diff --git a/Readme.md b/Readme.md index 56458d2..f7fc4dd 100644 --- a/Readme.md +++ b/Readme.md @@ -1,7 +1,6 @@ # DOOMREAL -The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items -(including dummied out stuff and others). +The Unreal 1 counterpart to Doom Tournament. Adds Unreal 1 weapons and items (including dummied out stuff and others). This mod requires GZDoom 4.3 or later, and runs on top of Doom Tournament. @@ -73,21 +72,15 @@ This mod requires GZDoom 4.3 or later, and runs on top of Doom Tournament. ## In progress - - N/A, this is the 1.2.1 release. + - N/A, this is the 1.1.3 release. ## Planned - Shifted to a 1.2 update: - - Extension to the Translator so it can show item descriptions and whatnot - when picking them up. Give it some usability for normal gameplay. Could - eventually extend it further to make it more like Serious Sam's NETRICSA. + - Extension to the Translator so it can show item descriptions and whatnot when picking them up. Give it some usability for normal gameplay. Could eventually extend it further to make it more like Serious Sam's NETRICSA. - Impaler "slice" animation for melee alt. - - Alternate flamethrower secondary that behaves more like the Unreal Bible - describes (unlit blobs at a rate of 4 per second that catch on fire with - explosions/lava/etc). - - Alternate Impaler primary that follows the Bible (laser shots from the - crystal), shifts crystal shooting to pressing both buttons at once. + - Alternate flamethrower secondary that behaves more like the Unreal Bible describes (unlit blobs at a rate of 4 per second that catch on fire with explosions/lava/etc). + - Alternate Impaler primary that follows the Bible (laser shots from the crystal), shifts crystal shooting to pressing both buttons at once. - Actual Bonesaw? - - Implement ASMD behavior described in the Unreal novels (highly destructive - green beam that bounces off mirrors and water). + - Implement ASMD behavior described in the Unreal novels (highly destructive green beam that bounces off mirrors and water). - Redo Quadshot animations (including partial reloads). diff --git a/menudef.txt b/menudef.txt index dbb5868..bb9c741 100644 --- a/menudef.txt +++ b/menudef.txt @@ -82,11 +82,13 @@ OptionMenu "UnrealCreditsMenu" StaticText "Epic Games, id Software, Bethesda Softworks" StaticText " " StaticText "$STING_CPATRON", "White" - StaticText "Christian Grab, john, Alexa Jones-Gonzales," - StaticText "Jonas Höglund, Valerie Thiessen, Corey Hectus," - StaticText "dac, Pietro Gagliardi, Artem Bashev," - StaticText "Xada Xephron, Zard1084, NekoMithos," - StaticText "Max Zeal, m8f, 3d0xp0xy" + StaticText "Snacks, Artem Bashev, john," + StaticText "Jonas Höglund, Lilian Lamp, Valerie Thiessen," + StaticText "Corey Hectus, Dac, Pietro Gagliardi, Xada Xephron," + StaticText "Alexa Jones-Gonzales, John, NekoMithos," + StaticText "bouncytem, Figo, Holly_Rook," + StaticText "Namsan, YaGirlJuniper, Ashley Lambert," + StaticText "LordMisfit, m8f, 3d0xp0xy" StaticText " " StaticText "$STING_CTHANK", "White" StaticText "KynikossDragonn, Raffine52, The Cutting Room Floor" diff --git a/zscript/asmd.zsc b/zscript/asmd.zsc index a0e5620..245c9ca 100644 --- a/zscript/asmd.zsc +++ b/zscript/asmd.zsc @@ -559,12 +559,8 @@ Class ASMDBeam : Actor if ( t.Results.HitActor is 'ASMDHitbox' ) { BeamExplode(mult>1.5); - if ( target ) - { - if ( !sv_infiniteammo && !target.FindInventory('PowerInfiniteAmmo',true) ) - target.TakeInventory('ASMDAmmo',2); - UTMainHandler.DoSwing(target,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),10,-2,3,SWING_Spring,3,6); - } + if ( target && !sv_infiniteammo && !target.FindInventory('PowerInfiniteAmmo',true) ) + target.TakeInventory('ASMDAmmo',2); let b = t.Results.HitActor.target; b.bAMBUSH = true; b.ExplodeMissile(); @@ -687,7 +683,6 @@ Class ASMD : UnrealWeapon A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); UTMainHandler.DoFlash(self,Color(80,64,32,255),1); - UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),2,-0.3,3,SWING_Spring,0,4); if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; @@ -719,7 +714,6 @@ Class ASMD : UnrealWeapon A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); UTMainHandler.DoFlash(self,Color(80,64,32,255),1); - UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),3,-0.4,3,SWING_Spring,0,4); if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; diff --git a/zscript/automag.zsc b/zscript/automag.zsc index 7f9358a..07aa91f 100644 --- a/zscript/automag.zsc +++ b/zscript/automag.zsc @@ -182,7 +182,6 @@ Class Automag : UnrealWeapon else A_Overlay(-3,"LeftMuzzleFlash"); A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-3,STYLE_Add); - UTMainHandler.DoSwing(self,(FRandom[Automag](0.5,0.2),FRandom[Automag](-0.3,0.2)),2,0.5,1,SWING_Spring,0,2); } else { @@ -190,7 +189,6 @@ Class Automag : UnrealWeapon else A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); - UTMainHandler.DoSwing(self,(FRandom[Automag](-0.2,-0.5),FRandom[Automag](-0.3,0.2)),2,0,1,SWING_Spring,0,2); } Vector3 x, y, z, x2, y2, z2; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); diff --git a/zscript/betamag.zsc b/zscript/betamag.zsc index 0863428..4b77190 100644 --- a/zscript/betamag.zsc +++ b/zscript/betamag.zsc @@ -222,7 +222,6 @@ Class Betamag : UnrealWeapon else A_Overlay(-3,"LeftMuzzleFlash"); A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-3,STYLE_Add); - UTMainHandler.DoSwing(self,(FRandom[Betamag](0.5,0.2),FRandom[Betamag](-0.3,0.2)),2,0,1,SWING_Spring,0,2); } else { @@ -230,7 +229,6 @@ Class Betamag : UnrealWeapon else A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); - UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.2,-0.5),FRandom[Betamag](-0.3,0.2)),2,0,1,SWING_Spring,0,2); } Vector3 x, y, z, x2, y2, z2; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); @@ -502,20 +500,14 @@ Class Betamag : UnrealWeapon { A_Overlay(-9999,null); invoker.slavewhip = true; - UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.5,-0.4),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5); } AUTW ABCDE 2; AUTW F 0 { if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3(); A_StartSound("betamag/whip",CHAN_WEAPON,CHANF_OVERLAP); - UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5); } AUTW FGHIJ 2; - AUTW K 0 - { - UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3); - } AUTW KLM 1; AUTW N 0 A_BetamagWhip(); AUTW NOPQR 1; @@ -533,7 +525,6 @@ Class Betamag : UnrealWeapon if ( !((invoker.Ammo1.Amount<=0) && (player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK))) && !(player.cmd.buttons&BT_RELOAD) ) return ResolveState("LeftIdle"); invoker.slavewhip = false; A_Overlay(-9998,null); - UTMainHandler.DoSwing(self,(FRandom[Betamag](0.4,0.5),FRandom[Betamag](0.2,0.3)),4,0.3,8,SWING_Spring,5); return ResolveState(null); } 2UTW ABCDE 2; @@ -541,13 +532,8 @@ Class Betamag : UnrealWeapon { if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3(); A_StartSound("betamag/whip",CHAN_LEFTWEAPON,CHANF_OVERLAP); - UTMainHandler.DoSwing(self,(FRandom[Betamag](0.2,0.3),FRandom[Betamag](-0.8,-0.5)),7,-1,8,SWING_Spring,2,0.5); } 2UTW FGHIJ 2; - 2UTW K 0 - { - UTMainHandler.DoSwing(self,(FRandom[Betamag](-0.3,-0.2),FRandom[Betamag](0.8,0.5)),3,0.5,6,SWING_Spring,3,3); - } 2UTW KLM 1; 2UTW N 0 A_BetamagWhip(true); 2UTW NOPQR 1; diff --git a/zscript/biggun.zsc b/zscript/biggun.zsc index d3c1908..a7f2242 100644 --- a/zscript/biggun.zsc +++ b/zscript/biggun.zsc @@ -327,8 +327,6 @@ Class BigGun : UnrealWeapon invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,255,128,0),1); A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12); - for ( int i=0; i<6; i++ ) - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.04,-0.2),FRandom[BigGun](-0.2,0.2)),FRandom[BigGun](6,9),FRandom[BigGun](-2,-3),Random[BigGun](2,4),SWING_Spring,Random[BigGun](3,4),FRandom[BigGun](1.5,2.3)); Vector3 x, y, z, x2, y2, z2; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); vel -= x*(player.onground?9.5:2.5); @@ -452,13 +450,8 @@ Class BigGun : UnrealWeapon BIGS A 0 { invoker.clipout = false; - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.8); } BIGS ABC 2 A_WeaponReady(WRF_NOFIRE); - BIGS D 0 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,2.0); - } BIGS DEFGHI 2 A_WeaponReady(WRF_NOFIRE); Goto Idle; Dummy: @@ -471,30 +464,17 @@ Class BigGun : UnrealWeapon A_WeaponReady(WRF_ALLOWRELOAD); else A_WeaponReady(); } - } Wait; + } + Wait; Idle: BIGI A 0 A_Overlay(-9999,"Dummy"); BIGI A 20 A_Jump(80,"Twiddle1","Twiddle1","Twiddle2"); Wait; Twiddle1: - BIGW A 3 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),2,0,12,SWING_Spring,5,2); - } - BIGW BCDEFGHIJKLMNO 3; + BIGW ABCDEFGHIJKLMNO 3; Goto Idle; Twiddle2: - BIGT A 2 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](0.2,0.3)),3,0,6,SWING_Spring,5,2); - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.1,-0.15),FRandom[BigGun](-0.4,-0.6)),4,0,12,SWING_Spring,6,1.4); - } - BIGT BCDEFGHIJKLMNOP 2; - BIGT Q 2 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.15,-0.1),FRandom[BigGun](0.4,0.5)),3,0.5,6,SWING_Spring,2,1.5); - } - BIGT RSTUVWXY 2; + BIGT ABCDEFGHIJKLMNOPQRSTUVWXY 2; Goto Idle; Fire: BIGF A 0 @@ -544,12 +524,10 @@ Class BigGun : UnrealWeapon { A_ClearRefire(); A_Overlay(-9999,"Null"); - UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0.2,10,SWING_Spring,70,0.8); } BIGR ABCDEFGHIJKL 2; BIGR M 2 { - UTMainHandler.DoSwing(self,(FRandom[BigGun](0.3,0.4),FRandom[BigGun](0.6,0.8)),6,-1,3,SWING_Spring,2,3); invoker.clipout = true; A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18); A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.); @@ -570,7 +548,6 @@ Class BigGun : UnrealWeapon BIR2 ABCDEF 2; BIR2 G 2 { - UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](0.3,0.5)),6,-1,3,SWING_Spring,2,3); invoker.clipout = false; let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount); invoker.clipcount += aadd; @@ -584,31 +561,13 @@ Class BigGun : UnrealWeapon BIR2 M 2 { invoker.PlayUpSound(self); - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0.5,7,SWING_Spring,3,1.5); } - BIR2 NOP 2; - BIR2 Q 2 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,-0.5,7,SWING_Spring,3,1.5); - } - BIR2 RSTUVWXYZ[\] 2; - BIR3 A 2 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),2,-0.5,3,SWING_Spring,1,2.); - } - BIR3 BCDEF 2; + BIR2 NOPQRSTUVWXYZ[\] 2; + BIR3 ABCDEF 2; Goto Idle; Deselect: - BIGD A 1 - { - A_Overlay(-9999,"Null"); - UTMainHandler.DoSwing(self,(FRandom[BigGun](0.2,0.3),FRandom[BigGun](-0.8,-1.2)),3,0,6,SWING_Spring,2,1.5); - } - BIGD BC 1; - BIGD D 1 - { - UTMainHandler.DoSwing(self,(FRandom[BigGun](-0.3,-0.2),FRandom[BigGun](0.4,0.5)),3,0,6,SWING_Spring,2,1.5); } - BIGD EFGHIJK 1; + BIGD A 1 A_Overlay(-9999,"Null"); + BIGD BCDEFGHIJK 1; BIGD K 1 A_Lower(int.max); Wait; MuzzleFlash: diff --git a/zscript/bonesaw.zsc b/zscript/bonesaw.zsc index d7860d3..48c5160 100644 --- a/zscript/bonesaw.zsc +++ b/zscript/bonesaw.zsc @@ -88,7 +88,6 @@ Class Bonesaw : UnrealWeapon } action void A_Slice() { - UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-1,1),FRandom[Bonesaw](-1,1)),0.3,-0.2,2,SWING_Spring,0,2); invoker.special1++; Vector3 x, y, z, origin; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); @@ -216,13 +215,8 @@ Class Bonesaw : UnrealWeapon { A_Overlay(-9999,"Null"); A_StartSound("bonesaw/claw",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.); - UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0.2,8,SWING_Spring,2,2.); } CSWA ABC 2; - CSWA D 0 - { - UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](0.8,0.5)),6,-1,8,SWING_Spring,2,1.2); - } CSWA DEF 1; CSWA G 0 A_Clamp(); CSWA GH 1; diff --git a/zscript/dispersionpistol.zsc b/zscript/dispersionpistol.zsc index 2fa4bd4..c6a2a4f 100644 --- a/zscript/dispersionpistol.zsc +++ b/zscript/dispersionpistol.zsc @@ -547,7 +547,6 @@ Class DispersionPistol : UnrealWeapon } A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); - UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3),FRandom[DPistol](-0.1,0.3)),2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel); if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0); A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; @@ -621,7 +620,6 @@ Class DispersionPistol : UnrealWeapon A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true); A_OverlayRenderstyle(PSP_FLASH,STYLE_Add); double ss = 0.5+invoker.chargesize*0.3; - UTMainHandler.DoSwing(self,(FRandom[DPistol](-0.1,-0.3)*ss,FRandom[DPistol](-0.1,0.3))*ss,2+invoker.upgradelevel*0.5,-0.3,3,SWING_Spring,0,3+invoker.upgradelevel); if ( !Dampener.Active(self) ) A_AlertMonsters(gameinfo.gametype&GAME_Strife?120:0); int qs = int(1+invoker.chargesize*0.3); A_QuakeEx(qs,qs,qs,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); @@ -674,7 +672,6 @@ Class DispersionPistol : UnrealWeapon if ( !weap ) return ResolveState(null); if ( !(player.cmd.buttons&BT_ALTATTACK) ) return ResolveState(next); DefaultAmmo(weap.Ammo1).rechargephase = 0; - UTMainHandler.DoSwing(self,(FRandom[DPistol](-1,1),FRandom[DPistol](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring); A_WeaponOffset(FRandom[DPistol](-1,1)*1.2*invoker.chargesize,32+FRandom[DPistol](-1,1)*1.2*invoker.chargesize); A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(self)?.4:1.); if ( !Dampener.Active(self) ) A_AlertMonsters(); diff --git a/zscript/flamegun.zsc b/zscript/flamegun.zsc index ad4e22a..dc35263 100644 --- a/zscript/flamegun.zsc +++ b/zscript/flamegun.zsc @@ -363,16 +363,8 @@ Class FlameGun : UnrealWeapon A_StartSound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.2:1.); invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(32,96,255,0),1); - if ( bAlt ) - { - A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); - UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.6,-0.5),FRandom[FlameGun](-0.3,0.3)),4,-1,5,SWING_Spring,3,2.5); - } - else - { - A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); - UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.3,-0.2),FRandom[FlameGun](-0.2,0.2)),4,-1,3,SWING_Spring,2,2); - } + if ( bAlt ) A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); + else A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); if ( !Dampener.Active(self) ) A_AlertMonsters(); Vector3 x, y, z, x2, y2, z2, dir; double a, s; diff --git a/zscript/gatling.zsc b/zscript/gatling.zsc index 56dbf26..bce51d8 100644 --- a/zscript/gatling.zsc +++ b/zscript/gatling.zsc @@ -211,7 +211,6 @@ Class SMiniGun : UnrealWeapon for ( int i=0; i<(bAlt?4:1); i++ ) { if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break; - UTMainHandler.DoSwing(self,basedir+(FRandom[SMini](-0.04,0.04),FRandom[SMini](-0.04,0.04)),FRandom[SMini](6,8),FRandom[SMini](-1,-2),Random[SMini](3,4),SWING_Spring,Random[SMini](3,4),FRandom[SMini](2.2,3.5)); int pos = bAlt?i:invoker.special1; origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5)); double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03); @@ -264,15 +263,7 @@ Class SMiniGun : UnrealWeapon SMIS A 1 A_Raise(int.max); Wait; Ready: - SMIS A 0 - { - UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8); - } SMIS ABC 2 A_WeaponReady(WRF_NOFIRE); - SMIS D 0 - { - UTMainHandler.DoSwing(self,(FRandom[SMini](0.2,0.3),FRandom[SMini](-0.8,-1.2)),3,0,4,SWING_Spring,2,2.0); - } SMIS DEFGHI 2 A_WeaponReady(WRF_NOFIRE); Goto Idle; Dummy: @@ -354,16 +345,8 @@ Class SMiniGun : UnrealWeapon SMIR A 1; Stop; Deselect: - #### # 1 - { - A_Overlay(-9999,"Null"); - UTMainHandler.DoSwing(self,(FRandom[SMini](0.4,0.6),FRandom[SMini](-0.4,-0.2)),3,0,4,SWING_Spring,2,2.0); - } + #### # 1 A_Overlay(-9999,"Null"); SMID ABC 1; - SMID D 0 - { - UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8); - } SMID DEF 1; SMID F 1 A_Lower(int.max); Wait; diff --git a/zscript/impaler.zsc b/zscript/impaler.zsc index d282183..39beeaf 100644 --- a/zscript/impaler.zsc +++ b/zscript/impaler.zsc @@ -790,7 +790,6 @@ Class Impaler : UnrealWeapon A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.); invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(16,224,64,255),1); - UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2); if ( !Dampener.Active(self) ) A_AlertMonsters(); A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1); Vector3 x, y, z; @@ -845,7 +844,6 @@ Class Impaler : UnrealWeapon } invoker.FireEffect(); UTMainHandler.DoFlash(self,Color(16,255,32,255),3); - UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.05,0.05,8,SWING_Spring); A_AlertMonsters(); Vector3 x, y, z; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); @@ -935,7 +933,6 @@ Class Impaler : UnrealWeapon action void A_Stab() { invoker.FireEffect(); - UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2); for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return; } override void DoEffect() diff --git a/zscript/napalm.zsc b/zscript/napalm.zsc index 66346e7..568e0e3 100644 --- a/zscript/napalm.zsc +++ b/zscript/napalm.zsc @@ -957,7 +957,6 @@ Class UFlamethrower : UnrealWeapon Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2.3*y-2.7*z); Actor p = Spawn("UNapalmGlob",origin); p.A_SetScale(0.5+invoker.chargesize/3.5); - UTMainHandler.DoSwing(self,(FRandom[FlameT](-0.6,-1.3),FRandom[FlameT](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2); p.angle = angle; p.pitch = BulletSlope(); p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed; diff --git a/zscript/olsmp.zsc b/zscript/olsmp.zsc index 7ec5572..2ab04df 100644 --- a/zscript/olsmp.zsc +++ b/zscript/olsmp.zsc @@ -147,7 +147,6 @@ Class OLSMP : UnrealWeapon A_Overlay(-2,"MuzzleFlash"); A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true); A_OverlayRenderstyle(-2,STYLE_Add); - UTMainHandler.DoSwing(self,(FRandom[Automag](-2.,-5.)*invoker.altaccuracy,FRandom[Automag](-3.,2.)*invoker.altaccuracy),3,1,2,SWING_Spring,1,2); Vector3 x, y, z, x2, y2, z2; [x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll); if ( alt ) diff --git a/zscript/peacemaker.zsc b/zscript/peacemaker.zsc index 5437082..2ec7332 100644 --- a/zscript/peacemaker.zsc +++ b/zscript/peacemaker.zsc @@ -526,16 +526,8 @@ Class Peacemaker : UnrealWeapon PEMC # 1 A_CountUp(1); Wait; PEMF ABCD 2; - PEMF E 0 - { - A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4); - UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8); - } + PEMF E 0 A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4); PEMF EFG 2; - PEMF H 0 - { - UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5); - } PEMF HI 2; // hello PEMF I -1 A_PeacemakerThrow(); Stop; @@ -544,16 +536,8 @@ Class Peacemaker : UnrealWeapon PEMC # 1 A_CountUp(1); Wait; PEMF ABCD 2; - PEMF E 0 - { - A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4); - UTMainHandler.DoSwing(self,(FRandom[Peace](-0.1,-0.04),FRandom[Peace](0.4,0.6)),3,0,7,SWING_Spring,3,0.8); - } + PEMF E 0 A_StartSound("peace/down",CHAN_WEAPONMISC,volume:.4); PEMF EFG 2; - PEMF H 0 - { - UTMainHandler.DoSwing(self,(FRandom[Peace](0.08,0.12),FRandom[Peace](-1.2,-0.9)),4,0,6,SWING_Spring,3,1.5); - } PEMF HI 2; // howdy PEMF I -1 A_PeacemakerThrow(true); Stop; diff --git a/zscript/quadshot.zsc b/zscript/quadshot.zsc index 003c43c..478d811 100644 --- a/zscript/quadshot.zsc +++ b/zscript/quadshot.zsc @@ -261,8 +261,6 @@ Class QuadShot : UnrealWeapon double spread = invoker.clipcount; for ( int i=0; i