Bump required version to 4.2.0. Added Hexen style loading screen and other gameinfo stuff. Small changes to fullscreen HUD. Added 0.83 style status bar (incomplete). Added player models. Old file cleanup. Ran all models through texnumsq, for convenience (skin indices are all over the place on some models). PNG optimization pass.
594 lines
15 KiB
Text
594 lines
15 KiB
Text
Class UPlayer : UTPlayer
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{
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Default
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{
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//Player.StartItem "Automag";
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//Player.StartItem "DispersionPistol";
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//Player.StartItem "UMiniAmmo", 30;
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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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if ( PlayerNumber() != consoleplayer )
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A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name));
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if ( !player.mo || (player.health <= 0) ) return;
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int giveall = ALL_NO;
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if ( name ~== "all" ) giveall = ALL_YES;
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else if (name ~== "everything") giveall = ALL_YESYES;
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if ( name ~== "health" )
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{
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if ( amount > 0 )
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{
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health += amount;
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player.health = health;
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}
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else player.health = health = GetMaxHealth(true);
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}
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if ( giveall || (name ~== "backpack") )
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{
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// Select the correct type of backpack based on the game
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let type = (class<Inventory>)(gameinfo.backpacktype);
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if ( type ) GiveInventory(type,1,true);
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "ammo") )
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{
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// Find every unique type of ammo. Give it to the player if
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// he doesn't have it already, and set each to its maximum.
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Ammo>)(AllActorClasses[i]);
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if ( !type || (type.GetParentClass() != "Ammo") )
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continue;
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// Only give if it's for a valid weapon, unless using "give everything"
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bool isvalid = false;
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for ( int j=0; j<AllActorClasses.Size(); j++ )
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{
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let type2 = (class<Weapon>)(AllActorClasses[j]);
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if ( !type2 ) continue;
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let rep = GetReplacement(type2);
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if ( (rep != type2) && !(rep is "DehackedPickup") ) continue;
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readonly<Weapon> weap = GetDefaultByType(type2);
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if ( !player.weapons.LocateWeapon(type2) || (weap.bCheatNotWeapon && (giveall != ALL_YESYES)) ) continue;
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if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
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{
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isvalid = true;
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break;
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}
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}
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if ( !isvalid ) continue;
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let ammoitem = FindInventory(type);
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if ( !ammoitem )
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{
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ammoitem = Inventory(Spawn(type));
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ammoitem.AttachToOwner(self);
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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else if ( ammoitem.Amount < ammoitem.MaxAmount )
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "armor") )
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{
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// Doomreal gives the player all subclasses of UnrealArmor
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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if ( !(AllActorClasses[i].GetParentClass() is "UnrealArmor") ) continue;
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let item = Inventory(Spawn(AllActorClasses[i]));
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if ( !item.CallTryPickup(self) ) item.Destroy();
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "keys") )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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if ( !(AllActorClasses[i] is "Key") ) continue;
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let keyitem = GetDefaultByType(AllActorClasses[i]);
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if ( keyitem.special1 )
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{
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let item = Inventory(Spawn(AllActorClasses[i]));
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if ( !item.CallTryPickup(self) ) item.Destroy();
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}
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "weapons") )
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{
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let savedpending = player.PendingWeapon;
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Weapon>)(AllActorClasses[i]);
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if ( !type || (type == "Weapon") ) continue;
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// Don't give replaced weapons unless the replacement was done by Dehacked.
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let rep = GetReplacement(type);
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if ( (rep == type) || (rep is "DehackedPickup") )
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{
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// Give the weapon only if it is set in a weapon slot.
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if ( !player.weapons.LocateWeapon(type) ) continue;
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readonly<Weapon> def = GetDefaultByType(type);
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if ( (giveall == ALL_YESYES) || !def.bCheatNotWeapon )
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GiveInventory(type,1,true);
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}
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}
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player.PendingWeapon = savedpending;
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "artifacts") )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Inventory>)(AllActorClasses[i]);
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if ( !type ) continue;
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let def = GetDefaultByType (type);
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if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
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!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
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{
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// Do not give replaced items unless using "give everything"
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if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
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GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
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}
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}
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if ( !giveall ) return;
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}
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if ( giveall || (name ~== "puzzlepieces") )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<PuzzleItem>)(AllActorClasses[i]);
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if ( !type ) continue;
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let def = GetDefaultByType(type);
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if ( !def.Icon.isValid() ) continue;
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// Do not give replaced items unless using "give everything"
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if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
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GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
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}
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if ( !giveall ) return;
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}
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if ( giveall ) return;
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let type = name;
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if ( !type )
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{
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if ( PlayerNumber() == consoleplayer )
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A_Log(String.Format("Unknown item \"%s\"\n",name));
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}
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else GiveInventory(type,amount,true);
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}
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override void PlayAttacking()
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{
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// no animation if crouched
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if ( (player && (player.mo == self)) && (player.crouchdir == -1) ) return;
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// check weapon type
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let psp = player.FindPSprite(PSP_WEAPON);
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if ( (player.ReadyWeapon is 'Stinger') && psp
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&& psp.CurState.InStateSequence(player.ReadyWeapon.FindState("Hold")) )
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{
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if ( !InStateSequence(CurState,FindState("MissileRep")) )
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SetStateLabel("MissileRep");
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}
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else SetStateLabel("Missile");
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}
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}
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Class UFemaleArmGibber : UTGibber
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{
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bool firstgib;
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override void BurstGibs()
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{
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Actor a;
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double ang, pt;
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Vector3 dir;
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if ( !firstgib )
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{
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firstgib = true;
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Actor a = Spawn("UTFemaleArm",Vec3Offset(-14*sin(angle),14*cos(angle),36));
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ang = FRandom[Blod](0,360);
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pt = FRandom[Blod](-90,90);
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dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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a.vel = rvel*0.6+dir*FRandom[Blod](3.0,6.0);
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}
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for ( int i=0; i<gibsize; i++ )
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{
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Vector3 box = (FRandom[Blod](-4,4),FRandom[Blod](12,18),FRandom[Blod](32,40));
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let a = Spawn("UTBloodPuff",Vec3Offset(box.x*cos(angle)-box.y*sin(angle),box.x*sin(angle)+box.y*cos(angle),box.z));
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ang = FRandom[Blod](0,360);
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pt = FRandom[Blod](-90,90);
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dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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a.vel = rvel*0.2+dir*FRandom[Blod](1.5,3.0);
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}
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A_CountDown();
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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gibsize = 3;
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reactiontime = 5;
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}
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States
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{
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Spawn:
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TNT1 A 0 NoDelay; // no sound, done by player
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TNT1 A 1 BurstGibs();
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Wait;
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}
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}
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Class UPlayerFemale : UPlayer
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{
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Default
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{
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Player.SoundClass "ufemale";
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UTPlayer.VoiceType VOICE_FemaleOne;
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}
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void A_ArmPop()
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{
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armlessL = true;
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let a = Actor.Spawn("UFemaleArmGibber",pos);
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a.vel = vel;
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a.Scale = Scale;
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a.A_SetSize(radius,height);
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UTGibber(a).Gibbed = self;
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}
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States
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{
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Reload:
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#### # 3;
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PLYR ABCDEF 4;
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Goto Spawn;
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Death.Zapped:
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#### # 0;
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Goto Death;
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Death.Decapitated:
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#### # 0 A_HeadPop();
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PLD6 A 3 A_PlayerScream();
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PLD6 B 3 A_NoBlocking();
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PLD6 CDEFGHIJ 3;
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PLD6 K 1 A_DMFade();
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Wait;
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Death:
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#### # 0 A_JumpIf(Health<(GetGibHealth()/3),"Death7");
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#### # 0 A_JumpIf(vel.length()>20,"Death2");
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#### # 0 A_JumpIf(vel.length()>10,"Death5");
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#### # 0 A_Jump(256,"Death1","Death3","Death4");
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Death1:
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#### # 3;
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PLD1 A 3 A_PlayerScream();
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PLD1 B 3 A_NoBlocking();
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PLD1 CDEFGHIJKLMNOPQRSTU 3;
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PLD1 V 1 A_DMFade();
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Wait;
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Death2:
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#### # 3;
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PLD2 A 3 A_PlayerScream();
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PLD2 B 3 A_NoBlocking();
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PLD2 CDEFGHIJKLMNOPQ 3;
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PLD2 R 1 A_DMFade();
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Wait;
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Death3:
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#### # 3;
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PLD3 A 3 A_PlayerScream();
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PLD3 B 3 A_NoBlocking();
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PLD3 CDEFGHIJKLMNO 3;
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PLD3 P 1 A_DMFade();
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Wait;
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Death4:
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#### # 3;
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PLD4 A 3 A_PlayerScream();
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PLD4 B 3 A_NoBlocking();
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PLD4 CDEFGHIJKL 3;
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PLD4 M 1 A_DMFade();
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Wait;
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Death5:
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#### # 3;
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PLD5 A 3 A_PlayerScream();
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PLD5 B 3 A_NoBlocking();
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PLD5 CDEFGHIJKLMNO 3;
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PLD5 P 1 A_DMFade();
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Wait;
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Death7:
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#### # 0 A_ArmPop();
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PLD7 A 3 A_PlayerScream();
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PLD7 B 3 A_NoBlocking();
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PLD7 CDEFGHIJKLMNOPQRSTUV 3;
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PLD7 W 1 A_DMFade();
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Wait;
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Taunt1:
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#### # 5;
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PLT1 ABCDEFGHIJKLMNO 3;
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Goto Spawn+1;
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Taunt2:
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#### # 5;
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PLT2 ABCDEFGHIJKLMNOPQR 4;
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Goto Spawn+1;
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Taunt3:
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#### # 5;
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PLT3 ABCDEFGHIJKLMNO 3;
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Goto Spawn+1;
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Taunt4:
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#### # 0;
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Goto Spawn;
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}
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}
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Class UPlayerFemale1 : UPlayerFemale
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{
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Default
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{
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Player.DisplayName "$N_FEMALE1";
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Player.Portrait "";
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UTPlayer.VoiceType VOICE_FemaleTwo;
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-NOMENU;
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}
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}
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Class UPlayerFemale2 : UPlayerFemale
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{
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Default
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{
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Player.SoundClass "ufemale";
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Player.DisplayName "$N_FEMALE2";
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Player.Portrait "";
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-NOMENU;
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}
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}
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Class UMaleTorsoGibber : UTGibber
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{
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bool firstgib;
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override void BurstGibs()
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{
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static const class<Actor> parts[] = {"UTMaleArm","UTMaleArm","UTMaleTorso","UTHeadMale","UTHeart","UTLiver","UTStomach"};
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static const double partofsy[] = {14,-14,0,0,-2,5,-3};
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static const double partofsz[] = {36,36,32,48,40,32,35};
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Actor a;
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double ang, pt;
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Vector3 dir;
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if ( !firstgib )
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{
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firstgib = true;
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for ( int i=0; i<7; i++ )
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{
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Actor a = Spawn(parts[i],Vec3Offset(-partofsy[i]*sin(angle),partofsy[i]*cos(angle),partofsz[i]));
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ang = FRandom[Blod](0,360);
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pt = FRandom[Blod](-90,90);
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dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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a.vel = rvel*0.6+dir*FRandom[Blod](3.0,6.0);
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}
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}
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for ( int i=0; i<gibsize; i++ )
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{
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Vector3 box = (FRandom[Blod](-15,15),FRandom[Blod](15,15),FRandom[Blod](30,50));
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let a = Spawn("UTBloodPuff",Vec3Offset(box.x*cos(angle)-box.y*sin(angle),box.x*sin(angle)+box.y*cos(angle),box.z));
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ang = FRandom[Blod](0,360);
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pt = FRandom[Blod](-90,90);
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dir = (cos(pt)*cos(ang),cos(pt)*sin(ang),sin(-pt));
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a.vel = rvel*0.2+dir*FRandom[Blod](1.5,3.0);
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}
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A_CountDown();
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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gibsize = 3;
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reactiontime = 5;
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}
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States
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{
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Spawn:
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TNT1 A 0 NoDelay; // no sound, done by player
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TNT1 A 1 BurstGibs();
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Wait;
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}
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}
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Class UPlayerMale : UPlayer
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{
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Default
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{
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Player.SoundClass "umale";
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UTPlayer.VoiceType VOICE_MaleOne;
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}
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void A_TorsoPop()
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{
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headless = true;
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armlessL = true;
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armlessR = true;
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torsoless = true;
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let a = Actor.Spawn("UMaleTorsoGibber",pos);
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a.vel = vel;
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a.Scale = Scale;
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a.A_SetSize(radius,height);
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UTGibber(a).Gibbed = self;
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}
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States
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{
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Death:
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#### # 0 A_JumpIf(Health<(GetGibHealth()/3),"Death5");
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#### # 0 A_JumpIf(vel.length()>20,"Death6");
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#### # 0 A_JumpIf(vel.length()>10,"Death1");
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#### # 0 A_Jump(256,"Death2","Death3","Death7");
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Death5:
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#### # 0 A_TorsoPop();
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PLD5 A 3 A_PlayerScream();
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PLD5 B 3 A_NoBlocking();
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PLD5 CDEFGHIJKLMNOPQRSTUV 3;
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PLD5 W 1 A_DMFade();
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Wait;
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Death6:
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#### # 3;
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PLD6 A 3 A_PlayerScream();
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PLD6 B 3 A_NoBlocking();
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PLD6 CDEFGHIJKLMNOPQRSTUVWXYZ[ 3;
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PLD6 \ 1 A_DMFade();
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Wait;
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Taunt1:
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#### # 5;
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PLT1 ABCDEFG 6;
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Goto Spawn+1;
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Taunt2:
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#### # 5;
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PLT2 ABCDEFGHIJKLMNOPQRSTUVWXY 3;
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Goto Spawn+1;
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Taunt3:
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#### # 5;
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PLT3 ABCDEFGHIJKLMNO 3;
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Goto Spawn+1;
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Taunt4:
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#### # 0;
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Goto Spawn;
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}
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}
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Class UPlayerMale1 : UPlayerMale
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{
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Default
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{
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Player.DisplayName "$N_MALE1";
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Player.Portrait "";
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-NOMENU;
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}
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}
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Class UPlayerMale2 : UPlayerMale
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{
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Default
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{
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Player.DisplayName "$N_MALE2";
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Player.Portrait "";
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-NOMENU;
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}
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}
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Class UPlayerMale3 : UPlayerMale
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{
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Default
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{
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Player.DisplayName "$N_MALE3";
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Player.Portrait "";
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UTPlayer.VoiceType VOICE_MaleTwo;
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-NOMENU;
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}
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}
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Class UnrealInventory : Inventory
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{
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bool bActive; // is currently activated
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int Charge; // for timed items
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int DefaultCharge;
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Property Charge : DefaultCharge;
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// Drawstuffs under HUD
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virtual ui void PreRender( double lbottom ) {}
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// Drawstuffs over HUD
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virtual ui void PostRender( double lbottom ) {}
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Default
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{
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+INVENTORY.INVBAR;
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UnrealInventory.Charge 0;
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}
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}
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Class UnrealStaticHandler : StaticEventHandler
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{
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ui TextureID tex[6];
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ui int mtics, cur;
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ui String lastmusic;
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ui void StartMenu()
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{
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CVar protomenu = CVar.GetCVar('stinger_introtype',players[consoleplayer]);
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if ( !protomenu ) return; // this can happen
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|
int proto = protomenu.GetInt();
|
|
tex[0] = TexMan.CheckForTexture("graphics/UnLogo0.png",TexMan.Type_Any);
|
|
tex[1] = TexMan.CheckForTexture("graphics/UnLogo1.png",TexMan.Type_Any);
|
|
tex[2] = TexMan.CheckForTexture("graphics/UnLogo2.png",TexMan.Type_Any);
|
|
tex[3] = TexMan.CheckForTexture("graphics/UnBg.png",TexMan.Type_Any);
|
|
tex[4] = TexMan.CheckForTexture("graphics/97Bg.png",TexMan.Type_Any);
|
|
tex[5] = TexMan.CheckForTexture("graphics/95Bg.png",TexMan.Type_Any);
|
|
if ( proto > 1 ) S_ChangeMusic("Unreal");
|
|
else if ( proto == 1 ) S_ChangeMusic("Unreal2");
|
|
else S_ChangeMusic("FlyBy");
|
|
cur = proto;
|
|
}
|
|
|
|
override void OnRegister()
|
|
{
|
|
// remove the UT static handler
|
|
let hnd = UTStaticHandler(StaticEventHandler.Find("UTStaticHandler"));
|
|
if ( hnd ) hnd.Destroy();
|
|
}
|
|
|
|
override void ConsoleProcess( ConsoleEvent e )
|
|
{
|
|
if ( gamestate != GS_TITLELEVEL ) return;
|
|
if ( e.Name ~== "refreshmenu" ) StartMenu();
|
|
}
|
|
|
|
override void PostUiTick()
|
|
{
|
|
if ( gamestate != GS_TITLELEVEL ) return;
|
|
if ( gametic <= 0 ) StartMenu();
|
|
if ( musplaying.Name != lastmusic )
|
|
{
|
|
mtics = 0;
|
|
lastmusic = musplaying.Name;
|
|
}
|
|
else mtics++;
|
|
}
|
|
|
|
override void RenderUnderlay( RenderEvent e )
|
|
{
|
|
if ( gamestate != GS_TITLELEVEL ) return;
|
|
double ar = Screen.GetAspectRatio();
|
|
Vector2 tsize = TexMan.GetScaledSize(tex[cur+3]);
|
|
double sar = tsize.x/tsize.y;
|
|
Vector2 vsize;
|
|
if ( sar > ar ) vsize = (tsize.y*ar,tsize.y);
|
|
else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar);
|
|
else vsize = tsize;
|
|
Screen.DrawTexture(tex[cur+3],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
|
|
Screen.Dim("Black",clamp(1.-((mtics+e.FracTic)/Thinker.TICRATE)*.2,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight());
|
|
if ( menuactive ) return;
|
|
tsize = TexMan.GetScaledSize(tex[cur]);
|
|
sar = tsize.x/tsize.y;
|
|
if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
|
|
else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
|
|
else vsize = tsize;
|
|
double alf = clamp(((mtics+e.FracTic)/Thinker.TICRATE)-8,0.,1.);
|
|
Screen.DrawTexture(tex[cur],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf);
|
|
}
|
|
|
|
override void RenderOverlay( RenderEvent e )
|
|
{
|
|
// we have to stand in for the UT handler on this function
|
|
// although it doesn't make much sense yet
|
|
if ( players[consoleplayer].camera.player && players[consoleplayer].camera.player.ReadyWeapon && (players[consoleplayer].camera.player.ReadyWeapon is 'UTWeapon') )
|
|
UTWeapon(players[consoleplayer].camera.player.ReadyWeapon).RenderOverlay(e);
|
|
}
|
|
}
|
|
|
|
Class UnrealMainHandler : EventHandler
|
|
{
|
|
override void CheckReplacement( ReplaceEvent e )
|
|
{
|
|
if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
|
|
{
|
|
/*if ( !Random[Replacements](0,3) ) e.Replacement = 'Automag';
|
|
else if ( Random[Replacements](0,1) ) */e.Replacement = 'Stinger';
|
|
/*else e.Replacement = 'ASMD';*/
|
|
}
|
|
else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
|
|
{
|
|
/*if ( Random[Replacements](0,1) ) */e.Replacement = 'UFlakCannon';
|
|
/*else e.Replacement = 'Eightball';*/
|
|
}
|
|
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UnrealBackpack';
|
|
}
|
|
}
|