Sheen HMG sounds.
This commit is contained in:
parent
44ea0384f2
commit
459b55fe03
12 changed files with 77 additions and 51 deletions
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@ -123,6 +123,7 @@ server bool swwm_extendedpickup = false; // items will have an additional "virtu
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nosave bool swwm_voicelog = false; // adds player voicelines to the message log
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nosave bool swwm_skipskill = false; // skips skill confirmations
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nosave bool swwm_althud = false; // alternate, more compact hud (like in the side mods)
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nosave bool swwm_althud_trimammo = false; // only show ammo for owned weapons
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// minimap settings
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nosave bool swwm_mm_enable = true; // show a minimap below the score counter
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r145 \cu(Wed 29 Jun 15:59:18 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r145 \cu(2022-06-29 15:59:18)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r146 \cu(Thu 30 Jun 16:48:24 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r146 \cu(2022-06-30 16:48:24)\c-";
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BIN
sounds/dlc1/sheen/sheen_2100rpm.ogg
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BIN
sounds/dlc1/sheen/sheen_2100rpm.ogg
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sounds/dlc1/sheen/sheen_700rpm.ogg
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sounds/dlc1/sheen/sheen_700rpm.ogg
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sounds/dlc1/sheen/sheen_deselect.ogg
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sounds/dlc1/sheen/sheen_deselect.ogg
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sounds/dlc1/sheen/sheen_fire1.ogg
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sounds/dlc1/sheen/sheen_fire1.ogg
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sounds/dlc1/sheen/sheen_fire2.ogg
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sounds/dlc1/sheen/sheen_fire2.ogg
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sounds/dlc1/sheen/sheen_fire3.ogg
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sounds/dlc1/sheen/sheen_fire3.ogg
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sounds/dlc1/sheen/sheen_meleeend.ogg
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sounds/dlc1/sheen/sheen_meleeend.ogg
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sounds/dlc1/sheen/sheen_meleestart.ogg
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sounds/dlc1/sheen/sheen_meleestart.ogg
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sounds/dlc1/sheen/sheen_select.ogg
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sounds/dlc1/sheen/sheen_select.ogg
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@ -480,43 +480,6 @@ extend Class SWWMStatusBar
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void Alt_DrawWeapons()
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{
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if ( CPlayer.ReadyWeapon is 'SWWMWeapon' ) SWWMWeapon(CPlayer.ReadyWeapon).DrawWeaponAlt(FracTic,ss.x-(margin+56),ss.y-(margin+12),hs,ss);
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else if ( CPlayer.ReadyWeapon )
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{
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// generic display
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double xx = ss.x-(margin+58), yy = ss.y-(margin+22);
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String str;
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int len;
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if ( CPlayer.ReadyWeapon.Ammo2 && (CPlayer.ReadyWeapon.Ammo2 != CPlayer.ReadyWeapon.Ammo1) )
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{
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str = String.Format("%d",CPlayer.ReadyWeapon.Ammo2.Amount);
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len = str.Length();
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yy -= 12;
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Screen.DrawTexture(AltGenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<len; i++ )
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{
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xx -= 4;
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Screen.DrawTexture(AltGenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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Screen.DrawTexture(AltGenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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yy += 12;
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}
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xx = ss.x-(margin+58);
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if ( CPlayer.ReadyWeapon.Ammo1 )
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{
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str = String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount);
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len = str.Length();
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Screen.DrawTexture(AltGenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<len; i++ )
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{
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xx -= 4;
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Screen.DrawTexture(AltGenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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Screen.DrawTexture(AltGenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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Screen.DrawTexture(AltWeaponTex,false,ss.x-(margin+80),ss.y-(margin+10),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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double xx = ss.x-(margin+78), yy = ss.y-(margin+8);
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for ( int i=1; i<=10; i++,xx+=8 )
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@ -584,14 +547,37 @@ extend Class SWWMStatusBar
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}
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xx = ss.x-(margin+54);
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yy = ss.y-(margin+14);
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Screen.DrawTexture(AltAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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bool bDrewAmmo = false;
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bool checkowned = swwm_althud_trimammo;
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Array<SWWMWeapon> OwnedWeapons;
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if ( checkowned ) for ( Inventory i=CPlayer.mo.inv; i; i=i.inv )
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{
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if ( !(i is 'SWWMWeapon') ) continue;
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OwnedWeapons.Push(SWWMWeapon(i));
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}
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String str;
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for ( int i=25; i>=0; i-- )
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{
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let a = AmmoSlots[i];
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// check if owned
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if ( checkowned )
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{
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bool owned = false;
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for ( int j=0; j<OwnedWeapons.Size(); j++ )
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{
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if ( OwnedWeapons[j].UsesAmmo(a) )
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owned = true;
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}
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if ( !owned ) continue;
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}
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if ( !bDrewAmmo )
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{
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Screen.DrawTexture(AltAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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bDrewAmmo = true;
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}
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yy -= 6;
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Screen.DrawTexture(AltAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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xx += 2;
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let a = AmmoSlots[i];
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let cur = SWWMAmmo(CPlayer.mo.FindInventory(a));
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int amt, amax;
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if ( !cur )
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@ -624,14 +610,10 @@ extend Class SWWMStatusBar
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}
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}
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bool selected = false, used = false;
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if ( CPlayer.ReadyWeapon )
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if ( CPlayer.ReadyWeapon && (CPlayer.ReadyWeapon is 'SWWMWeapon') )
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{
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if ( CPlayer.ReadyWeapon is 'SWWMWeapon' )
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{
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selected = SWWMWeapon(CPlayer.ReadyWeapon).IsCurrentAmmo(a);
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used = SWWMWeapon(CPlayer.ReadyWeapon).UsesAmmo(a);
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}
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else used = selected = (CPlayer.ReadyWeapon.AmmoType1 == a)||(CPlayer.ReadyWeapon.AmmoType2 == a);
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selected = SWWMWeapon(CPlayer.ReadyWeapon).IsCurrentAmmo(a);
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used = SWWMWeapon(CPlayer.ReadyWeapon).UsesAmmo(a);
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}
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int scol = mhudfontcol[selected?MCR_BRASS:MCR_WHITE];
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int ncolor = (amt>0)?scol:mhudfontcol[MCR_RED];
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@ -663,16 +645,59 @@ extend Class SWWMStatusBar
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}
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xx -= 2;
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}
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yy -= 2;
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Screen.DrawTexture(AltAmmoTex[0],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( bDrewAmmo )
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{
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yy -= 2;
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Screen.DrawTexture(AltAmmoTex[0],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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// score
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String sstr = String.Format("%09d",ScoreInter.GetValue());
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xx = ss.x-(margin+48);
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yy -= 12;
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if ( bDrewAmmo ) yy -= 12;
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else yy = ss.y-(margin+22);
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Screen.DrawTexture(AltScoreTex,false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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xx += 10;
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yy += 2;
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Screen.DrawText(MiniHUDFont,mhudfontcol[MCR_BRASS],xx,yy,sstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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int bx = bDrewAmmo?56:50;
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// ammo display
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if ( CPlayer.ReadyWeapon is 'SWWMWeapon' ) SWWMWeapon(CPlayer.ReadyWeapon).DrawWeaponAlt(FracTic,ss.x-(margin+bx),ss.y-(margin+12),hs,ss);
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else if ( CPlayer.ReadyWeapon )
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{
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// generic display
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double xx = ss.x-(margin+bx+2), yy = ss.y-(margin+22);
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String str;
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int len;
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if ( CPlayer.ReadyWeapon.Ammo2 && (CPlayer.ReadyWeapon.Ammo2 != CPlayer.ReadyWeapon.Ammo1) )
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{
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str = String.Format("%d",CPlayer.ReadyWeapon.Ammo2.Amount);
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len = str.Length();
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yy -= 12;
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Screen.DrawTexture(AltGenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<len; i++ )
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{
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xx -= 4;
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Screen.DrawTexture(AltGenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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Screen.DrawTexture(AltGenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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yy += 12;
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}
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xx = ss.x-(margin+bx+2);
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if ( CPlayer.ReadyWeapon.Ammo1 )
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{
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str = String.Format("%d",CPlayer.ReadyWeapon.Ammo1.Amount);
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len = str.Length();
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Screen.DrawTexture(AltGenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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for ( int i=0; i<len; i++ )
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{
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xx -= 4;
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Screen.DrawTexture(AltGenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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Screen.DrawTexture(AltGenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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}
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void Alt_DrawStatus()
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