Fixed incorrect fullscreen hud scaling (default scale/scale to fullscreen were swapped by mistake).
Fixed inventory bar having a blank space to the right if no next item is present (tends to happen when you only have two items). Added "no pistol at spawn" option. Added a hint of another prototype feature.
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6 changed files with 136 additions and 10 deletions
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@ -8,6 +8,70 @@ Class UPlayer : UTPlayer
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Player.StartItem "DefaultAmmo", 50;
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}
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override void GiveDefaultInventory()
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{
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if ( !player ) return;
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// HexenArmor must always be the first item in the inventory because
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// it provides player class based protection that should not affect
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// any other protection item.
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let myclass = GetClass();
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GiveInventoryType('HexenArmor');
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let harmor = HexenArmor(FindInventory('HexenArmor'));
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harmor.Slots[4] = self.HexenArmor[0];
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for ( int i=0; i<4; ++i ) harmor.SlotsIncrement[i] = self.HexenArmor[i+1];
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// BasicArmor must come right after that. It should not affect any
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// other protection item as well but needs to process the damage
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// before the HexenArmor does.
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GiveInventoryType('BasicArmor');
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// Now add the items from the DECORATE definition
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let di = GetDropItems();
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for ( DropItem di=GetDropItems(); di; di=di.Next )
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{
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Class<Actor> ti = di.Name;
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if ( !ti ) continue;
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// no pistol start
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if ( sting_nopstart && ((ti is 'Automag') || (ti is 'UMiniAmmo')) ) continue;
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let tinv = (class<Inventory>)(ti);
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if ( !tinv )
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{
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Console.Printf(TEXTCOLOR_ORANGE.."%s is not an inventory item and cannot be given to a player as start item.\n",di.Name);
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continue;
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}
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let item = FindInventory(tinv);
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if ( item ) item.Amount = clamp(item.Amount+(di.Amount?di.Amount:item.default.Amount),0,item.MaxAmount);
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else
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{
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item = Inventory(Spawn(ti));
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item.bIgnoreSkill = true; // no skill multipliers here
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item.Amount = di.Amount;
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let weap = Weapon(item);
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if ( weap )
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{
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// To allow better control any weapon is emptied of
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// ammo before being given to the player.
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weap.AmmoGive1 = weap.AmmoGive2 = 0;
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}
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bool res;
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Actor check;
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[res,check] = item.CallTryPickup(self);
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if ( !res )
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{
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item.Destroy();
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item = null;
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}
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else if ( check != self )
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{
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// Player was morphed. This is illegal at game start.
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// This problem is only detectable when it's too late to do something about it...
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ThrowAbortException("Cannot give morph item '%s' when starting a game!",di.Name);
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}
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}
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let weap = Weapon(item);
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if ( weap && weap.CheckAmmo(Weapon.EitherFire,false) )
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player.ReadyWeapon = player.PendingWeapon = weap;
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}
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}
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// Have to modify the give cheat to handle UT armor
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override void CheatGive( String name, int amount )
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{
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