Oh boy, here comes a big one.
Doomreal development is officially back to life. Doomreal now depends on Doom Tournament, as it's an add-on for it. Most of the resources are in place right now, just a couple more things left to add in. Flak cannon is still incomplete and weapon development will be resumed soon. There is a main menu now, I hope you like it. Player classes don't have models assigned yet, so they will look weird. Overall this is not yet very playable.
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1145 changed files with 1065 additions and 883 deletions
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Class UFlakBox : Ammo
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{
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Default
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{
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Tag "Flak Shell Box";
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Inventory.Icon "I_Flak";
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Inventory.PickupMessage "You picked up 10 Flak Shells.";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 5;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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States
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{
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Spawn:
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FBOX A -1;
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Stop;
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}
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}
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Class UFlakAmmo : UFlakBox
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{
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Default
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{
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Tag "Flak Shell";
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Inventory.Icon "I_Flak";
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Inventory.PickupMessage "You picked up a Flak Shell.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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}
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States
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{
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Spawn:
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FSHL B -1;
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Stop;
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}
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}
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Class UFlakCannon : UnrealWeapon
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{
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bool bLoaded;
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action void A_Loading( bool first = false )
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{
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invoker.bLoaded = true;
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if ( first ) A_PlaySound("uflak/load",CHAN_WEAPON);
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else A_PlaySound("uflak/reload",CHAN_6);
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}
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Default
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{
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Tag "Flak Cannon";
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Inventory.PickupMessage "You got the Flak Cannon.";
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Weapon.UpSound "uflak/select";
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Weapon.SlotNumber 6;
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Weapon.SelectionOrder 4;
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Weapon.AmmoType "UFlakBox";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "UFlakBox";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 10;
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}
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States
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{
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Spawn:
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FLKP A -1;
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Stop;
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FLKP B -1;
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Stop;
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Select:
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FLKS A 1 A_Raise(int.max);
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Wait;
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Ready:
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FLKS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
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FLS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
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FLKL A 1 A_Loading(true);
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FLKL BCEFGIJKMNO 1;
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Goto Idle;
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Loading:
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FLKL A 1 A_Loading();
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FLKL BCEFGIJKMNO 1;
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Goto Idle;
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Idle:
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FLKI A 1
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Wait;
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Idle2:
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FLI2 A 1
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Wait;
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Fire:
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FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading");
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FLKF ABCDEFGHIJ 1;
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FLKE ABCDEFGHIJKLMNS 1;
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FLKE S 0 A_JumpIfNoAmmo("Idle2");
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Goto Loading;
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AltFire:
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FLKI A 0 A_JumpIf(!invoker.bLoaded,"Loading");
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FLKA ABCDEFGHIJK 2;
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FLKA K 0 A_JumpIfNoAmmo("Idle2");
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Goto Loading;
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Deselect:
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FLKD A 0 A_JumpIfNoAmmo("Deselect2");
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FLKD ABCDEF 1;
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FLKD F 1 A_Lower(int.max);
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Wait;
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Deselect2:
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FLD2 ABCDEF 1;
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FLD2 F 1 A_Lower(int.max);
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Wait;
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}
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}
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