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.
This commit is contained in:
Marisa the Magician 2019-08-10 22:15:56 +02:00
commit d3b11d1ef2
1145 changed files with 1065 additions and 883 deletions

View file

@ -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;