Adjustments and bugfixes.
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046b76599c
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7 changed files with 39 additions and 23 deletions
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@ -303,8 +303,6 @@ projectile.
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Secondary fire: A slowly charged fireball costing 20 units of napalm. Deals
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Secondary fire: A slowly charged fireball costing 20 units of napalm. Deals
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more splash damage.
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more splash damage.
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Reload: Toggle between single shot and three-round burst fire for primary fire.
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Like its predecessor, the Fireblaster is obviously completely useless when
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Like its predecessor, the Fireblaster is obviously completely useless when
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water is involved. A very clever human scientist would eventually solve this,
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water is involved. A very clever human scientist would eventually solve this,
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but that's a story for another time (and mod).
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but that's a story for another time (and mod).
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@ -526,6 +526,7 @@ Class BigGun : UnrealWeapon
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invoker.clipcount = -1;
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invoker.clipcount = -1;
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A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
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A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
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A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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A_PlaySound("big/punch",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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}
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}
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BIGR NOPQRSTUVWXYZ[\] 2;
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BIGR NOPQRSTUVWXYZ[\] 2;
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BIR2 ABCDEF 2;
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BIR2 ABCDEF 2;
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@ -536,6 +537,7 @@ Class BigGun : UnrealWeapon
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invoker.Ammo1.Amount -= invoker.special1;
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invoker.Ammo1.Amount -= invoker.special1;
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_PlaySound("big/reload",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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A_PlaySound("big/reload",CHAN_WEAPON,Dampener.Active(self)?.3:1.);
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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}
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}
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BIR2 HIJKL 2;
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BIR2 HIJKL 2;
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BIR2 M 2
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BIR2 M 2
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@ -21,13 +21,8 @@ Class WeaponPowerUp : Inventory
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if ( dpis && (dpis.pendingupgrade < 4) )
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if ( dpis && (dpis.pendingupgrade < 4) )
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{
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{
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dpis.pendingupgrade++;
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dpis.pendingupgrade++;
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if ( toucher.player && (toucher.player.ReadyWeapon == dpis) && (toucher.player.PendingWeapon == WP_NOCHANGE) )
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if ( toucher.player && ((toucher.player.ReadyWeapon != dpis) || (player.PendingWeapon != WP_NOCHANGE)) )
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{
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ScriptUtil.SetWeapon(toucher,"DispersionPistol");
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let psp = toucher.player.FindPSprite(PSP_Weapon);
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if ( toucher.player.WeaponState&WF_WEAPONREADY )
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psp.SetState(dpis.FindState("Upgrade"));
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}
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else ScriptUtil.SetWeapon(toucher,"DispersionPistol");
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}
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}
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GoAwayAndDie();
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GoAwayAndDie();
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return true;
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return true;
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@ -694,30 +689,38 @@ Class DispersionPistol : UnrealWeapon
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return ResolveState("Ready5");
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return ResolveState("Ready5");
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}
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}
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Ready1:
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Ready1:
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DPS1 ABCDEFGHIJK 2;
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DPS1 ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
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DPI1 A 5;
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DPI1 A 5 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Goto Idle;
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Ready2:
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Ready2:
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DPS2 ABCDEFGHIJK 2;
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DPS2 ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
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DPI2 A 5;
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DPI2 A 5 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Goto Idle;
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Ready3:
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Ready3:
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DPS3 ABCDEFGHIJK 2;
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DPS3 ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
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DPI3 A 5;
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DPI3 A 5 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Goto Idle;
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Ready4:
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Ready4:
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DPS4 ABCDEFGHIJK 2;
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DPS4 ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
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DPI4 A 5;
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DPI4 A 5 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Goto Idle;
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Ready5:
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Ready5:
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DPS5 ABCDEFGHIJK 2;
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DPS5 ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
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DPI5 A 5;
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DPI5 A 5 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Goto Idle;
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Dummy:
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Dummy:
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TNT1 A 1
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TNT1 A 1
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{
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{
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A_CheckReload();
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A_CheckReload();
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let weap = Weapon(invoker);
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let weap = Weapon(invoker);
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if ( weap && weap.Ammo1.Amount > 0 ) A_WeaponReady();
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else A_WeaponReady(WRF_NOFIRE);
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}
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TNT1 A 1
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{
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A_CheckReload();
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let weap = Weapon(invoker);
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// doing this on the first tic breaks the whole animation for some unexplainable reason
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if ( invoker.pendingupgrade > invoker.upgradelevel )
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if ( invoker.pendingupgrade > invoker.upgradelevel )
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player.SetPSprite(PSP_WEAPON,ResolveState("Upgrade"));
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player.SetPSprite(PSP_WEAPON,ResolveState("Upgrade"));
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else if ( weap && weap.Ammo1.Amount > 0 ) A_WeaponReady();
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else if ( weap && weap.Ammo1.Amount > 0 ) A_WeaponReady();
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@ -190,6 +190,7 @@ Class Impaler : UnrealWeapon
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A_Overlay(-2,"ZapDown");
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A_Overlay(-2,"ZapDown");
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A_PlaySound("impaler/gemdown",CHAN_WEAPON);
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A_PlaySound("impaler/gemdown",CHAN_WEAPON);
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}
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}
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if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
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}
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}
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IMPG ABCDE 2;
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IMPG ABCDE 2;
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Goto Idle;
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Goto Idle;
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@ -653,6 +653,7 @@ Class Stinger : UnrealWeapon
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invoker.flashnum = (invoker.flashnum+1)%4;
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invoker.flashnum = (invoker.flashnum+1)%4;
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}
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}
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STNH BCDEFG 1;
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STNH BCDEFG 1;
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STNH A 0 A_JumpIfNoAmmo(1);
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STNH A 0 A_Refire();
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STNH A 0 A_Refire();
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STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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STNH A 2 A_PlaySound("stinger/release",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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Goto Idle;
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Goto Idle;
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@ -197,7 +197,7 @@ Class UPlayer : UTPlayer
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if ( dsp )
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if ( dsp )
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{
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{
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dsp.Ammo1.MaxAmount = 90;
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dsp.Ammo1.MaxAmount = 90;
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if ( player.ReadyWeapon == dsp )
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if ( (player.ReadyWeapon == dsp) && (player.PendingWeapon == WP_NOCHANGE) )
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dsp.pendingupgrade = 4;
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dsp.pendingupgrade = 4;
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else
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else
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{
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{
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@ -261,8 +261,7 @@ Class UPlayer : UTPlayer
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if ( ((player.ReadyWeapon is 'URifle') && !sting_rifle && (player.buttons&BT_ALTATTACK)) || ((player.ReadyWeapon is 'Peacemaker') && player.buttons&BT_ALTATTACK) )
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if ( ((player.ReadyWeapon is 'URifle') && !sting_rifle && (player.buttons&BT_ALTATTACK)) || ((player.ReadyWeapon is 'Peacemaker') && player.buttons&BT_ALTATTACK) )
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return;
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return;
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let psp = player.FindPSprite(PSP_WEAPON);
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let psp = player.FindPSprite(PSP_WEAPON);
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if ( ((player.ReadyWeapon is 'UBioRifle') && (player.buttons&BT_ALTATTACK))
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if ( (player.ReadyWeapon is 'Eightball')
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|| (player.ReadyWeapon is 'Eightball')
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|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging)
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|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging)
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|| ((player.ReadyWeapon is 'UBioRifle') && UBioRifle(player.ReadyWeapon).bCharging)
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|| ((player.ReadyWeapon is 'UBioRifle') && UBioRifle(player.ReadyWeapon).bCharging)
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|| (player.ReadyWeapon is 'Razorjack') )
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|| (player.ReadyWeapon is 'Razorjack') )
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@ -274,7 +273,7 @@ Class UPlayer : UTPlayer
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&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")))
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&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")))
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|| (player.ReadyWeapon is 'UFlamethrower') || (player.ReadyWeapon is 'UMinigun')
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|| (player.ReadyWeapon is 'UFlamethrower') || (player.ReadyWeapon is 'UMinigun')
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|| ((player.ReadyWeapon is 'Bonesaw') && player.buttons&BT_ATTACK)
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|| ((player.ReadyWeapon is 'Bonesaw') && player.buttons&BT_ATTACK)
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|| ((player.ReadyWeapon is 'Impaler') && psp.CurState.InStateSequence(player.ReadyWeapon.FindState("AltHold"))) )
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|| ((player.ReadyWeapon is 'Impaler') && player.buttons&BT_ALTATTACK) )
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{
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{
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if ( !InStateSequence(CurState,FindState("MissileRep")) )
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if ( !InStateSequence(CurState,FindState("MissileRep")) )
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SetStateLabel("MissileRep");
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SetStateLabel("MissileRep");
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@ -65,6 +65,18 @@ Class ListMenuItemUnrealTextItem : ListMenuItemSelectable
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return max(1,fnt.StringWidth(StringTable.Localize(mText)));
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return max(1,fnt.StringWidth(StringTable.Localize(mText)));
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}
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}
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override bool CheckCoordinate( int x, int y )
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{
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/*String str = StringTable.Localize(mText);
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let fnt = (generic_ui||!mFont.CanPrint(str))?NewSmallFont:mFont;
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int w = fnt.StringWidth(str);
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int h = fnt.GetHeight();
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double basex = floor(0.5*(CleanWidth_1-w));
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double basey = floor(0.25*(CleanHeight_1-mSpacing*5));
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return (mEnabled && (x >= basex) && (x < basex+w) && (y >= basey) && (y < basey+h));*/
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return false; // since we can't change the main menu class, this won't work anyway
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}
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override void DrawSelector( double xofs, double yofs, TextureID tex )
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override void DrawSelector( double xofs, double yofs, TextureID tex )
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{
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{
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// nothing
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// nothing
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