Fixed the sizes and offsets of player models. Adjusted weapon offsets to be more in line with the originals. Implemented all armors and most of the usable items. Add lights to some item pickups. This might get done to DT too. Key display on both HUD types, along with some fixes. ASMD has complete animations. Other weapons will follow.
42 lines
891 B
Text
42 lines
891 B
Text
Class UInvisibility : UnrealInventory
|
|
{
|
|
}
|
|
|
|
Class PowerUInvisibility : PowerInvisibility
|
|
{
|
|
}
|
|
|
|
Class Amplifier : UnrealInventory
|
|
{
|
|
static Amplifier Active( Actor Owner )
|
|
{
|
|
let d = Amplifier(Owner.FindInventory("Amplifier"));
|
|
if ( d && d.bActive ) return d;
|
|
return null;
|
|
}
|
|
}
|
|
|
|
Class UJumpBoots : UnrealInventory
|
|
{
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
// detect hurtfloors
|
|
// can't detect terraindef-based damage
|
|
// this is currently an engine limitation
|
|
bool foundslime = false;
|
|
bool foundlava = false;
|
|
for ( int i=0; i<level.Sectors.Size(); i++ )
|
|
{
|
|
Sector s = level.Sectors[i];
|
|
if ( !s.DamageInterval || !s.DamageAmount ) continue;
|
|
if ( s.DamageType == 'Slime' ) foundslime = true;
|
|
else if ( s.DamageType == 'Fire' ) foundlava = true;
|
|
}
|
|
// TODO replace self with asbestos/toxin suits
|
|
}
|
|
}
|
|
|
|
Class MotionDetector : UnrealInventory
|
|
{
|
|
}
|