E 2 60
+ FrameIndex FLFA F 2 61
+ FrameIndex FLFA G 2 62
+ FrameIndex FLFA H 2 63
+ FrameIndex FLFA I 2 64
+ FrameIndex FLFA J 2 65
+ FrameIndex FLFA K 2 66
+}
+
Model "UFlakCannon"
{
Path "models"
Model 0 "flak_d.3d"
- SurfaceSkin 0 0 "Jflak1.png"
+ SurfaceSkin 0 1 "Jflak1.png"
Scale 0.1 -0.08 0.1
AngleOffset -90
Offset 5 -9 -5
@@ -155,8 +190,6 @@ Model "UFlakCannon"
FrameIndex FLD2 M 0 98
FrameIndex FLD2 N 0 99
FrameIndex FLD2 O 0 100
- // Still2
- FrameIndex FLI2 A 0 101
// Down
FrameIndex FLKD A 0 104
FrameIndex FLKD B 0 105
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diff --git a/music/FlyBy.it b/music/FlyBy.it
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diff --git a/music/Unreal.it b/music/Unreal.it
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diff --git a/shaders/glsl/95Bg.fp b/shaders/glsl/95Bg.fp
new file mode 100644
index 0000000..1f3542d
--- /dev/null
+++ b/shaders/glsl/95Bg.fp
@@ -0,0 +1,12 @@
+vec4 ProcessTexel()
+{
+ const vec3 col0 = vec3(.0625,.5,1.);
+ const vec3 col1 = vec3(.5,.0625,.375);
+ vec2 coord = vTexCoord.st+vec2(timer*0.02,0.);
+ coord = fract(coord);
+ float base = getTexel(coord).x;
+ double dist = abs(vTexCoord.s-.5)*2.;
+ vec3 col = mix(col0,col1,vec3(min(1.,dist*1.3)));
+ col = mix(col,vec3(0.),vec3(min(1.,dist)));
+ return vec4(base*col,1.);
+}
diff --git a/shaders/glsl/97Bg.fp b/shaders/glsl/97Bg.fp
new file mode 100644
index 0000000..075057d
--- /dev/null
+++ b/shaders/glsl/97Bg.fp
@@ -0,0 +1,23 @@
+vec4 ProcessTexel()
+{
+ vec2 ccoord = vTexCoord.st-vec2(.5);
+ if ( ccoord.y < 0 ) ccoord.x *= -1.;
+ ccoord.y = abs(ccoord.y);
+ vec3 pt = vec3(ccoord.x,ccoord.y-1.,ccoord.y);
+ vec2 proj = pt.xy/pt.z;
+ vec2 coord;
+ vec3 col = vec3(0.);
+ coord = proj*.142536+vec2(-.3,-1.)*timer*.0925436;
+ coord = fract(coord);
+ col += getTexel(coord).rgb;
+ coord = proj*.123234+vec2(0.,-1.)*timer*.092346;
+ coord = fract(coord);
+ col += getTexel(coord).rgb;
+ coord = proj*.145463+vec2(0.3,-1.)*timer*.093242;
+ coord = fract(coord);
+ col += getTexel(coord).rgb;
+ col *= vec3(1.2,.4,.8);
+ col += vec3(.9,.7,1.6)*pow(max(1.2-abs(ccoord.y)*2.4,0.),6.);
+ col = clamp(col,vec3(0.),vec3(1.));
+ return vec4(col,1.);
+}
diff --git a/shaders/glsl/AmbientGlow.fp b/shaders/glsl/AmbientGlow.fp
deleted file mode 100644
index 7e54247..0000000
--- a/shaders/glsl/AmbientGlow.fp
+++ /dev/null
@@ -1,12 +0,0 @@
-// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
-#define PI 3.14159265
-vec4 ProcessLight( vec4 color )
-{
- float glow = (1.0+sin(timer*2*PI))*0.25;
- return vec4(min(color.rgb+vec3(glow),1.0),color.a);
-}
-
-vec4 ProcessTexel()
-{
- return getTexel(vTexCoord.st);
-}
diff --git a/shaders/glsl/AmbientGlow_Brightmapped.fp b/shaders/glsl/AmbientGlow_Brightmapped.fp
deleted file mode 100644
index fb739d7..0000000
--- a/shaders/glsl/AmbientGlow_Brightmapped.fp
+++ /dev/null
@@ -1,15 +0,0 @@
-// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
-// combining with brightmaps requires the brightmap to be embedded into the
-// alpha channel of the diffuse texture
-#define PI 3.14159265
-vec4 ProcessLight( vec4 color )
-{
- float bright = getTexel(vTexCoord.st).a;
- float glow = (1.0+sin(timer*2*PI))*0.25;
- return vec4(min(color.rgb+vec3(bright)+vec3(glow),1.0),color.a);
-}
-
-vec4 ProcessTexel()
-{
- return vec4(getTexel(vTexCoord.st).rgb,1.0);
-}
diff --git a/shaders/glsl/Menu2.fp b/shaders/glsl/Menu2.fp
new file mode 100644
index 0000000..4a56341
--- /dev/null
+++ b/shaders/glsl/Menu2.fp
@@ -0,0 +1,58 @@
+/* https://www.shadertoy.com/view/XslcWn */
+
+// Maximum number of cells a ripple can cross.
+#define MAX_RADIUS 1
+
+// Set to 1 to hash twice. Slower, but less patterns.
+#define DOUBLE_HASH 0
+
+// Hash functions shamefully stolen from:
+// https://www.shadertoy.com/view/4djSRW
+#define HASHSCALE1 .1031
+#define HASHSCALE3 vec3(.1031, .1030, .0973)
+
+float hash12(vec2 p)
+{
+ vec3 p3 = fract(vec3(p.xyx) * HASHSCALE1);
+ p3 += dot(p3, p3.yzx + 19.19);
+ return fract((p3.x + p3.y) * p3.z);
+}
+
+vec2 hash22(vec2 p)
+{
+ vec3 p3 = fract(vec3(p.xyx) * HASHSCALE3);
+ p3 += dot(p3, p3.yzx+19.19);
+ return fract((p3.xx+p3.yz)*p3.zy);
+}
+
+vec4 ProcessTexel()
+{
+ vec2 resolution = vec2(3.,6.);
+ vec2 uv = vTexCoord.st*resolution;
+ vec2 p0 = floor(uv);
+ float circles = 0.;
+ for (int j = -MAX_RADIUS; j <= MAX_RADIUS; ++j)
+ {
+ for (int i = -MAX_RADIUS; i <= MAX_RADIUS; ++i)
+ {
+ vec2 pi = p0 + vec2(i, j);
+ #if DOUBLE_HASH
+ vec2 h = hash22(pi);
+ #else
+ vec2 h = pi;
+ #endif
+ vec2 p = pi + hash22(h);
+ float t = fract(0.3*timer + hash12(h));
+ float d = length(p - uv) - (float(MAX_RADIUS) + 1.)*t;
+ circles += (1. - t) * (1. - t)
+ * mix(sin(31.*d) * 0.5 + 0.5, 1., 0.1)
+ * smoothstep(-0.6, -0.3, d)
+ * smoothstep(0., -0.3, d);
+ }
+ }
+ float intensity = 0.05;
+ vec3 n = vec3(dFdx(circles), dFdy(circles), 0.);
+ n.z = sqrt(1. - dot(n.xy, n.xy));
+ vec3 color = getTexel(uv/resolution - intensity*n.xy).rgb + 5.*pow(clamp(dot(n, normalize(vec3(1., 0.7, 0.5))), 0., 1.), 6.);
+ return vec4(color, 1.0);
+}
\ No newline at end of file
diff --git a/shaders/glsl/MenuBarrier.fp b/shaders/glsl/MenuBarrier.fp
new file mode 100644
index 0000000..202c9a9
--- /dev/null
+++ b/shaders/glsl/MenuBarrier.fp
@@ -0,0 +1,52 @@
+/* https://www.shadertoy.com/view/XsXSWS */
+
+vec2 hash( vec2 p )
+{
+ p = vec2( dot(p,vec2(127.1,311.7)),
+ dot(p,vec2(269.5,183.3)) );
+ return -1.0 + 2.0*fract(sin(p)*43758.5453123);
+}
+
+float noise( in vec2 p )
+{
+ const float K1 = 0.366025404; // (sqrt(3)-1)/2;
+ const float K2 = 0.211324865; // (3-sqrt(3))/6;
+ vec2 i = floor( p + (p.x+p.y)*K1 );
+ vec2 a = p - i + (i.x+i.y)*K2;
+ vec2 o = (a.x>a.y) ? vec2(1.0,0.0) : vec2(0.0,1.0);
+ vec2 b = a - o + K2;
+ vec2 c = a - 1.0 + 2.0*K2;
+ vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
+ vec3 n = h*h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
+ return dot( n, vec3(70.0) );
+}
+
+float fbm(vec2 uv)
+{
+ float f;
+ mat2 m = mat2( 1.6, 1.2, -1.2, 1.6 );
+ f = 0.5000*noise( uv ); uv = m*uv;
+ f += 0.2500*noise( uv ); uv = m*uv;
+ f += 0.1250*noise( uv ); uv = m*uv;
+ f += 0.0625*noise( uv ); uv = m*uv;
+ f = 0.5 + 0.5*f;
+ return f;
+}
+
+vec4 ProcessTexel()
+{
+ vec2 uv = vTexCoord.st;
+ uv.y = 1.0-uv.y;
+ vec2 q = uv;
+ float strength = 1.5;
+ float T3 = max(1.5,0.5*strength)*timer;
+ q.x = mod(q.x,1.)-0.5;
+ q.y -= 0.2;
+ float n = fbm(strength*q*vec2(4.,1.) - vec2(0,T3));
+ float c = 1. - 15. * pow( max( 0., length(q*vec2(0.45+q.y*1.2,.75) ) - n * max( 0., q.y+.15 ) ),1.5 );
+ float c1 = n * c * (1.5-pow(1.2*uv.y,4.));
+ c1=clamp(c1,0.,1.);
+ vec3 col = vec3(c1*c1*c1, 1.5*c1, c1*c1*c1*c1*c1*c1);
+ float a = clamp(c * (1.-pow(uv.y,3.)),0.,1.);
+ return vec4( mix(vec3(0.),col,a), 1.0);
+}
\ No newline at end of file
diff --git a/shaders/glsl/MeshEnviroMap.fp b/shaders/glsl/MeshEnviroMap.fp
deleted file mode 100644
index 09ed936..0000000
--- a/shaders/glsl/MeshEnviroMap.fp
+++ /dev/null
@@ -1,7 +0,0 @@
-// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
-vec4 ProcessTexel()
-{
- vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
- vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
- return getTexel(norm.xz*0.5);
-}
diff --git a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp b/shaders/glsl/MeshEnviroMap_AmbientGlow.fp
deleted file mode 100644
index 3c73e00..0000000
--- a/shaders/glsl/MeshEnviroMap_AmbientGlow.fp
+++ /dev/null
@@ -1,15 +0,0 @@
-// imitation of the Unreal Engine 1.x ambient glow effect, timing may be off
-#define PI 3.14159265
-vec4 ProcessLight( vec4 color )
-{
- float glow = (1.0+sin(timer*4*PI))*0.25;
- return vec4(min(color.rgb+vec3(glow),1.0),color.a);
-}
-
-// imitation of the Unreal Engine 1.x bMeshEnviroMap effect, not 1:1 but gets close
-vec4 ProcessTexel()
-{
- vec3 eyedir = normalize(uCameraPos.xyz-pixelpos.xyz);
- vec3 norm = reflect(eyedir,normalize(vWorldNormal.xyz));
- return getTexel(norm.xz*0.5);
-}
diff --git a/shaders/glsl/UnBg.fp b/shaders/glsl/UnBg.fp
new file mode 100644
index 0000000..3b97d31
--- /dev/null
+++ b/shaders/glsl/UnBg.fp
@@ -0,0 +1,10 @@
+vec4 ProcessTexel()
+{
+ vec2 coord = vTexCoord.st*4.-vec2(0.,timer*0.1);
+ coord = fract(coord);
+ vec3 base = getTexel(coord).rgb;
+ float dist = pow(distance(vec2(.5),vTexCoord.st)*1.4,.5);
+ vec3 col = mix(vec3(1.,.9,.7),vec3(0.),min(1.,dist));
+ col *= 1.-vTexCoord.t*.8;
+ return vec4(base*col,1.);
+}
diff --git a/sndinfo.txt b/sndinfo.txt
index 8077ee9..cf426cf 100644
--- a/sndinfo.txt
+++ b/sndinfo.txt
@@ -1,22 +1,5 @@
$pitchshiftrange 0
-misc/gibbed1 gib1
-misc/gibbed2 gib2
-misc/gibbed3 gib3
-misc/gibbed4 gib4
-misc/gibbed5 gib5
-$random misc/gibbed { misc/gibbed1 misc/gibbed2 misc/gibbed3 misc/gibbed4 misc/gibbed5 }
-// universal gibs compat
-$alias UniversalGibs/Gib misc/gibbed
-// droplets compat
-misc/gibp1 gibp1
-misc/gibp2 gibp3
-misc/gibp3 gibp4
-misc/gibp4 gibp5
-misc/gibp5 gibp6
-$random misc/gibp { misc/gibp1 misc/gibp2 misc/gibp3 misc/gibp4 misc/gibp5 }
-$alias blood/hit misc/gibp
-
// player sounds
u1/maledie1 mdeath1
u1/maledie2 mdeath3
@@ -37,26 +20,27 @@ u1/drowned muwhit2
$random u1/maledrowned { u1/maledrowned1 u1/drowned }
u1/maledrowning mdrown1
-$playeralias player male *death u1/maledie
-$playeralias player male *xdeath u1/maledie
-$playeralias player male *gibbed misc/gibbed
-$playeralias player male *pain100 u1/malepain1
-$playeralias player male *pain75 u1/malepain2
-$playeralias player male *pain50 u1/malepain3
-$playeralias player male *pain25 u1/malepain4
-$playeralias player male *grunt u1/malegrunt
-$playeralias player male *land u1/land
-$playeralias player male *jump u1/malejump
-$playeralias player male *usefail u1/malehump
-$playeralias player male *surface u1/malesurface
-$playeralias player male *gasp u1/malegasp
+$playeralias umale neutral *death u1/maledie
+$playeralias umale neutral *xdeath u1/maledie
+$playeralias umale neutral *gibbed misc/gibbed
+$playeralias umale neutral *pain100 u1/malepain1
+$playeralias umale neutral *pain75 u1/malepain2
+$playeralias umale neutral *pain50 u1/malepain3
+$playeralias umale neutral *pain25 u1/malepain4
+$playeralias umale neutral *grunt u1/malegrunt
+$playeralias umale neutral *land DSEMPTY
+$playeralias umale neutral *uland u1/land
+$playeralias umale neutral *jump u1/malejump
+$playeralias umale neutral *usefail u1/malehump
+$playeralias umale neutral *surface u1/malesurface
+$playeralias umale neutral *gasp u1/malegasp
-$playeralias player male *death-drowning u1/maledrowned
-$playeralias player male *xdeath-drowning u1/maledrowned
-$playeralias player male *pain100-drowning u1/maledrowning
-$playeralias player male *pain75-drowning u1/maledrowning
-$playeralias player male *pain50-drowning u1/maledrowning
-$playeralias player male *pain25-drowning u1/maledrowning
+$playeralias umale neutral *death-drowning u1/maledrowned
+$playeralias umale neutral *xdeath-drowning u1/maledrowned
+$playeralias umale neutral *pain100-drowning u1/maledrowning
+$playeralias umale neutral *pain75-drowning u1/maledrowning
+$playeralias umale neutral *pain50-drowning u1/maledrowning
+$playeralias umale neutral *pain25-drowning u1/maledrowning
u1/femaledie1 death1df
u1/femaledie2 death2af
@@ -71,56 +55,52 @@ u1/femalegrunt lland1f
u1/femalejump jump1f
u1/femalesurf lgasp1f
u1/femalegasp hgasp3f
-u1/femaledrowned1 fuwhit1
+u1/femaledrowned1 uwhit1
$random u1/femaledrowned { u1/femaledroenwd1 u1/drowned }
u1/femaledrowning mdrown2f
-$playeralias player female *death u1/femaledie
-$playeralias player female *xdeath u1/femaledie
-$playeralias player female *gibbed misc/gibbed
-$playeralias player female *pain100 u1/femalepain1
-$playeralias player female *pain75 u1/femalepain2
-$playeralias player female *pain50 u1/femalepain3
-$playeralias player female *pain25 u1/femalepain4
-$playeralias player female *grunt u1/femalegrunt
-$playeralias player female *land u1/land
-$playeralias player female *jump u1/femalejump
-$playeralias player female *usefail u1/femalegrunt
-$playeralias player female *surface u1/femalesurf
-$playeralias player female *gasp u1/femalegasp
+$playeralias ufemale neutral *death u1/femaledie
+$playeralias ufemale neutral *xdeath u1/femaledie
+$playeralias ufemale neutral *gibbed misc/gibbed
+$playeralias ufemale neutral *pain100 u1/femalepain1
+$playeralias ufemale neutral *pain75 u1/femalepain2
+$playeralias ufemale neutral *pain50 u1/femalepain3
+$playeralias ufemale neutral *pain25 u1/femalepain4
+$playeralias ufemale neutral *grunt u1/femalegrunt
+$playeralias ufemale neutral *land DSEMPTY
+$playeralias ufemale neutral *uland u1/land
+$playeralias ufemale neutral *jump u1/femalejump
+$playeralias ufemale neutral *usefail u1/femalegrunt
+$playeralias ufemale neutral *surface u1/femalesurf
+$playeralias ufemale neutral *gasp u1/femalegasp
-$playeralias player female *death-drowning u1/femaledrowned
-$playeralias player female *xdeath-drowning u1/femaledrowned
-$playeralias player female *pain100-drowning u1/femaledrowning
-$playeralias player female *pain75-drowning u1/femaledrowning
-$playeralias player female *pain50-drowning u1/femaledrowning
-$playeralias player female *pain25-drowning u1/femaledrowning
+$playeralias ufemale neutral *death-drowning u1/femaledrowned
+$playeralias ufemale neutral *xdeath-drowning u1/femaledrowned
+$playeralias ufemale neutral *pain100-drowning u1/femaledrowning
+$playeralias ufemale neutral *pain75-drowning u1/femaledrowning
+$playeralias ufemale neutral *pain50-drowning u1/femaledrowning
+$playeralias ufemale neutral *pain25-drowning u1/femaledrowning
-u1/playerfootstep1 stwalk1
-u1/playerfootstep2 stwalk2
-u1/playerfootstep3 stwalk3
-$random u1/playerfootstep { u1/playerfootstep1 u1/playerfootstep2 u1/playerfootstep3 }
-
-u1/playerfootstepwet lsplash
-u1/wetsplash dsplash
-
-misc/secret teleprt1
+misc/secret teleprt2
misc/i_pkup ammosnd
-misc/k_pkup ammosnd
-misc/w_pkup weappick
misc/p_pkup gpicksnd
misc/spawn respsnd
misc/chat beep
misc/chat2 beep
-misc/teleport resp2a
misc/u1superh health1
misc/u1heal health2
misc/u1armor armorsnd
-belt/pickup beltsnd
-belt/absorb sbelthe2
-boot/pickup bootsnd
-boot/jump bootjmp
-invis/pickup invisibl
+misc/teleport teleprt1
+
+menu/activate Select4 // Activate a new menu
+menu/backup Select4 // Backup to previous menu
+menu/prompt Select4 // Activate a prompt "menu"
+menu/cursor Updown3 // Move cursor up/down
+menu/change Select4 // Select new value for option
+menu/invalid lland01 // Menu not available
+menu/dismiss Select4 // Dismiss a prompt message
+menu/choose Select4 // Choose a menu item
+menu/clear Select4 // Close top menu
stinger/select stingerl
stinger/fire stingerf
diff --git a/sounds/AUTOMAG.ogg b/sounds/AUTOMAG.ogg
deleted file mode 100644
index cb6fe02..0000000
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diff --git a/sounds/BSawEnd.ogg b/sounds/BSawEnd.ogg
new file mode 100644
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diff --git a/sounds/BSawLoop.ogg b/sounds/BSawLoop.ogg
new file mode 100644
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diff --git a/sounds/BSawSel.ogg b/sounds/BSawSel.ogg
new file mode 100644
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diff --git a/sounds/BigMSel.ogg b/sounds/BigMSel.ogg
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deleted file mode 100644
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diff --git a/sounds/BootSnd.ogg b/sounds/BootSnd.ogg
deleted file mode 100644
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deleted file mode 100644
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deleted file mode 100644
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diff --git a/sounds/EightAF.ogg b/sounds/EightAF.ogg
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deleted file mode 100644
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diff --git a/sounds/Expla02.ogg b/sounds/Expla02.ogg
deleted file mode 100644
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diff --git a/sounds/Explg02.ogg b/sounds/Explg02.ogg
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diff --git a/sounds/Explode1.ogg b/sounds/Explode1.ogg
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diff --git a/sounds/FSHLITE1.ogg b/sounds/FSHLITE1.ogg
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diff --git a/sounds/FUWHit1.ogg b/sounds/FUWHit1.ogg
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diff --git a/sounds/FlamGBeg.ogg b/sounds/FlamGBeg.ogg
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diff --git a/sounds/FlamGIdl.ogg b/sounds/FlamGIdl.ogg
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diff --git a/sounds/FlamTAlt.ogg b/sounds/FlamTAlt.ogg
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diff --git a/sounds/FlamTChg.ogg b/sounds/FlamTChg.ogg
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diff --git a/sounds/ImpWall.ogg b/sounds/ImpWall.ogg
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index b48bda2..0000000
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diff --git a/sounds/QuadAlt1.ogg b/sounds/QuadAlt1.ogg
new file mode 100644
index 0000000..f862ca8
Binary files /dev/null and b/sounds/QuadAlt1.ogg differ
diff --git a/sounds/QuadAlt2.ogg b/sounds/QuadAlt2.ogg
new file mode 100644
index 0000000..8d47834
Binary files /dev/null and b/sounds/QuadAlt2.ogg differ
diff --git a/sounds/QuadAlt3.ogg b/sounds/QuadAlt3.ogg
new file mode 100644
index 0000000..36ed274
Binary files /dev/null and b/sounds/QuadAlt3.ogg differ
diff --git a/sounds/QuadAlt4.ogg b/sounds/QuadAlt4.ogg
new file mode 100644
index 0000000..6ac6857
Binary files /dev/null and b/sounds/QuadAlt4.ogg differ
diff --git a/sounds/QuadClos.ogg b/sounds/QuadClos.ogg
new file mode 100644
index 0000000..f6155e6
Binary files /dev/null and b/sounds/QuadClos.ogg differ
diff --git a/sounds/QuadFire.ogg b/sounds/QuadFire.ogg
new file mode 100644
index 0000000..162d722
Binary files /dev/null and b/sounds/QuadFire.ogg differ
diff --git a/sounds/QuadLoa1.ogg b/sounds/QuadLoa1.ogg
new file mode 100644
index 0000000..90ba2c6
Binary files /dev/null and b/sounds/QuadLoa1.ogg differ
diff --git a/sounds/QuadLoa2.ogg b/sounds/QuadLoa2.ogg
new file mode 100644
index 0000000..8e77239
Binary files /dev/null and b/sounds/QuadLoa2.ogg differ
diff --git a/sounds/SeekLock.ogg b/sounds/QuadLoa3.ogg
similarity index 51%
rename from sounds/SeekLock.ogg
rename to sounds/QuadLoa3.ogg
index fa0bd51..7f6a0c7 100644
Binary files a/sounds/SeekLock.ogg and b/sounds/QuadLoa3.ogg differ
diff --git a/sounds/QuadLoa4.ogg b/sounds/QuadLoa4.ogg
new file mode 100644
index 0000000..824c12a
Binary files /dev/null and b/sounds/QuadLoa4.ogg differ
diff --git a/sounds/QuadOpen.ogg b/sounds/QuadOpen.ogg
new file mode 100644
index 0000000..1ba29d6
Binary files /dev/null and b/sounds/QuadOpen.ogg differ
diff --git a/sounds/QuadSel.ogg b/sounds/QuadSel.ogg
new file mode 100644
index 0000000..5f7573d
Binary files /dev/null and b/sounds/QuadSel.ogg differ
diff --git a/sounds/Reload.ogg b/sounds/Reload.ogg
deleted file mode 100644
index 140e250..0000000
Binary files a/sounds/Reload.ogg and /dev/null differ
diff --git a/sounds/RetTarg.ogg b/sounds/RetTarg.ogg
deleted file mode 100644
index 40beda4..0000000
Binary files a/sounds/RetTarg.ogg and /dev/null differ
diff --git a/sounds/Ricochet.ogg b/sounds/Ricochet.ogg
deleted file mode 100644
index e0b88f5..0000000
Binary files a/sounds/Ricochet.ogg and /dev/null differ
diff --git a/sounds/RiflePck.ogg b/sounds/RiflePck.ogg
deleted file mode 100644
index 04d5613..0000000
Binary files a/sounds/RiflePck.ogg and /dev/null differ
diff --git a/sounds/SMiniAlt.ogg b/sounds/SMiniAlt.ogg
new file mode 100644
index 0000000..6f85d4d
Binary files /dev/null and b/sounds/SMiniAlt.ogg differ
diff --git a/sounds/SMiniOne.ogg b/sounds/SMiniOne.ogg
new file mode 100644
index 0000000..75b16f3
Binary files /dev/null and b/sounds/SMiniOne.ogg differ
diff --git a/sounds/SMiniSel.ogg b/sounds/SMiniSel.ogg
new file mode 100644
index 0000000..0c79669
Binary files /dev/null and b/sounds/SMiniSel.ogg differ
diff --git a/sounds/Sbelthe2.ogg b/sounds/Sbelthe2.ogg
deleted file mode 100644
index 403b42d..0000000
Binary files a/sounds/Sbelthe2.ogg and /dev/null differ
diff --git a/sounds/SeekLost.ogg b/sounds/SeekLost.ogg
deleted file mode 100644
index 8f78d48..0000000
Binary files a/sounds/SeekLost.ogg and /dev/null differ
diff --git a/sounds/Select4.ogg b/sounds/Select4.ogg
new file mode 100644
index 0000000..955ceca
Binary files /dev/null and b/sounds/Select4.ogg differ
diff --git a/sounds/Selectin.ogg b/sounds/Selectin.ogg
deleted file mode 100644
index b6141e3..0000000
Binary files a/sounds/Selectin.ogg and /dev/null differ
diff --git a/sounds/Shell2.ogg b/sounds/Shell2.ogg
deleted file mode 100644
index 56b4d4b..0000000
Binary files a/sounds/Shell2.ogg and /dev/null differ
diff --git a/sounds/SpecExpl.ogg b/sounds/SpecExpl.ogg
deleted file mode 100644
index 1fdab33..0000000
Binary files a/sounds/SpecExpl.ogg and /dev/null differ
diff --git a/sounds/StartBld.ogg b/sounds/StartBld.ogg
deleted file mode 100644
index 38ccf3b..0000000
Binary files a/sounds/StartBld.ogg and /dev/null differ
diff --git a/sounds/TazerAlt.ogg b/sounds/TazerAlt.ogg
deleted file mode 100644
index 144d4fc..0000000
Binary files a/sounds/TazerAlt.ogg and /dev/null differ
diff --git a/sounds/TazerF.ogg b/sounds/TazerF.ogg
deleted file mode 100644
index 637f386..0000000
Binary files a/sounds/TazerF.ogg and /dev/null differ
diff --git a/sounds/TazerSel.ogg b/sounds/TazerSel.ogg
deleted file mode 100644
index 064dc52..0000000
Binary files a/sounds/TazerSel.ogg and /dev/null differ
diff --git a/sounds/Teleprt1.ogg b/sounds/Teleprt1.ogg
index 728ea06..d5952e9 100644
Binary files a/sounds/Teleprt1.ogg and b/sounds/Teleprt1.ogg differ
diff --git a/sounds/Teleprt2.ogg b/sounds/Teleprt2.ogg
new file mode 100644
index 0000000..a9c572a
Binary files /dev/null and b/sounds/Teleprt2.ogg differ
diff --git a/sounds/Updown3.ogg b/sounds/Updown3.ogg
new file mode 100644
index 0000000..88dc9b1
Binary files /dev/null and b/sounds/Updown3.ogg differ
diff --git a/sounds/VoiceSnd.ogg b/sounds/VoiceSnd.ogg
index 297b0c4..be567f9 100644
Binary files a/sounds/VoiceSnd.ogg and b/sounds/VoiceSnd.ogg differ
diff --git a/sounds/WeapPick.ogg b/sounds/WeapPick.ogg
deleted file mode 100644
index 5db45b0..0000000
Binary files a/sounds/WeapPick.ogg and /dev/null differ
diff --git a/sounds/expl2.ogg b/sounds/expl2.ogg
deleted file mode 100644
index e64c693..0000000
Binary files a/sounds/expl2.ogg and /dev/null differ
diff --git a/sounds/gibP1.ogg b/sounds/gibP1.ogg
deleted file mode 100644
index 73af865..0000000
Binary files a/sounds/gibP1.ogg and /dev/null differ
diff --git a/sounds/gibP3.ogg b/sounds/gibP3.ogg
deleted file mode 100644
index 8dec54c..0000000
Binary files a/sounds/gibP3.ogg and /dev/null differ
diff --git a/sounds/gibP4.ogg b/sounds/gibP4.ogg
deleted file mode 100644
index 55a046d..0000000
Binary files a/sounds/gibP4.ogg and /dev/null differ
diff --git a/sounds/gibP5.ogg b/sounds/gibP5.ogg
deleted file mode 100644
index 69cdf3a..0000000
Binary files a/sounds/gibP5.ogg and /dev/null differ
diff --git a/sounds/gibP6.ogg b/sounds/gibP6.ogg
deleted file mode 100644
index 470c6bc..0000000
Binary files a/sounds/gibP6.ogg and /dev/null differ
diff --git a/sounds/load1.ogg b/sounds/load1.ogg
deleted file mode 100644
index faeec5e..0000000
Binary files a/sounds/load1.ogg and /dev/null differ
diff --git a/sounds/pdown.ogg b/sounds/pdown.ogg
deleted file mode 100644
index 2ac9de5..0000000
Binary files a/sounds/pdown.ogg and /dev/null differ
diff --git a/sounds/shot1.ogg b/sounds/shot1.ogg
deleted file mode 100644
index 9bd1e68..0000000
Binary files a/sounds/shot1.ogg and /dev/null differ
diff --git a/sounds/stwalk1.ogg b/sounds/stwalk1.ogg
deleted file mode 100644
index 4fd4246..0000000
Binary files a/sounds/stwalk1.ogg and /dev/null differ
diff --git a/sounds/stwalk2.ogg b/sounds/stwalk2.ogg
deleted file mode 100644
index 714df4b..0000000
Binary files a/sounds/stwalk2.ogg and /dev/null differ
diff --git a/sounds/stwalk3.ogg b/sounds/stwalk3.ogg
deleted file mode 100644
index 0eea1f1..0000000
Binary files a/sounds/stwalk3.ogg and /dev/null differ
diff --git a/textcolo.txt b/textcolo.txt
deleted file mode 100644
index 5495612..0000000
--- a/textcolo.txt
+++ /dev/null
@@ -1,40 +0,0 @@
-// Guarantee there's dark variants of team colors (yes, even black and white)
-DarkBlack
-{
- #090909 #282828
-Console:
- #000000 #191919 0 127
- #050505 #282828 128 256
-Flat:
- #000000
-}
-
-DarkPurple
-{
- #110011 #670067
-Console:
- #000000 #4F004D 0 127
- #800080 #808080 128 256
-Flat:
- #4C3366
-}
-
-DarkOrange
-{
- #100000 #804000
-Console:
- #100000 #482000 0 127
- #804000 #807F7F 128 256
-Flat:
- #805500
-}
-
-DarkWhite
-{
- #121212 #808080
-Console:
- #000000 #404040 0 127
- #808080 #808080 128 256
-Flat:
- #707070
-}
diff --git a/textures.misc b/textures.misc
deleted file mode 100644
index 68652c7..0000000
--- a/textures.misc
+++ /dev/null
@@ -1,9 +0,0 @@
-// shrunk version of -noflat- for Kinsie's test map, looks better
-Texture "-kinsie-",128,128
-{
- XScale 8
- YScale 8
- WorldPanning
- Patch "-noflat-",0,0{}
-}
-Sprite "BPAKA0",1,1{}
diff --git a/textures.flak b/textures.uflak
similarity index 84%
rename from textures.flak
rename to textures.uflak
index 535d822..e27615c 100644
--- a/textures.flak
+++ b/textures.uflak
@@ -104,10 +104,30 @@ Sprite "FLD2L0",1,1{}
Sprite "FLD2M0",1,1{}
Sprite "FLD2N0",1,1{}
Sprite "FLD2O0",1,1{}
-Sprite "FLI2A0",1,1{}
Sprite "FLKDA0",1,1{}
Sprite "FLKDB0",1,1{}
Sprite "FLKDC0",1,1{}
Sprite "FLKDD0",1,1{}
Sprite "FLKDE0",1,1{}
Sprite "FLKDF0",1,1{}
+Sprite "FLFFA0",1,1{}
+Sprite "FLFFB0",1,1{}
+Sprite "FLFFC0",1,1{}
+Sprite "FLFFD0",1,1{}
+Sprite "FLFFE0",1,1{}
+Sprite "FLFFF0",1,1{}
+Sprite "FLFFG0",1,1{}
+Sprite "FLFFH0",1,1{}
+Sprite "FLFFI0",1,1{}
+Sprite "FLFFJ0",1,1{}
+Sprite "FLFAA0",1,1{}
+Sprite "FLFAB0",1,1{}
+Sprite "FLFAC0",1,1{}
+Sprite "FLFAD0",1,1{}
+Sprite "FLFAE0",1,1{}
+Sprite "FLFAF0",1,1{}
+Sprite "FLFAG0",1,1{}
+Sprite "FLFAH0",1,1{}
+Sprite "FLFAI0",1,1{}
+Sprite "FLFAJ0",1,1{}
+Sprite "FLFAK0",1,1{}
\ No newline at end of file
diff --git a/textures.umisc b/textures.umisc
new file mode 100644
index 0000000..2c50383
--- /dev/null
+++ b/textures.umisc
@@ -0,0 +1,7 @@
+Texture "BLKNESS",64,64
+{
+ Patch "MFLR8_1",0,0
+ {
+ Blend "#000000",1.0
+ }
+}
diff --git a/textures/-noflat-.png b/textures/-noflat-.png
deleted file mode 100644
index c54af49..0000000
Binary files a/textures/-noflat-.png and /dev/null differ
diff --git a/zmapinfo.txt b/zmapinfo.txt
index d0770bb..ad74b68 100644
--- a/zmapinfo.txt
+++ b/zmapinfo.txt
@@ -1,9 +1,12 @@
GameInfo
{
- AddEventHandlers = "UnrealMainHandler"
- PlayerClasses = "UnrealPlayer"
+ AddEventHandlers = "UnrealMainHandler", "UnrealStaticHandler"
+ PlayerClasses = "UPlayerMale1", "UPlayerMale2", "UPlayerMale3", "UPlayerFemale1", "UPlayerFemale2"
StatusBarClass = "UnrealHud"
BorderFlat = "Border"
BackpackType = "UnrealBackpack"
- Border = 0,0,"","","","","","","",""
+ menufontcolor_title = "Green"
+ menufontcolor_label = "DarkGreen"
+ menufontcolor_selection = "Green"
+ MenuSliderColor = "Red"
}
diff --git a/zscript.txt b/zscript.txt
index 490c3e9..b3d6609 100644
--- a/zscript.txt
+++ b/zscript.txt
@@ -1,10 +1,8 @@
-version "3.4"
+version "4.1"
-#include "zscript/mk_matrix.zsc"
-#include "zscript/mk_coordutil.zsc"
#include "zscript/unrealcommon.zsc"
#include "zscript/dispersionpistol.zsc"
-#include "zscript/translocator.zsc"
+#include "zscript/utranslocator.zsc"
#include "zscript/stunner.zsc"
#include "zscript/automag.zsc"
#include "zscript/betamag.zsc"
@@ -12,18 +10,18 @@ version "3.4"
#include "zscript/quadshot.zsc"
#include "zscript/asmd.zsc"
#include "zscript/impaler.zsc"
-#include "zscript/eightball.zsc"
+#include "zscript/ueightball.zsc"
#include "zscript/peacemaker.zsc"
-#include "zscript/flakcannon.zsc"
+#include "zscript/uflakcannon.zsc"
#include "zscript/razorjack.zsc"
-#include "zscript/biorifle.zsc"
+#include "zscript/ubiorifle.zsc"
#include "zscript/napalm.zsc"
#include "zscript/rifle.zsc"
-#include "zscript/minigun.zsc"
+#include "zscript/uminigun.zsc"
#include "zscript/gatling.zsc"
-#include "zscript/healitems.zsc"
-#include "zscript/armoritems.zsc"
+#include "zscript/uhealitems.zsc"
+#include "zscript/uarmoritems.zsc"
#include "zscript/miscitems.zsc"
-#include "zscript/powerups.zsc"
-#include "zscript/spawners.zsc"
+#include "zscript/upowerups.zsc"
#include "zscript/unrealhud.zsc"
+#include "zscript/unrealmenus.zsc"
diff --git a/zscript/LGPL3.txt b/zscript/LGPL3.txt
deleted file mode 100644
index 0a04128..0000000
--- a/zscript/LGPL3.txt
+++ /dev/null
@@ -1,165 +0,0 @@
- GNU LESSER GENERAL PUBLIC LICENSE
- Version 3, 29 June 2007
-
- Copyright (C) 2007 Free Software Foundation, Inc.
- Everyone is permitted to copy and distribute verbatim copies
- of this license document, but changing it is not allowed.
-
-
- This version of the GNU Lesser General Public License incorporates
-the terms and conditions of version 3 of the GNU General Public
-License, supplemented by the additional permissions listed below.
-
- 0. Additional Definitions.
-
- As used herein, "this License" refers to version 3 of the GNU Lesser
-General Public License, and the "GNU GPL" refers to version 3 of the GNU
-General Public License.
-
- "The Library" refers to a covered work governed by this License,
-other than an Application or a Combined Work as defined below.
-
- An "Application" is any work that makes use of an interface provided
-by the Library, but which is not otherwise based on the Library.
-Defining a subclass of a class defined by the Library is deemed a mode
-of using an interface provided by the Library.
-
- A "Combined Work" is a work produced by combining or linking an
-Application with the Library. The particular version of the Library
-with which the Combined Work was made is also called the "Linked
-Version".
-
- The "Minimal Corresponding Source" for a Combined Work means the
-Corresponding Source for the Combined Work, excluding any source code
-for portions of the Combined Work that, considered in isolation, are
-based on the Application, and not on the Linked Version.
-
- The "Corresponding Application Code" for a Combined Work means the
-object code and/or source code for the Application, including any data
-and utility programs needed for reproducing the Combined Work from the
-Application, but excluding the System Libraries of the Combined Work.
-
- 1. Exception to Section 3 of the GNU GPL.
-
- You may convey a covered work under sections 3 and 4 of this License
-without being bound by section 3 of the GNU GPL.
-
- 2. Conveying Modified Versions.
-
- If you modify a copy of the Library, and, in your modifications, a
-facility refers to a function or data to be supplied by an Application
-that uses the facility (other than as an argument passed when the
-facility is invoked), then you may convey a copy of the modified
-version:
-
- a) under this License, provided that you make a good faith effort to
- ensure that, in the event an Application does not supply the
- function or data, the facility still operates, and performs
- whatever part of its purpose remains meaningful, or
-
- b) under the GNU GPL, with none of the additional permissions of
- this License applicable to that copy.
-
- 3. Object Code Incorporating Material from Library Header Files.
-
- The object code form of an Application may incorporate material from
-a header file that is part of the Library. You may convey such object
-code under terms of your choice, provided that, if the incorporated
-material is not limited to numerical parameters, data structure
-layouts and accessors, or small macros, inline functions and templates
-(ten or fewer lines in length), you do both of the following:
-
- a) Give prominent notice with each copy of the object code that the
- Library is used in it and that the Library and its use are
- covered by this License.
-
- b) Accompany the object code with a copy of the GNU GPL and this license
- document.
-
- 4. Combined Works.
-
- You may convey a Combined Work under terms of your choice that,
-taken together, effectively do not restrict modification of the
-portions of the Library contained in the Combined Work and reverse
-engineering for debugging such modifications, if you also do each of
-the following:
-
- a) Give prominent notice with each copy of the Combined Work that
- the Library is used in it and that the Library and its use are
- covered by this License.
-
- b) Accompany the Combined Work with a copy of the GNU GPL and this license
- document.
-
- c) For a Combined Work that displays copyright notices during
- execution, include the copyright notice for the Library among
- these notices, as well as a reference directing the user to the
- copies of the GNU GPL and this license document.
-
- d) Do one of the following:
-
- 0) Convey the Minimal Corresponding Source under the terms of this
- License, and the Corresponding Application Code in a form
- suitable for, and under terms that permit, the user to
- recombine or relink the Application with a modified version of
- the Linked Version to produce a modified Combined Work, in the
- manner specified by section 6 of the GNU GPL for conveying
- Corresponding Source.
-
- 1) Use a suitable shared library mechanism for linking with the
- Library. A suitable mechanism is one that (a) uses at run time
- a copy of the Library already present on the user's computer
- system, and (b) will operate properly with a modified version
- of the Library that is interface-compatible with the Linked
- Version.
-
- e) Provide Installation Information, but only if you would otherwise
- be required to provide such information under section 6 of the
- GNU GPL, and only to the extent that such information is
- necessary to install and execute a modified version of the
- Combined Work produced by recombining or relinking the
- Application with a modified version of the Linked Version. (If
- you use option 4d0, the Installation Information must accompany
- the Minimal Corresponding Source and Corresponding Application
- Code. If you use option 4d1, you must provide the Installation
- Information in the manner specified by section 6 of the GNU GPL
- for conveying Corresponding Source.)
-
- 5. Combined Libraries.
-
- You may place library facilities that are a work based on the
-Library side by side in a single library together with other library
-facilities that are not Applications and are not covered by this
-License, and convey such a combined library under terms of your
-choice, if you do both of the following:
-
- a) Accompany the combined library with a copy of the same work based
- on the Library, uncombined with any other library facilities,
- conveyed under the terms of this License.
-
- b) Give prominent notice with the combined library that part of it
- is a work based on the Library, and explaining where to find the
- accompanying uncombined form of the same work.
-
- 6. Revised Versions of the GNU Lesser General Public License.
-
- The Free Software Foundation may publish revised and/or new versions
-of the GNU Lesser General Public License from time to time. Such new
-versions will be similar in spirit to the present version, but may
-differ in detail to address new problems or concerns.
-
- Each version is given a distinguishing version number. If the
-Library as you received it specifies that a certain numbered version
-of the GNU Lesser General Public License "or any later version"
-applies to it, you have the option of following the terms and
-conditions either of that published version or of any later version
-published by the Free Software Foundation. If the Library as you
-received it does not specify a version number of the GNU Lesser
-General Public License, you may choose any version of the GNU Lesser
-General Public License ever published by the Free Software Foundation.
-
- If the Library as you received it specifies that a proxy can decide
-whether future versions of the GNU Lesser General Public License shall
-apply, that proxy's public statement of acceptance of any version is
-permanent authorization for you to choose that version for the
-Library.
diff --git a/zscript/miscitems.zsc b/zscript/miscitems.zsc
index a2803ae..5035e3d 100644
--- a/zscript/miscitems.zsc
+++ b/zscript/miscitems.zsc
@@ -85,8 +85,8 @@ Class UnrealBackpack : BackpackItem replaces Backpack
}
Default
{
- Tag "Backpack";
- Inventory.PickupMessage "You got a Backpack.";
+ Tag "$T_BACKPACK";
+ Inventory.PickupMessage "$I_BACKPACK";
Inventory.RespawnTics 2100;
}
States
@@ -113,9 +113,9 @@ Class UTranslator : UnrealInventory
CurY = ClipY/2-68;
Screen.DrawTexture(thud,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
String ttxt;
- if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("Hint: %s",Hint);
+ if ( bShowHint && (Hint.length() > 0) ) ttxt = String.Format("%s: %s",StringTable.Localize("$TR_HINT"),Hint);
else if ( NewMessage.length() > 0 ) ttxt = NewMessage;
- else ttxt = "No new messages.";
+ else ttxt = StringTable.Localize("$TR_NOMSG");
BrokenLines lines = tfnt.BreakLines(ttxt,220);
int th = tfnt.GetHeight();
CurX += 20;
@@ -143,8 +143,8 @@ Class UTranslator : UnrealInventory
Default
{
- Tag "Universal Translator";
- Inventory.PickupMessage "You got the Universal Translator.";
+ Tag "$T_TRANSLATOR";
+ Inventory.PickupMessage "$I_TRANSLATOR";
Inventory.Icon "I_Tran";
Inventory.MaxAmount 1;
}
diff --git a/zscript/mk_coordutil.zsc b/zscript/mk_coordutil.zsc
deleted file mode 100644
index 299feed..0000000
--- a/zscript/mk_coordutil.zsc
+++ /dev/null
@@ -1,72 +0,0 @@
-/*
- Coordinate Utility helper class.
- (C)2018 Marisa Kirisame, UnSX Team.
- Released under the GNU Lesser General Public License version 3 (or later).
- See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms.
-*/
-
-Class mkCoordUtil
-{
- // projects a world point onto screen
- // view matrix setup mostly pulled from gutawer's code
- static Vector3 WorldToScreen( Vector3 vect, Vector3 eye, double pitch, double yaw, double roll, double vfov )
- {
- double ar = Screen.getWidth()/double(Screen.getHeight());
- double fovr = (ar>=1.3)?1.333333:ar;
- double fov = 2*atan(tan(clamp(vfov,5,170)*0.5)/fovr);
- float pr = level.pixelstretch;
- double angx = cos(pitch);
- double angy = sin(pitch)*pr;
- double alen = sqrt(angx*angx+angy*angy);
- double apitch = asin(angy/alen);
- double ayaw = yaw-90;
- // rotations
- Matrix4 mRoll = Matrix4.rotate((0,0,1),roll);
- Matrix4 mPitch = Matrix4.rotate((1,0,0),apitch);
- Matrix4 mYaw = Matrix4.rotate((0,-1,0),ayaw);
- // scaling
- Matrix4 mScale = Matrix4.identity();
- mScale.set(1,1,pr);
- // YZ swap
- Matrix4 mYZ = Matrix4.create();
- mYZ.set(0,0,1);
- mYZ.set(2,1,1);
- mYZ.set(1,2,-1);
- mYZ.set(3,3,1);
- // translation
- Matrix4 mMove = Matrix4.identity();
- mMove.set(3,0,-eye.x);
- mMove.set(3,1,-eye.y);
- mMove.set(3,2,-eye.z);
- // perspective
- Matrix4 mPerspective = Matrix4.perspective(fov,ar,5,65535);
- // full matrix
- Matrix4 mView = mRoll.mul(mPitch);
- mView = mView.mul(mYaw);
- mView = mView.mul(mScale);
- mView = mView.mul(mYZ);
- mView = mView.mul(mMove);
- Matrix4 mWorldToScreen = mPerspective.mul(mView);
- return mWorldToScreen.vmat(vect);
- }
-
- // converts a projected screen position to 2D canvas coords
- // thanks once again to gutawer for making this thing screenblocks-aware
- // [NEW] added second return value: true if the point has valid depth (i.e.: it's not behind view)
- // [TODO] handle forced aspect ratio (e.g.: 320x200 scaling)
- static Vector2, bool ToViewport( Vector3 screenpos, bool scrblocks = true )
- {
- if ( scrblocks )
- {
- int winx, winy, winw, winh;
- [winx,winy,winw,winh] = Screen.getViewWindow();
- int sh = Screen.getHeight();
- int ht = sh;
- int screenblocks = CVar.GetCVar("screenblocks",players[consoleplayer]).getInt();
- if ( screenblocks < 10 ) ht = (screenblocks*sh/10)&~7;
- int bt = sh-(ht+winy-((ht-winh)/2));
- return (winx,sh-bt-ht)+((screenpos.x+1)*winw,(-screenpos.y+1)*ht)*0.5, (screenpos.z<=1.0);
- }
- else return ((screenpos.x+1)*Screen.getWidth(),(-screenpos.y+1)*Screen.getHeight())*0.5, (screenpos.z<=1.0);
- }
-}
diff --git a/zscript/mk_matrix.zsc b/zscript/mk_matrix.zsc
deleted file mode 100644
index 37ddf69..0000000
--- a/zscript/mk_matrix.zsc
+++ /dev/null
@@ -1,123 +0,0 @@
-/*
- Matrix Math helper class.
- (C)2018 Marisa Kirisame, UnSX Team.
- Released under the GNU Lesser General Public License version 3 (or later).
- See https://www.gnu.org/licenses/lgpl-3.0.txt for its terms.
-*/
-
-Class Matrix4
-{
- private double m[16];
-
- Matrix4 init()
- {
- int i;
- for ( i=0; i<16; i++ ) m[i] = 0;
- return self;
- }
-
- static Matrix4 create()
- {
- return new("Matrix4").init();
- }
-
- static Matrix4 identity()
- {
- Matrix4 o = Matrix4.create();
- for ( int i=0; i<4; i++ ) o.set(i,i,1);
- return o;
- }
-
- double get( int c, int r )
- {
- return m[r*4+c];
- }
-
- void set( int c, int r, double v )
- {
- m[r*4+c] = v;
- }
-
- Matrix4 add( Matrix4 o )
- {
- Matrix4 r = Matrix4.create();
- int i, j;
- for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ )
- r.set(j,i,get(j,i)+o.get(j,i));
- return r;
- }
-
- Matrix4 scale( double s )
- {
- Matrix4 r = Matrix4.create();
- int i, j;
- for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ )
- r.set(j,i,get(j,i)*s);
- return r;
- }
-
- Matrix4 mul( Matrix4 o )
- {
- Matrix4 r = Matrix4.create();
- int i, j;
- for ( i=0; i<4; i++ ) for ( j=0; j<4; j++ )
- r.set(j,i,get(0,i)*o.get(j,0)+get(1,i)*o.get(j,1)+get(2,i)*o.get(j,2)+get(3,i)*o.get(j,3));
- return r;
- }
-
- Vector3 vmat( Vector3 o )
- {
- double x, y, z, w;
- x = get(0,0)*o.x+get(1,0)*o.y+get(2,0)*o.z+get(3,0);
- y = get(0,1)*o.x+get(1,1)*o.y+get(2,1)*o.z+get(3,1);
- z = get(0,2)*o.x+get(1,2)*o.y+get(2,2)*o.z+get(3,2);
- w = get(0,3)*o.x+get(1,3)*o.y+get(2,3)*o.z+get(3,3);
- return (x,y,z)/w;
- }
-
- static Matrix4 rotate( Vector3 axis, double theta )
- {
- Matrix4 r = Matrix4.identity();
- double s, c, oc;
- s = sin(theta);
- c = cos(theta);
- oc = 1.0-c;
- r.set(0,0,oc*axis.x*axis.x+c);
- r.set(1,0,oc*axis.x*axis.y-axis.z*s);
- r.set(2,0,oc*axis.x*axis.z+axis.y*s);
- r.set(0,1,oc*axis.y*axis.x+axis.z*s);
- r.set(1,1,oc*axis.y*axis.y+c);
- r.set(2,1,oc*axis.y*axis.z-axis.x*s);
- r.set(0,2,oc*axis.z*axis.x-axis.y*s);
- r.set(1,2,oc*axis.z*axis.y+axis.x*s);
- r.set(2,2,oc*axis.z*axis.z+c);
- return r;
- }
-
- static Matrix4 perspective( double fov, double ar, double znear, double zfar )
- {
- Matrix4 r = Matrix4.create();
- double f = 1/tan(fov*0.5);
- r.set(0,0,f/ar);
- r.set(1,1,f);
- r.set(2,2,(zfar+znear)/(znear-zfar));
- r.set(3,2,(2*zfar*znear)/(znear-zfar));
- r.set(2,3,-1);
- return r;
- }
-
- // UE-like axes from rotation
- static Vector3, Vector3, Vector3 getaxes( double pitch, double yaw, double roll )
- {
- Vector3 x = (1,0,0), y = (0,-1,0), z = (0,0,1); // y inverted for left-handed result
- Matrix4 mRoll = Matrix4.rotate((1,0,0),roll);
- Matrix4 mPitch = Matrix4.rotate((0,1,0),pitch);
- Matrix4 mYaw = Matrix4.rotate((0,0,1),yaw);
- Matrix4 mRot = mRoll.mul(mYaw);
- mRot = mRot.mul(mPitch);
- x = mRot.vmat(x);
- y = mRot.vmat(y);
- z = mRot.vmat(z);
- return x, y, z;
- }
-}
diff --git a/zscript/spawners.zsc b/zscript/spawners.zsc
index cbd92e9..dd8f851 100644
--- a/zscript/spawners.zsc
+++ b/zscript/spawners.zsc
@@ -1,3 +1,5 @@
+// Unused dead code, kept for reference
+
// Tier 1 (chainsaw)
Class Tier1Weapon : RandomSpawner2 replaces Chainsaw
{
diff --git a/zscript/stinger.zsc b/zscript/stinger.zsc
index 9eba0bc..41875d2 100644
--- a/zscript/stinger.zsc
+++ b/zscript/stinger.zsc
@@ -2,15 +2,19 @@ Class StingerAmmo : Ammo
{
Default
{
- Tag "Tarydium Shards";
+ Tag "$T_STINGERAMMO";
Inventory.Icon "I_Stingr";
- Inventory.PickupMessage "You picked up 40 Tarydium Shards.";
+ Inventory.PickupMessage "";
Inventory.Amount 40;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 80;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 10;
}
+ override String PickupMessage()
+ {
+ return String.Format("%s%d%s",StringTable.Localize("$I_STINGERAMMOL"),Amount,StringTable.Localize("$I_STINGERAMMOR"));
+ }
States
{
Spawn:
@@ -23,7 +27,7 @@ Class StingerProjectile : Actor
{
Default
{
- Obituary "%o was perforated by %k's Stinger.";
+ Obituary "$O_STINGER";
DamageType 'shot';
DamageFunction Random[Stinger](15,25);
Speed 40;
@@ -52,12 +56,12 @@ Class StingerProjectile : Actor
}
}
-Class Stinger : UnrealWeapon
+Class Stinger : UTWeapon
{
Default
{
- Tag "Stinger";
- Inventory.PickupMessage "You picked up the Stinger.";
+ Tag "$T_STINGER";
+ Inventory.PickupMessage "$I_STINGER";
Weapon.UpSound "stinger/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 7;
@@ -66,6 +70,7 @@ Class Stinger : UnrealWeapon
Weapon.AmmoType2 "StingerAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 40;
+ UTWeapon.DropAmmo 20;
}
action void A_StingerFire()
{
@@ -73,11 +78,12 @@ Class Stinger : UnrealWeapon
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
- UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
+ UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
+ UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
- [x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
+ [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
Actor p = Spawn("StingerProjectile",origin);
p.angle = angle;
@@ -90,13 +96,14 @@ Class Stinger : UnrealWeapon
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
- UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
+ UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
+ UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5);
A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
- [x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
+ [x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
- [x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
+ [x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
A_PlaySound("stinger/altfire",CHAN_WEAPON);
Actor p;
double a, s;
diff --git a/zscript/translocator.zsc b/zscript/translocator.zsc
deleted file mode 100644
index e69de29..0000000
diff --git a/zscript/uarmoritems.zsc b/zscript/uarmoritems.zsc
new file mode 100644
index 0000000..1770356
--- /dev/null
+++ b/zscript/uarmoritems.zsc
@@ -0,0 +1,7 @@
+Class UnrealArmor : UTArmor
+{
+ Default
+ {
+ -INVENTORY.ALWAYSPICKUP;
+ }
+}
diff --git a/zscript/armoritems.zsc b/zscript/ubiorifle.zsc
similarity index 100%
rename from zscript/armoritems.zsc
rename to zscript/ubiorifle.zsc
diff --git a/zscript/biorifle.zsc b/zscript/ueightball.zsc
similarity index 100%
rename from zscript/biorifle.zsc
rename to zscript/ueightball.zsc
diff --git a/zscript/flakcannon.zsc b/zscript/uflakcannon.zsc
similarity index 52%
rename from zscript/flakcannon.zsc
rename to zscript/uflakcannon.zsc
index a736979..217d9f2 100644
--- a/zscript/flakcannon.zsc
+++ b/zscript/uflakcannon.zsc
@@ -2,15 +2,19 @@ Class UFlakBox : Ammo
{
Default
{
- Tag "Flak Shell Box";
- Inventory.Icon "I_Flak";
- Inventory.PickupMessage "You picked up 10 Flak Shells.";
+ Tag "$T_FLAKAMMO";
+ Inventory.Icon "I_FlakAm";
+ Inventory.PickupMessage "";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 5;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
+ override String PickupMessage()
+ {
+ return String.Format("%s%d%s",StringTable.Localize("$I_FLAKAMMOL"),Amount,StringTable.Localize("$I_FLAKAMMOR"));
+ }
States
{
Spawn:
@@ -23,11 +27,12 @@ Class UFlakAmmo : UFlakBox
{
Default
{
- Tag "Flak Shell";
- Inventory.Icon "I_Flak";
- Inventory.PickupMessage "You picked up a Flak Shell.";
+ Tag "$T_FLAKAMMO2";
+ Inventory.Icon "I_FlakAm";
+ Inventory.PickupMessage "$I_FLAKAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+ +INVENTORY.IGNORESKILL;
}
States
{
@@ -37,20 +42,18 @@ Class UFlakAmmo : UFlakBox
}
}
-Class UFlakCannon : UnrealWeapon
+Class UFlakCannon : UTWeapon
{
- bool bLoaded;
action void A_Loading( bool first = false )
{
- invoker.bLoaded = true;
- if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON);
- else A_PlaySound("uflak/reload",CHAN_6);
+ if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
+ else A_PlaySound("flak/reload",CHAN_6);
}
Default
{
- Tag "Flak Cannon";
- Inventory.PickupMessage "You got the Flak Cannon.";
- Weapon.UpSound "uflak/select";
+ Tag "$T_FLAKCANNON";
+ Inventory.PickupMessage "$I_FLAKCANNON";
+ Weapon.UpSound "flak/select";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 4;
Weapon.AmmoType "UFlakBox";
@@ -58,6 +61,7 @@ Class UFlakCannon : UnrealWeapon
Weapon.AmmoType2 "UFlakBox";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
+ UTWeapon.DropAmmo 5;
}
States
{
@@ -76,33 +80,34 @@ Class UFlakCannon : UnrealWeapon
FLKL BCEFGIJKMNO 1;
Goto Idle;
Loading:
- FLKL A 1 A_Loading();
+ FLKL A 1
+ {
+ A_CheckReload();
+ if ( invoker.Ammo1.Amount > 0 ) A_Loading();
+ }
FLKL BCEFGIJKMNO 1;
Goto Idle;
Idle:
- FLKI A 1
- {
- A_CheckReload();
- A_WeaponReady();
- }
- Wait;
- Idle2:
- FLI2 A 1
- {
- A_CheckReload();
- A_WeaponReady();
- }
+ FLKI A 1 A_WeaponReady();
Wait;
Fire:
- FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading");
- FLKF ABCDEFGHIJ 1;
+ FLKF A 1
+ {
+ A_Overlay(PSP_FLASH,"Flash");
+ A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
+ A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
+ }
+ FLKF BCDEFGHIJ 1;
FLKE ABCDEFGHIJKLMNS 1;
- FLKE S 0 A_JumpIfNoAmmo("Idle2");
Goto Loading;
AltFire:
- FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading");
- FLKA ABCDEFGHIJK 2;
- FLKA K 0 A_JumpIfNoAmmo("Idle2");
+ FLKA A 2
+ {
+ A_Overlay(PSP_FLASH,"AltFlash");
+ A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
+ A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
+ }
+ FLKA BCDEFGHIJK 2;
Goto Loading;
Deselect:
FLKD A 0 A_JumpIfNoAmmo("Deselect2");
@@ -113,5 +118,11 @@ Class UFlakCannon : UnrealWeapon
FLD2 ABCDEF 1;
FLD2 F 1 A_Lower(int.max);
Wait;
+ Flash:
+ FLFF ABCDEFGHIJ 1 Bright;
+ Stop;
+ AltFlash:
+ FLFA ABCDEFGHIJK 2 Bright;
+ Stop;
}
}
diff --git a/zscript/eightball.zsc b/zscript/uhealitems.zsc
similarity index 100%
rename from zscript/eightball.zsc
rename to zscript/uhealitems.zsc
diff --git a/zscript/healitems.zsc b/zscript/uminigun.zsc
similarity index 100%
rename from zscript/healitems.zsc
rename to zscript/uminigun.zsc
diff --git a/zscript/unrealcommon.zsc b/zscript/unrealcommon.zsc
index 309656c..a016e58 100644
--- a/zscript/unrealcommon.zsc
+++ b/zscript/unrealcommon.zsc
@@ -1,16 +1,10 @@
-Class UnrealPlayer : DoomPlayer
+Class UPlayer : UTPlayer
{
- bool lastground;
- double lastvelz, prevvelz;
- transient CVar footsteps;
-
Default
{
- Player.StartItem "Automag";
- Player.StartItem "DispersionPistol";
- Player.StartItem "UMiniAmmo", 30;
- Player.DamageScreenColor "FF 00 00", 1.0;
- Player.ViewHeight 46;
+ //Player.StartItem "Automag";
+ //Player.StartItem "DispersionPistol";
+ //Player.StartItem "UMiniAmmo", 30;
}
// Have to modify the give cheat to handle UT armor
@@ -81,7 +75,7 @@ Class UnrealPlayer : DoomPlayer
// Doomreal gives the player all subclasses of UnrealArmor
for ( int i=0; i= 1.0) && player.onground && (player.cmd.forwardmove || player.cmd.sidemove) )
- {
- if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/playerfootstepwet",CHAN_5,abs(vel.xy.length())*0.03);
- else A_PlaySound("u1/playerfootstep",CHAN_5,abs(vel.xy.length())*0.03);
- }
- if ( player.onground && !bNoGravity && !lastground && (lastvelz < -4) && (lastvelz >= -8) )
- {
- if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid ) A_PlaySound("u1/wetsplash",CHAN_AUTO,abs(lastvelz*0.0625));
- else A_PlaySound("*land",CHAN_AUTO,abs(lastvelz*0.03));
- }
- lastground = player.onground;
- lastvelz = prevvelz;
- prevvelz = vel.z;
- }
}
-// Random Spawner that passes through dropped status to items
-Class RandomSpawner2 : RandomSpawner
+Class UPlayerMale1 : UPlayer
{
- override void PostSpawn( Actor spawned )
- {
- if ( !bDROPPED ) return;
- if ( spawned is 'Inventory' ) Inventory(spawned).bTOSSED = bDROPPED;
- if ( spawned is 'UnrealWeapon' )
- {
- spawned.SetState(spawned.ResolveState("Spawn")+1);
- Inventory(spawned).bALWAYSPICKUP = true;
- }
- }
-}
-
-Class UnrealWeapon : Weapon
-{
- // Drawstuffs under HUD
- virtual ui void PreRender( double lbottom ) {}
- // Drawstuffs over HUD
- virtual ui void PostRender( double lbottom ) {}
-
- override Inventory CreateTossable( int amt )
- {
- if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
- Inventory d = Super.CreateTossable(amt);
- if ( d && (d.GetClass() == GetClass()) )
- {
- d.SetState(d.ResolveState("Spawn")+1);
- d.bALWAYSPICKUP = true;
- }
- return d;
- }
-
- override bool SpecialDropAction( Actor dropper )
- {
- SetState(ResolveState("Spawn")+1);
- bALWAYSPICKUP = true;
- return false;
- }
-
- override void Tick()
- {
- Super.Tick();
- if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
- Owner.player.WeaponState |= WF_WEAPONBOBBING; // U1 weapons always bob
- }
-
- override void OwnerDied()
- {
- Super.OwnerDied();
- A_ClearRefire();
- }
-
Default
{
- Weapon.BobStyle "Smooth";
- Weapon.BobSpeed 1.5;
- Weapon.BobRangeX 0.2;
- Weapon.BobRangeY 0.4;
- +WEAPON.NOALERT;
+ Player.SoundClass "umale";
+ Player.DisplayName "$N_MALE1";
+ Player.Portrait "";
+ UTPlayer.VoiceType VOICE_MaleOne;
+ -NOMENU;
+ }
+}
+Class UPlayerMale2 : UPlayer
+{
+ Default
+ {
+ Player.SoundClass "umale";
+ Player.DisplayName "$N_MALE2";
+ Player.Portrait "";
+ UTPlayer.VoiceType VOICE_MaleOne;
+ -NOMENU;
+ }
+}
+Class UPlayerMale3 : UPlayer
+{
+ Default
+ {
+ Player.SoundClass "umale";
+ Player.DisplayName "$N_MALE3";
+ Player.Portrait "";
+ UTPlayer.VoiceType VOICE_MaleTwo;
+ -NOMENU;
+ }
+}
+Class UPlayerFemale1 : UPlayer
+{
+ Default
+ {
+ Player.SoundClass "ufemale";
+ Player.DisplayName "$N_FEMALE1";
+ Player.Portrait "";
+ UTPlayer.VoiceType VOICE_FemaleTwo;
+ -NOMENU;
+ }
+}
+Class UPlayerFemale2 : UPlayer
+{
+ Default
+ {
+ Player.SoundClass "ufemale";
+ Player.DisplayName "$N_FEMALE2";
+ Player.Portrait "";
+ UTPlayer.VoiceType VOICE_FemaleOne;
+ -NOMENU;
}
}
@@ -270,119 +234,96 @@ Class UnrealInventory : Inventory
}
}
-Class UnrealArmor : Armor
+Class UnrealStaticHandler : StaticEventHandler
{
- int absorb;
+ ui TextureID tex[6];
+ ui int mtics, cur;
+ ui String lastmusic;
- Property ArmorAbsorption : absorb;
-
- Default
+ ui void StartMenu()
{
- +INVENTORY.AUTOACTIVATE;
- +INVENTORY.UNTOSSABLE;
- Inventory.MaxAmount 0;
- }
- override void AbsorbDamage( int damage, Name damageType, out int newdamage )
- {
- int saved;
- if ( (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
- {
- saved = damage*absorb/100.;
- if ( amount <= saved ) saved = amount;
- newdamage -= saved;
- amount -= saved;
- damage = newdamage;
- }
- if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
- if ( amount <= 0 ) Destroy();
- }
-}
-
-Class GenericFlash : HUDMessageBase
-{
- Color col;
- int duration;
- double alpha;
- Actor cam;
- GenericFlash Setup( Actor camera, Color c, int d )
- {
- alpha = 1.0;
- col = c;
- duration = d;
- cam = camera;
- return self;
- }
- override bool Tick()
- {
- alpha -= 1./duration;
- return (alpha<=0);
- }
- override void Draw( int bottom, int visibility )
- {
- if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return;
- if ( cam && (players[consoleplayer].camera != cam) ) return;
- Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight());
- }
-}
-
-Class QueuedFlash
-{
- Color c;
- int duration;
- int tic;
- Actor cam;
-}
-
-Class UnrealMainHandler : StaticEventHandler
-{
- Array flashes;
-
- override void WorldLoaded( WorldEvent e )
- {
- if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
- // prettify Kinsie's test map for a more Unreal feel
- if ( level.levelname ~== "Modder Test Map" )
- {
- TexMan.ReplaceTextures("-noflat-","-kinsie-",0);
- TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
- level.ChangeSky(skytx,skytx);
- // TODO handplace some dynamic lights and add Unreal/UT ambient sounds
- }
+ CVar protomenu = CVar.GetCVar('stinger_introtype',players[consoleplayer]);
+ if ( !protomenu ) return; // this can happen
+ int proto = protomenu.GetInt();
+ tex[0] = TexMan.CheckForTexture("graphics/UnLogo0.png",TexMan.Type_Any);
+ tex[1] = TexMan.CheckForTexture("graphics/UnLogo1.png",TexMan.Type_Any);
+ tex[2] = TexMan.CheckForTexture("graphics/UnLogo2.png",TexMan.Type_Any);
+ tex[3] = TexMan.CheckForTexture("graphics/UnBg.png",TexMan.Type_Any);
+ tex[4] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any);
+ tex[5] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any);
+ if ( proto > 1 ) S_ChangeMusic("Unreal");
+ else if ( proto == 1 ) S_ChangeMusic("Unreal2");
+ else S_ChangeMusic("FlyBy");
+ cur = proto;
}
- override void WorldThingSpawned( WorldEvent e )
+ override void OnRegister()
{
- if ( e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
+ // remove the UT static handler
+ let hnd = UTStaticHandler(StaticEventHandler.Find("UTStaticHandler"));
+ if ( hnd ) hnd.Destroy();
}
- override void WorldTick()
+ override void ConsoleProcess( ConsoleEvent e )
{
- for ( int i=0; i= gametic ) continue;
- flashes.Delete(i);
- i--;
- }
+ if ( gamestate != GS_TITLELEVEL ) return;
+ if ( e.Name ~== "refreshmenu" ) StartMenu();
}
override void PostUiTick()
{
- for ( int i=0; i ar ) vsize = (tsize.y*ar,tsize.y);
+ else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar);
+ else vsize = tsize;
+ Screen.DrawTexture(tex[cur+3],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
+ Screen.Dim("Black",clamp(1.-((mtics+e.FracTic)/Thinker.TICRATE)*.2,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight());
+ if ( menuactive ) return;
+ tsize = TexMan.GetScaledSize(tex[cur]);
+ sar = tsize.x/tsize.y;
+ if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
+ else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
+ else vsize = tsize;
+ double alf = clamp(((mtics+e.FracTic)/Thinker.TICRATE)-8,0.,1.);
+ Screen.DrawTexture(tex[cur],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf);
+ }
+}
+
+Class UnrealMainHandler : EventHandler
+{
+ override void CheckReplacement( ReplaceEvent e )
+ {
+ if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
+ {
+ /*if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer';
+ else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
+ /*else e.Replacement = 'ShockRifle';*/
+ }
+ else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
+ {
+ /*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
+ /*else e.Replacement = 'UTRocketLauncher';*/
+ }
+ else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
}
}
diff --git a/zscript/unrealhud.zsc b/zscript/unrealhud.zsc
index 6336f1c..9eb28a9 100644
--- a/zscript/unrealhud.zsc
+++ b/zscript/unrealhud.zsc
@@ -1,24 +1,4 @@
// An almost 1:1 recreation of the Unreal 1 HUD
-Class ViewTracer : LineTracer
-{
- Actor ignore;
-
- override ETraceStatus TraceCallback()
- {
- if ( Results.HitType == TRACE_HitActor )
- {
- if ( (Results.HitActor == ignore) || !Results.HitActor.player || !Results.HitActor.bSHOOTABLE || Results.HitActor.bINVISIBLE ) return TRACE_Skip;
- return TRACE_Stop;
- }
- else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
- {
- if ( !Results.HitLine.sidedef[1] ) return TRACE_Stop;
- return TRACE_Skip;
- }
- return TRACE_Stop;
- }
-}
-
Class UnrealHUD : BaseStatusBar
{
double FracTic;
@@ -38,6 +18,7 @@ Class UnrealHUD : BaseStatusBar
// Fonts
Font LargeFont, LargeRedFont, MedFont, WhiteFont, TinyFont,
TinyWhiteFont, TinyRedFont;
+ HUDFont mMapFont;
// Common Textures
TextureID HalfHud, HudLine, HudAmmo, IconHeal, IconSkul, IconSel,
@@ -64,6 +45,7 @@ Class UnrealHUD : BaseStatusBar
TinyFont = Font.FindFont('UTinyFont');
TinyWhiteFont = Font.FindFont('UTinyWhiteFont');
TinyRedFont = Font.FindFont('UTinyRedFont');
+ mMapFont = HUDFont.Create(WhiteFont);
HalfHud = TexMan.CheckForTexture("HalfHud",TexMan.Type_Any);
HudLine = TexMan.CheckForTexture("HudLine",TexMan.Type_Any);
HudAmmo = TexMan.CheckForTexture("HudAmmo",TexMan.Type_Any);
@@ -78,17 +60,19 @@ Class UnrealHUD : BaseStatusBar
{
Super.Draw(state,TicFrac);
HudMode = CVar.GetCVar('stinger_hudmode',players[consoleplayer]).GetInt();
- scalev.x = scalev.y = Max(1,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt());
+ scalev.x = scalev.y = Max(0,CVar.GetCVar('stinger_hudscale',players[consoleplayer]).GetInt());
+ if ( scalev.x == 0 )
+ scalev.x = scalev.y = max(1,min(Screen.GetWidth()/640.,Screen.GetHeight()/480.));
ClipX = Screen.GetWidth()/scalev.x;
ClipY = Screen.GetHeight()/scalev.y;
CurX = 0;
CurY = 0;
- double lbottom = Screen.GetHeight()-32*scalev.y; // TODO properly calculate
+ double lbottom = Screen.GetHeight()-32*scalev.y;
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
if ( i is 'UnrealInventory' )
UnrealInventory(i).PreRender(lbottom);
- if ( CPlayer.ReadyWeapon is 'UnrealWeapon' )
- UnrealWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
+ if ( CPlayer.ReadyWeapon is 'UTWeapon' )
+ UTWeapon(CPlayer.ReadyWeapon).PreRender(lbottom);
if ( (state == HUD_StatusBar) || (state == HUD_Fullscreen) )
{
BeginHUD();
@@ -98,8 +82,8 @@ Class UnrealHUD : BaseStatusBar
for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
if ( i is 'UnrealInventory' )
UnrealInventory(i).PostRender(lbottom);
- if ( CPlayer.ReadyWeapon is 'UnrealWeapon' )
- UnrealWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
+ if ( CPlayer.ReadyWeapon is 'UTWeapon' )
+ UTWeapon(CPlayer.ReadyWeapon).PostRender(lbottom);
}
private void DrawNumberOf( int n, double x, double y )
@@ -132,8 +116,21 @@ Class UnrealHUD : BaseStatusBar
double width = CurX;
CurX = x;
CurY = y;
- if ( bRed ) Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
- else Screen.DrawTexture(i.Icon,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
+ // scale to fit
+ Vector2 scl = TexMan.GetScaledSize(i.Icon);
+ double mscl = 32./max(scl.x,scl.y);
+ double dw = (ClipX/mscl), dh = (ClipY/mscl);
+ double dx = CurX/mscl, dy = CurY/mscl;
+ if ( bRed )
+ {
+ Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon);
+ Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TranslationIndex,RedIcon,DTA_TopOffset,0,DTA_LeftOffset,0);
+ }
+ else
+ {
+ Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
+ Screen.DrawTexture(i.Icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
+ }
}
private void DrawFragCount( double x, double y )
@@ -200,8 +197,11 @@ Class UnrealHUD : BaseStatusBar
if ( cw && (cw.SlotNumber != -1) ) cwslot = cw.SlotNumber?(cw.SlotNumber-1):9;
let pw = CPlayer.PendingWeapon;
int pwslot = -1;
- if ( pw && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9;
+ if ( pw && (pw != WP_NOCHANGE) && (pw.SlotNumber != -1) ) pwslot = pw.SlotNumber?(pw.SlotNumber-1):9;
Weapon wslots[10];
+ // zero-initialize, fixes asmjit crash
+ for ( int i=0; i<10; i++ )
+ wslots[i] = null;
// first run, populate the full array of weapons
for ( int i=0; i<10; i++ )
{
@@ -237,7 +237,7 @@ Class UnrealHUD : BaseStatusBar
if ( !wslots[i] ) continue;
Font cfont = TinyFont;
if ( cwslot == i ) cfont = TinyWhiteFont;
- int realslot = (i<9)?(i+1):i;
+ int realslot = (i<9)?(i+1):9;
CurX = HalfHUDX-3+realslot*6;
CurY = HalfHUDY+4;
Screen.DrawText(cfont,Font.CR_UNTRANSLATED,CurX,CurY,String.Format("%d",realslot),DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
@@ -262,7 +262,7 @@ Class UnrealHUD : BaseStatusBar
}
}
}
- // TODO draw translator
+ // draw translator
if ( translator )
{
if ( translator.bCurrentlyActivated ) translator.DrawTranslator(scalev,ClipX,ClipY);
@@ -303,7 +303,7 @@ Class UnrealHUD : BaseStatusBar
CurY = y;
for ( Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
{
- if ( !(Inv is 'UnrealArmor') ) continue;
+ if ( !(Inv is 'UTArmor') ) continue;
ArmorAmount += Inv.Amount;
if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
if ( !bDrawOne )
@@ -312,9 +312,9 @@ Class UnrealHUD : BaseStatusBar
DrawIconValue(Inv.Amount);
CurX += 32;
}
- else if ( UnrealArmor(Inv).absorb > CurAbs )
+ else if ( UTArmor(Inv).absorb > CurAbs )
{
- CurAbs = UnrealArmor(Inv).absorb;
+ CurAbs = UTArmor(Inv).absorb;
BestArmor = Inv;
}
}
@@ -346,9 +346,13 @@ Class UnrealHUD : BaseStatusBar
}
CurX = x;
Screen.DrawTexture(IconBase,false,CurX,CurY,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true);
- // TODO downscale icons in cases where they're bigger than a 32x32 box
TextureID icon = CPlayer.ReadyWeapon.Icon.IsNull()?CPlayer.ReadyWeapon.Ammo1.Icon:CPlayer.ReadyWeapon.Icon;
- Screen.DrawTexture(icon,false,CurX+16,CurY+16,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_CenterOffset,true);
+ // scale to fit
+ Vector2 scl = TexMan.GetScaledSize(icon);
+ double mscl = 32./max(scl.x,scl.y);
+ double dw = (ClipX/mscl), dh = (ClipY/mscl);
+ double dx = CurX/mscl, dy = CurY/mscl;
+ Screen.DrawTexture(icon,false,dx,dy,DTA_VirtualWidthF,dw,DTA_VirtualHeightF,dh,DTA_KeepRatio,true,DTA_TopOffset,0,DTA_LeftOffset,0);
CurX += 32;
CurY += 29;
DrawIconValue(CPlayer.ReadyWeapon.Ammo1.Amount);
@@ -386,21 +390,21 @@ Class UnrealHUD : BaseStatusBar
cl2 = teams[lastseen.player.GetTeam()].mName;
cl1 = String.Format("Dark%s",cl2);
}
- String tname = String.Format("\c[%s]Name:\c[%s] %s",cl1,cl2,lastseen.player.GetUserName());
+ String tname = String.Format("\c[%s]%s:\c[%s] %s",cl1,StringTable.Localize("$M_NAME"),cl2,lastseen.player.GetUserName());
CurX = (ClipX-WhiteFont.StringWidth(tname))/2;
CurY = ClipY-54;
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
if ( !deathmatch || (lastseen.IsTeammate(CPlayer.mo)) )
{
CurY += 1.2*WhiteFont.GetHeight();
- tname = String.Format("\c[%s]Health:\c[%s] %d",cl1,cl2,lastseen.Health);
+ tname = String.Format("\c[%s]%s:\c[%s] %d",cl1,StringTable.Localize("$M_HEALTH"),cl2,lastseen.Health);
Screen.DrawText(WhiteFont,Font.CR_UNTRANSLATED,CurX,CurY,tname,DTA_VirtualWidthF,ClipX,DTA_VirtualHeightF,ClipY,DTA_KeepRatio,true,DTA_Alpha,lalpha/2.);
}
}
private void DrawKeys( double x, double y )
{
- // TODO
+ // TODO draws the key icons from right to left, bottom to top
}
private void DrawUnrealHUD()
@@ -432,8 +436,8 @@ Class UnrealHUD : BaseStatusBar
else if ( HudMode == 3 ) DrawFragCount(0,ClipY-64);
else if ( HudMode == 4 ) DrawFragCount(0,ClipY-32);
// Display Keys
- if ( HudMode < 3 ) DrawKeys(ClipX,ClipY-64);
- else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY);
+ if ( HudMode < 3 ) DrawKeys(ClipX-32,ClipY-32);
+ else if ( HudMode < 6 ) DrawKeys(ClipX,ClipY-32);
// Display Identification Info
DrawIdentifyInfo();
}
@@ -449,7 +453,71 @@ Class UnrealHUD : BaseStatusBar
CPlayer.inventorytics = 0;
}
- override void DrawAutomapHUD( double TicFrac )
+ override void DrawAutomapHUD( double ticFrac )
{
+ int crdefault = Font.CR_GREY;
+ int highlight = Font.CR_RED;
+ double cbottom = Screen.GetHeight()*0.99;
+ let scale = GetHUDScale();
+ double textdist = 8./scale.Y;
+ int height = WhiteFont.GetHeight();
+ String printtext;
+ int SCREENWIDTH = screen.GetWidth();
+ BeginHUD();
+ let y = textdist;
+ let width = WhiteFont.StringWidth("00:00:00");
+ double tmp, hres;
+ [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
+ double swidth = 0;
+ double ltop = 0, rtop = 0;
+ if ( HudMode < 2 )
+ {
+ for ( Inventory Inv=CPlayer.mo.Inv; Inv; Inv=Inv.Inv )
+ {
+ if ( !(Inv is 'UTArmor') ) continue;
+ if ( (Inv.Amount <= 0) || Inv.Icon.IsNull() ) continue;
+ rtop += 64*scalev.y;
+ break;
+ }
+ if ( CPlayer.mo.InvSel ) ltop += 64*scalev.y;
+ }
+ int protrusion = GetProtrusion(swidth/hres);
+ [tmp,tmp,hres] = StatusbarToRealCoords(0,0,protrusion);
+ width += int((swidth-hres)/scale.X);
+ if ( am_showtime )
+ {
+ printtext = level.TimeFormatted();
+ DrawString(mMapFont,level.TimeFormatted(),(-textdist-width,y+rtop),0,crdefault);
+ y += height;
+ }
+ if ( am_showtotaltime ) DrawString(mMapFont,level.TimeFormatted(true),(-textdist-width,y+rtop),0,crdefault);
+ if ( !deathmatch )
+ {
+ y = textdist;
+ if ( am_showmonsters )
+ {
+ DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_MONSTERS"),crdefault+65,level.killed_monsters,level.total_monsters),(textdist,y+ltop),0,highlight);
+ y += height;
+ }
+ if ( am_showsecrets )
+ {
+ DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_SECRETS"),crdefault+65,level.found_secrets,level.total_secrets),(textdist,y+ltop),0,highlight);
+ y += height;
+ }
+ if ( am_showitems ) DrawString(mMapFont,String.Format("%s\34%c %d/%d",Stringtable.Localize("$AM_ITEMS"),crdefault+65,level.found_items,level.total_items),(textdist,y+ltop),0,highlight);
+ }
+ String mapname = level.FormatMapName(crdefault);
+ BrokenLines lines = WhiteFont.BreakLines(mapname,int(SCREENWIDTH/scale.X));
+ int numlines = lines.Count();
+ int finalwidth = int(WhiteFont.StringWidth(lines.StringAt(numlines-1))*scale.X);
+ [tmp,tmp,hres] = StatusbarToRealCoords(0,0,HorizontalResolution);
+ protrusion = GetProtrusion(finalwidth/hres);
+ [tmp,tmp,tmp,hres] = StatusbarToRealCoords(0,0,0,protrusion);
+ y = (cbottom-hres)/scale.Y-height*numlines;
+ for ( int i = 0; i < numlines; i++ )
+ {
+ DrawString(mMapFont,lines.StringAt(i),(0,y+ltop),DI_TEXT_ALIGN_CENTER|DI_SCREEN_HCENTER|DI_SCREEN_TOP,highlight);
+ y += height;
+ }
}
}
diff --git a/zscript/unrealmenus.zsc b/zscript/unrealmenus.zsc
new file mode 100644
index 0000000..f4e9289
--- /dev/null
+++ b/zscript/unrealmenus.zsc
@@ -0,0 +1,103 @@
+// draws unreal-style main menu
+Class ListMenuItemUnrealBg : ListMenuItem
+{
+ TextureID tex[3];
+
+ void Init( ListMenuDescriptor desc, String dummy )
+ {
+ Super.Init(0,0);
+ tex[0] = TexMan.CheckForTexture("graphics/rmetal.png",TexMan.Type_Any);
+ tex[1] = TexMan.CheckForTexture("graphics/menubarr.png",TexMan.Type_Any);
+ tex[2] = TexMan.CheckForTexture("graphics/unlogo.png",TexMan.Type_Any);
+ }
+
+ override void Drawer( bool selected )
+ {
+ double StartX = 0.5*CleanWidth_1-128;
+ int num = (CleanHeight_1/512)+1;
+ for ( int i=0; i<=num; i++ )
+ Screen.DrawTexture(tex[0],false,StartX*CleanXFac_1,512*CleanYFac_1*i,DTA_CleanNoMove_1,true);
+ Screen.DrawTexture(tex[1],false,StartX*CleanXFac_1,(CleanHeight_1-58)*CleanYFac_1,DTA_CleanNoMove_1,true,DTA_LegacyRenderStyle,STYLE_Add);
+ Screen.DrawTexture(tex[2],false,StartX*CleanXFac_1,(CleanHeight_1-52)*CleanYFac_1,DTA_CleanNoMove_1,true);
+ }
+}
+
+Class ListMenuItemUnrealTextItem : ListMenuItemSelectable
+{
+ String mText;
+ Font mFont;
+ int mColor;
+ int mSpacing;
+
+ void Init( ListMenuDescriptor desc, String text, String hotkey, Name child, int param = 0 )
+ {
+ Super.Init(desc.mXpos,desc.mYpos,desc.mLinespacing,child,param);
+ mText = text;
+ mFont = Font.GetFont('ULargeFont');
+ mColor = Font.CR_UNTRANSLATED;
+ mSpacing = desc.mLineSpacing;
+ mHotkey = hotkey.GetNextCodePoint(0);
+ }
+
+ void InitDirect( double x, double y, int height, String hotkey, String text, Font font, int color, int color2, Name child, int param = 0 )
+ {
+ Super.Init(x,y,height,child,param);
+ mText = text;
+ mFont = Font.GetFont('ULargeFont');
+ mColor = Font.CR_UNTRANSLATED;
+ int pos = 0;
+ mHotkey = hotkey.GetNextCodePoint(0);
+ }
+
+ override void Drawer( bool selected )
+ {
+ let tFont = generic_ui?NewSmallFont:mFont;
+ double basex = floor(0.5*(CleanWidth_1-tFont.StringWidth(StringTable.Localize(mText))));
+ double basey = floor(0.25*(CleanHeight_1-mSpacing*5));
+ Screen.DrawText(tFont,mColor,(basex+mXPos)*CleanXFac_1,(basey+mYpos)*CleanYFac_1,mText,DTA_CleanNoMove_1,true,DTA_Alpha,selected?1.0:0.5);
+ }
+
+ override int GetWidth()
+ {
+ let tFont = generic_ui?NewSmallFont:mFont;
+ return max(1,tFont.StringWidth(StringTable.Localize(mText)));
+ }
+
+ override void DrawSelector( double xofs, double yofs, TextureID tex )
+ {
+ // nothing
+ }
+}
+
+// for hud config
+Class OptionMenuItemHudType : OptionMenuItem
+{
+ TextureID tex[6];
+ CVar mCVar;
+
+ OptionMenuItemHudType Init( String label )
+ {
+ Super.Init(label,"",true);
+ mCVar = CVar.FindCVar('stinger_hudmode');
+ tex[0] = TexMan.CheckForTexture("graphics/Hud1.png",TexMan.Type_Any);
+ tex[1] = TexMan.CheckForTexture("graphics/Hud2.png",TexMan.Type_Any);
+ tex[2] = TexMan.CheckForTexture("graphics/Hud3.png",TexMan.Type_Any);
+ tex[3] = TexMan.CheckForTexture("graphics/Hud4.png",TexMan.Type_Any);
+ tex[4] = TexMan.CheckForTexture("graphics/Hud5.png",TexMan.Type_Any);
+ tex[5] = TexMan.CheckForTexture("graphics/Hud6.png",TexMan.Type_Any);
+ return self;
+ }
+
+ override bool Selectable()
+ {
+ return false;
+ }
+
+ override int Draw( OptionMenuDescriptor desc, int y, int indent, bool selected )
+ {
+ int xpos = indent + CursorSpace();
+ int ypos = y + OptionMenuSettings.mLinespacing*CleanYfac_1;
+ Screen.DrawTexture(tex[mCVar.GetInt()],false,xpos,ypos,DTA_CleanNoMove_1,true);
+ return -1;
+ }
+}
diff --git a/zscript/minigun.zsc b/zscript/upowerups.zsc
similarity index 100%
rename from zscript/minigun.zsc
rename to zscript/upowerups.zsc
diff --git a/zscript/powerups.zsc b/zscript/utranslocator.zsc
similarity index 100%
rename from zscript/powerups.zsc
rename to zscript/utranslocator.zsc