Added brightmaps and gldefs entries for most stuff. Imported a bunch of sprites, including some recycled stuff from old mods. Made new icons for the 0.83 status bar. Remade "Teleport Gun" model. Made new models for some ammo variants. Made skeleton code for a lot of stuff, this temporarily makes a lot of items disappear. Began working on ASMD. Flak Cannon has no projectiles yet.
118 lines
1.7 KiB
Text
118 lines
1.7 KiB
Text
Class ASMDAmmo : Ammo
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{
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Default
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{
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Tag "$T_ASMDAMMO";
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Inventory.Icon "I_ASMD";
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Inventory.PickupMessage "$I_ASMDAMMO";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 5;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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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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tracer = Spawn("ASMDAmmoX",pos);
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tracer.angle = angle;
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tracer.target = self;
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}
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States
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{
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Spawn:
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ASMA A -1;
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Stop;
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}
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}
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Class ASMDAmmoX : Actor
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{
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Default
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{
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RenderStyle "Add";
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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Radius 0.1;
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Height 0;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !target )
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{
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Destroy();
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return;
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}
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Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION);
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bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn"));
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}
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States
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{
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Spawn:
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ASMA A -1 Bright;
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Stop;
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}
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}
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Class ASMDAmmo2X : ASMDAmmoX
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{
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States
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{
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Spawn:
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ASMA B -1 Bright;
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Stop;
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}
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}
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Class ASMDAmmo2 : ASMDAmmo
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{
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Default
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{
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Tag "$T_ASMDAMMO2";
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Inventory.Icon "I_ASMD";
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Inventory.PickupMessage "$I_ASMDAMMO2";
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Inventory.Amount 5;
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Ammo.DropAmount 3;
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}
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override void PostBeginPlay()
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{
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Ammo.PostBeginPlay();
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tracer = Spawn("ASMDAmmo2X",pos);
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tracer.angle = angle;
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tracer.target = self;
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}
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States
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{
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Spawn:
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ASMA B -1;
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Stop;
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}
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}
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Class ASMD : UTWeapon
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{
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Default
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{
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Tag "$T_ASMD";
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Inventory.PickupMessage "$I_ASMD";
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Weapon.UpSound "shock/select";
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Weapon.SlotNumber 4;
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Weapon.SelectionOrder 4;
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Weapon.AmmoType "ASMDAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "ASMDAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 20;
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UTWeapon.DropAmmo 10;
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}
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States
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{
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Spawn:
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ASMP A -1;
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Stop;
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ASMP B -1;
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Stop;
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}
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}
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