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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@ -2,15 +2,19 @@ Class StingerAmmo : Ammo
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{
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Default
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{
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Tag "Tarydium Shards";
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Tag "$T_STINGERAMMO";
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Inventory.Icon "I_Stingr";
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Inventory.PickupMessage "You picked up 40 Tarydium Shards.";
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Inventory.PickupMessage "";
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Inventory.Amount 40;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 80;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 10;
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}
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override String PickupMessage()
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{
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return String.Format("%s%d%s",StringTable.Localize("$I_STINGERAMMOL"),Amount,StringTable.Localize("$I_STINGERAMMOR"));
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}
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States
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{
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Spawn:
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@ -23,7 +27,7 @@ Class StingerProjectile : Actor
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{
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Default
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{
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Obituary "%o was perforated by %k's Stinger.";
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Obituary "$O_STINGER";
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DamageType 'shot';
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DamageFunction Random[Stinger](15,25);
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Speed 40;
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@ -52,12 +56,12 @@ Class StingerProjectile : Actor
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}
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}
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Class Stinger : UnrealWeapon
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Class Stinger : UTWeapon
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{
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Default
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{
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Tag "Stinger";
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Inventory.PickupMessage "You picked up the Stinger.";
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Tag "$T_STINGER";
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Inventory.PickupMessage "$I_STINGER";
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Weapon.UpSound "stinger/select";
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Weapon.SlotNumber 3;
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Weapon.SelectionOrder 7;
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@ -66,6 +70,7 @@ Class Stinger : UnrealWeapon
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Weapon.AmmoType2 "StingerAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 40;
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UTWeapon.DropAmmo 20;
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}
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action void A_StingerFire()
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{
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@ -73,11 +78,12 @@ Class Stinger : UnrealWeapon
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
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UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
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UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.1,-0.2),FRandom[Stinger](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
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A_AlertMonsters();
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
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Actor p = Spawn("StingerProjectile",origin);
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p.angle = angle;
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@ -90,13 +96,14 @@ Class Stinger : UnrealWeapon
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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UnrealMainHandler.DoFlash(self,Color(16,0,64,255),1);
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UTMainHandler.DoFlash(self,Color(16,0,64,255),1);
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UTMainHandler.DoSwing(self,(FRandom[Stinger](-0.3,-0.8),FRandom[Stinger](-0.4,0.4)),4,-1,3,SWING_Spring,3,5);
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A_AlertMonsters();
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A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-9.0*z;
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[x, y, z] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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[x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
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A_PlaySound("stinger/altfire",CHAN_WEAPON);
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Actor p;
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double a, s;
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