Remove first person key gestures.
This commit is contained in:
parent
428e0b2502
commit
4ad26239d4
30 changed files with 11 additions and 1889 deletions
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@ -898,7 +898,7 @@ SWWM_INTERTIP16 = "Finding secrets, important items, and achieving certain miles
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SWWM_INTERTIP17 = "The Demolitionist Menu is very helpful, do not forget to bind a key to open it.";
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SWWM_INTERTIP18 = "All weapons have a quick melee attack available through a dedicated button. With one-handed weapons you will perform a punch, and with two-handed ones a bash.";
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SWWM_INTERTIP19 = "With the right combination of boosting and wall jumping, it is perfectly possible to remain in the air for extended periods of time.";
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SWWM_INTERTIP20 = "Keys and collectibles will play a first-person animation when picked up. If you feel this gets in the way, it can be disabled in the mod options.";
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SWWM_INTERTIP20 = "Special collectibles will play a first-person animation when picked up. If you feel this gets in the way, it can be disabled in the mod options.";
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SWWM_INTERTIP21 = "Aim for a high score! The more enemies you kill the better. Don't forget to put that cash to use at the in-game store when you can.";
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SWWM_INTERTIP22 = "With proper timing, you can use your quick melee attack to deflect projectiles. It is even possible to return these to the sender, with increased damage if you're under the effects of a Ragekit.";
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SWWM_INTERTIP23 = "Did you know that Saya really hates the UAC?\n\nWhat? You already knew that? Geez, then I have no idea what else to tell you.";
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@ -997,7 +997,7 @@ SWWM_INTERTIP115 = "There was a tip here, but it's gone now.";
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SWWM_INTERTIP116 = "Over thirteen billion devices run Java. It is already too late, we're all doomed.";
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SWWM_INTERTIP117 = "Food tastes best when you make it yourself.";
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SWWM_INTERTIP118 = "This tip mesage contains a typo.";
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SWWM_INTERTIP119 = "If enemies are getting in your way while you're admiring the shiny new key you just found, you can punch them with your free hand.";
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SWWM_INTERTIP119 = "Keyhunts bothering you? Get yourself a Wallbuster of a Combat Hammer and start tearing down those pesky locked doors.";
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SWWM_INTERTIP120 = "I find that if you just talk, your mouth comes up with stuff.";
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SWWM_INTERTIP121 = "Saya claims to enjoy black coffee, but she secretly adds sugar to it when no one's looking.";
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SWWM_INTERTIP122 = "From personal experience, Saya believes that there isn't a single arms manufacturer in the world who is straight.";
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@ -85,7 +85,6 @@ SWWM_MCTITLE = "Mod Compatibility Options";
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SWWM_LDSPOIL = "Always Show Legendaries";
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SWWM_ETITLE = "Effect Options";
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SWWM_UNCAPALERT = "Uncap Alert Range";
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SWWM_COLLECTANIMKEY = "Key Animations";
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SWWM_STRICTUNTOUCHABLE = "Untouchable Bonus Strictness";
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SWWM_UNTOUCHABLE_HEALTH = "Health Decrease";
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SWWM_UNTOUCHABLE_ARMOR = "Armor Decrease";
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@ -235,7 +234,6 @@ TOOLTIP_SWWM_COLLECTANIM = "Play special first person animations when picking up
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TOOLTIP_SWWM_PRECISECROSSHAIR = "Projects crosshair onto the spot the weapon will actually hit, rather than staying in the center of the screen. (\"Always\" will draw the crosshair even if it's normally toggled off, useful if you regularly switch to other mods where it's recommended to be disabled)";
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TOOLTIP_SWWM_LDSPOIL = "[LegenDoom] Always show the \"Legendary\" prefix on healthbar tags, rather than after the monster has transformed. Disable if you'd rather not spoil the surprise.";
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TOOLTIP_SWWM_UNCAPALERT = "If enabled, all weapons and projectiles will have infinite noise radius. May fix maps that employ vanilla-style teleport traps.";
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TOOLTIP_SWWM_COLLECTANIMKEY = "Play special first person animations when picking up keys.";
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TOOLTIP_SWWM_STRICTUNTOUCHABLE = "By default, the \"Untouchable\" bonus is active until you take direct damage. If you feel this isn't strict enough, you can also make it end if armor absorbs the damage, or, for extra strictness, on ANY hit, even while invulnerable.";
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TOOLTIP_SWWM_SWAPWEAPONS = "Allow only one weapon per slot (excluding Deep Impact). Disable if you'd rather throw balance out the window.";
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TOOLTIP_SWWM_FORCESTATS = "Shows map statistics in the HUD even when the automap isn't open.";
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@ -787,7 +787,7 @@ SWWM_INTERTIP16 = "Encontrar secretos, ítems importantes, y conseguir ciertos l
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SWWM_INTERTIP17 = "El Menú de Demolicionista es muy útil, no te olvides de asignar una tecla para abrirlo.";
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SWWM_INTERTIP18 = "Todas las armas tienen un ataque rápido a melé disponible a través de un botón dedicado. Con armas a una mano darás un puñetazo, con armas a dos manos golpearás con ellas.";
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SWWM_INTERTIP19 = "Con la combinación adecuada de impulsar y saltar por las paredes, es perfectamente posible mantenerse en el aire durante largos periodos de tiempo.";
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SWWM_INTERTIP20 = "Las llaves y coleccionables tienen animaciones en primera persona al recogerse. Si esto resulta molesto puedes desactivarlo en las opciones del mod.";
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SWWM_INTERTIP20 = "Los coleccionables especiales tienen animaciones en primera persona al recogerse. Si esto resulta molesto puedes desactivarlo en las opciones del mod.";
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SWWM_INTERTIP21 = "¡Aumenta tu puntuación! Cuantos más enemigos elimines, mejor. No te olvides de hacer uso de esos puntos en la tienda in-game cuando puedas.";
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SWWM_INTERTIP22 = "Con el ritmo adecuado, puedes usar el ataque rápido a melé para desviar proyectiles. Incluso es posible mandarlos de vuelta a su dueño, con daño incrementado si te encuentras bajo los efectos de un Ragekit.";
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SWWM_INTERTIP23 = "¿Sabías que Saya realmente odia la UAC?\n\n¿Que? ¿Ya sabías eso? Vaya, pues entonces ya no se me ocurre que otra cosa contarte.";
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@ -883,7 +883,7 @@ SWWM_INTERTIP115 = "Había un consejo aquí, pero se ha ido ahora.";
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SWWM_INTERTIP116 = "Más de trece mil millones de dispositivos ejecutan Java. Ya es demasiado tarde, estamos todos condenados.";
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SWWM_INTERTIP117 = "La comida sabe mejor cuando te la preparas tú.";
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SWWM_INTERTIP118 = "Este mesaje de consejo tiene una errata.";
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SWWM_INTERTIP119 = "Si los enemigos se entrometen mientras estás admirando la brillante llave nueva que acabas de encontrar, puedes darles un puñetazo con tu mano libre.";
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SWWM_INTERTIP119 = "¿Aborreces las cazas de llaves? Consigue una Wallbuster o un Mazo de Combate y empieza a echar abajo esas dichosas puertas bloqueadas.";
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SWWM_INTERTIP120 = "Me he dado cuenta de que si te pones a hablar, a tu boca se le van ocurriendo cosas.";
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SWWM_INTERTIP121 = "Saya afirma disfrutar el café solo, pero le echa azúcar en secreto cuando nadie mira.";
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SWWM_INTERTIP122 = "En base a experiencias personales, Saya cree que no hay ningún fabricante de armas en el mundo que sea hetero.";
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@ -84,7 +84,6 @@ SWWM_MCTITLE = "Opciones de Compatibilidad con Mods";
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SWWM_LDSPOIL = "Mostrar Siempre Legendarios";
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SWWM_ETITLE = "Opciones de Efectos";
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SWWM_UNCAPALERT = "Rango de Alerta Ilimitado";
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SWWM_COLLECTANIMKEY = "Animaciones de Llaves";
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SWWM_STRICTUNTOUCHABLE = "Rigurosidad de Bonus Intocable";
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SWWM_UNTOUCHABLE_HEALTH = "Baja de Salud";
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SWWM_UNTOUCHABLE_ARMOR = "Baja de Armadura";
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@ -233,7 +232,6 @@ TOOLTIP_SWWM_COLLECTANIM = "Muestra animaciones especiales en primera persona al
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TOOLTIP_SWWM_PRECISECROSSHAIR = "Proyecta la mira en el punto que el arma alcanzará, en vez de quedarse en el centro de la pantalla. (\"Siempre\" dibuja la mira aunque esté normalmente desactivada, útil si alternas regularmente con jugar mods en los que se recomienda desactivarla)";
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TOOLTIP_SWWM_LDSPOIL = "[LegenDoom] Muestra siempre el sufijo de \"Legendario\" en las etiquetas de barra de vida, en lugar de despues de que el enemigo se haya transformado. Desactiva si prefieres no estropear la sorpresa.";
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TOOLTIP_SWWM_UNCAPALERT = "Si se activa, todas las armas y proyectiles tendrán un rango de ruido ilimitado. Puede arreglar mapas que usan trampas de teletransporte estilo vanilla.";
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TOOLTIP_SWWM_COLLECTANIMKEY = "Muestra animaciones especiales en primera persona al recoger llaves.";
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TOOLTIP_SWWM_STRICTUNTOUCHABLE = "Por defecto, el bonus \"Intocable\" permanece activo hasta que recibas daño directo. Si sientes que esto no es suficientemente estricto, también puedes hacer que termine si la armadura absorbe el daño, o, para mayor severidad, con CUALQUIER golpe, incluso siendo invulnerable.";
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TOOLTIP_SWWM_SWAPWEAPONS = "Permite solo un arma por puesto (excluyendo Deep Impact). Desactiva si prefieres tirar el balance por la ventana.";
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TOOLTIP_SWWM_FORCESTATS = "Muestra estadísticas de mapa en el HUD incluso cuando el automapa no está abierto.";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r635 \cu(Sat 26 Nov 03:28:40 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r635 \cu(2022-11-26 03:28:40)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r636 \cu(Sat 26 Nov 03:42:35 CET 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r636 \cu(2022-11-26 03:42:35)\c-";
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@ -214,7 +214,6 @@ OptionMenu "SWWMOptionMenu"
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Option "$SWWM_USETOPICKUP", "swwm_usetopickup", "YesNo"
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Option "$SWWM_SINGLEFIRST", "swwm_singlefirst", "YesNo"
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Option "$SWWM_COLLECTANIM", "swwm_collectanim", "YesNo"
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Option "$SWWM_COLLECTANIMKEY", "swwm_collectanimkey", "YesNo"
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Option "$SWWM_WEAPONTOOLTIPS", "swwm_weapontooltips", "YesNo"
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SafeCommand "$SWWM_RESETTOOLTIPS", "event swwmresettooltips"
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StaticText " "
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1700
modeldef.keygesture
1700
modeldef.keygesture
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@ -62,6 +62,10 @@ New stuff:
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- Ballsy Bomb
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- Battle-Boi Sentry
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Extra models:
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- Hexen keys
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- Hexen puzzle items
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# Final Update
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Character models:
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@ -96,7 +96,6 @@ version "4.9"
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#include "zscript/items/swwm_collectibles.zsc"
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#include "zscript/items/swwm_collectibles_gesture.zsc"
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#include "zscript/items/swwm_keys.zsc"
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#include "zscript/items/swwm_keys_gesture.zsc"
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// weapons
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#include "zscript/weapons/swwm_baseweapon.zsc"
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#include "zscript/weapons/swwm_baseweapon_fx.zsc"
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@ -6,9 +6,6 @@ Class SWWMKey : Key abstract
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Mixin SWWMUseToPickup;
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bool propagated;
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meta Class<SWWMItemGesture> gesture;
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Property GestureWeapon : gesture;
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override bool TryPickup( in out Actor toucher )
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{
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@ -18,8 +15,6 @@ Class SWWMKey : Key abstract
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Class<Key> pc = Species;
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if ( pc && !rt.FindInventory(pc) )
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{
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if ( rt.player && !deathmatch && !propagated && CVar.GetCVar('swwm_collectanimkey',rt.player).GetBool() )
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SWWMGesture.SetSpecialGesture(rt.player.mo,gesture);
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let p = Inventory(Spawn(pc));
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SWWMHandler.KeyTagFix(p);
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p.AttachToOwner(rt);
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@ -46,7 +41,6 @@ Class SWWMRedCard : SWWMKey
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Species "RedCard";
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Inventory.PickupMessage "$T_REDCARD";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMKey.GestureWeapon "SWWMRedCardGesture";
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}
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States
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{
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@ -63,7 +57,6 @@ Class SWWMYellowCard : SWWMKey
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Species "YellowCard";
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Inventory.PickupMessage "$T_YELLOWCARD";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMYellowCardGesture";
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}
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States
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{
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@ -80,7 +73,6 @@ Class SWWMBlueCard : SWWMKey
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Species "BlueCard";
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Inventory.PickupMessage "$T_BLUECARD";
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Inventory.PickupFlash "SWWMBluePickupFlash";
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SWWMKey.GestureWeapon "SWWMBlueCardGesture";
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}
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States
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{
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@ -97,7 +89,6 @@ Class SWWMSilverCardKDiZD : SWWMKey
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Species "BlueSkull";
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Inventory.PickupMessage "$T_SILVERCARD";
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Inventory.PickupFlash "SWWMWhitePickupFlash";
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SWWMKey.GestureWeapon "SWWMSilverCardGesture";
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}
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States
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{
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@ -114,7 +105,6 @@ Class SWWMGreenCardKDiZD : SWWMKey
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Species "YellowSkull";
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Inventory.PickupMessage "$T_GREENCARD";
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Inventory.PickupFlash "SWWMGreenPickupFlash";
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SWWMKey.GestureWeapon "SWWMGreenCardGesture";
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}
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States
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{
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@ -131,7 +121,6 @@ Class SWWMOrangeCardKDiZD : SWWMKey
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Species "RedSkull";
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Inventory.PickupMessage "$T_ORANGECARD";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMOrangeCardGesture";
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}
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States
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{
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@ -148,7 +137,6 @@ Class SWWMGreenCard : SWWMKey
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Species "GreenCard";
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Inventory.PickupMessage "$T_GREENCARD";
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Inventory.PickupFlash "SWWMGreenPickupFlash";
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SWWMKey.GestureWeapon "SWWMGreenCardGesture";
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}
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States
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{
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@ -167,7 +155,6 @@ Class SWWMRedSkull : SWWMKey
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Species "RedSkull";
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Inventory.PickupMessage "$T_REDSKULL";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMKey.GestureWeapon "SWWMRedSkullGesture";
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}
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States
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{
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@ -184,7 +171,6 @@ Class SWWMBlueSkull : SWWMKey
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Species "BlueSkull";
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Inventory.PickupMessage "$T_BLUESKULL";
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Inventory.PickupFlash "SWWMBluePickupFlash";
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SWWMKey.GestureWeapon "SWWMBlueSkullGesture";
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}
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States
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{
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@ -201,7 +187,6 @@ Class SWWMYellowSkull : SWWMKey
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Species "YellowSkull";
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Inventory.PickupMessage "$T_YELLOWSKULL";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMYellowSkullGesture";
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}
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States
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{
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@ -218,7 +203,6 @@ Class SWWMPurpleSkull : SWWMKey
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Species "PurpleSkull";
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Inventory.PickupMessage "$T_PURPLESKULL";
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Inventory.PickupFlash "SWWMPurplePickupFlash";
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SWWMKey.GestureWeapon "SWWMPurpleSkullGesture";
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}
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States
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{
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@ -302,7 +286,6 @@ Class SWWMKeyGreen : SWWMKey
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Species "KeyGreen";
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Inventory.PickupMessage "$T_KEYGREEN";
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Inventory.PickupFlash "SWWMGreenPickupFlash";
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SWWMKey.GestureWeapon "SWWMGreenKeyGesture";
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}
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States
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{
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@ -319,7 +302,6 @@ Class SWWMKeyBlue : SWWMKey
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Species "KeyBlue";
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Inventory.PickupMessage "$T_KEYBLUE";
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Inventory.PickupFlash "SWWMBluePickupFlash";
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SWWMKey.GestureWeapon "SWWMBlueKeyGesture";
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}
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States
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{
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@ -336,7 +318,6 @@ Class SWWMKeyYellow : SWWMKey
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Species "KeyYellow";
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Inventory.PickupMessage "$T_KEYYELLOW";
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Inventory.PickupFlash "SWWMPickupFlash";
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SWWMKey.GestureWeapon "SWWMYellowKeyGesture";
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}
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States
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{
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@ -353,7 +334,6 @@ Class SWWMKeyRed : SWWMKey
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Species "KeyRed";
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Inventory.PickupMessage "$T_KEYRED";
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Inventory.PickupFlash "SWWMRedPickupFlash";
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SWWMKey.GestureWeapon "SWWMRedKeyGesture";
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}
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States
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{
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@ -1,143 +0,0 @@
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// Key gestures
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// (they all use the same exact animations, just with the object changed)
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// (yeah, I'm lazy, and there's a lot of keys)
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Class SWWMKeyGesture : SWWMItemGesture abstract
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{
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// due to specifics™ we have to handle the punching here
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override void DoEffect()
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{
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Super.DoEffect();
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if ( !Owner || !Owner.player || (Owner.player.Health <= 0) || (Owner.player.ReadyWeapon != self) )
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return;
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PSprite psp = Owner.player.FindPSPrite(PSP_WEAPON+1);
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if ( !(Owner.player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1)) && !psp )
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{
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// not punching, move weapon back
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psp = Owner.player.FindPSPrite(PSP_WEAPON);
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if ( psp )
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{
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psp.oldx = psp.x;
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psp.x = max(0,psp.x-8);
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psp.oldy = psp.y;
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psp.y = min(32,psp.y+4);
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}
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return;
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}
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if ( psp )
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{
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// already punching, let's shift the weapon away
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psp = Owner.player.FindPSPrite(PSP_WEAPON);
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if ( psp )
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{
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// shift away from center to center
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psp.oldx = psp.x;
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psp.x = min(70,psp.x+8);
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psp.oldy = psp.y;
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psp.y = max(16,psp.y-4);
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}
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return;
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}
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// start punch
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if ( Owner.player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1) )
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{
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psp = Owner.player.FindPSPrite(PSP_WEAPON);
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if ( psp && (psp.CurState == FindState("WaitingForEnd")) )
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return;
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Owner.player.SetPSprite(PSP_WEAPON+1,FindState("Punch"));
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psp = Owner.player.FindPSPrite(PSP_WEAPON+1);
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if ( psp )
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{
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psp.bAddWeapon = false;
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psp.bAddBob = false;
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psp.x = -50;
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psp.y = 32;
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}
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}
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}
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States
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{
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Fire:
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XZW1 A 0 A_Jump(256,"Fire1","Fire2","Fire3");
|
||||
Fire1:
|
||||
XZW1 A 3;
|
||||
XZW1 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 CDEF 3;
|
||||
XZW1 GHIJKLMNO 4;
|
||||
XZW1 P 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 QRST 3;
|
||||
Goto WaitingForEnd;
|
||||
Fire2:
|
||||
XZW1 A 3;
|
||||
XZW1 U 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 VWX 3;
|
||||
XZW1 YZ 4;
|
||||
XZW2 ABC 4;
|
||||
XZW2 D 4 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP,pitch:.7);
|
||||
XZW2 EFGHIJ 4;
|
||||
XZW2 KL 3;
|
||||
XZW2 M 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 NOPQR 3;
|
||||
Goto WaitingForEnd;
|
||||
Fire3:
|
||||
XZW1 A 3;
|
||||
XZW2 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 TUVWX 3;
|
||||
XZW2 YZ 4;
|
||||
XZW3 ABCDE 4;
|
||||
XZW3 F 2 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 GHI 2;
|
||||
XZW3 JKL 3;
|
||||
XZW3 MN 2;
|
||||
XZW3 O 2 A_StartSound("demolitionist/petting",CHAN_WEAPON,CHANF_OVERLAP,.4);
|
||||
XZW3 PQ 2;
|
||||
XZW3 RS 4;
|
||||
XZW3 T 4 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 UV 4;
|
||||
XZW3 WXY 3;
|
||||
Goto WaitingForEnd;
|
||||
WaitingForEnd:
|
||||
XZW1 A 1 A_JumpIf(!player.FindPSprite(PSP_WEAPON+1),1);
|
||||
Wait;
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
// overlay for melee
|
||||
Punch:
|
||||
XZW0 ABC 1;
|
||||
PunchHold:
|
||||
XZW0 D 1
|
||||
{
|
||||
A_PlayerMelee(true);
|
||||
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
A_Parry(9);
|
||||
}
|
||||
XZW0 EF 1;
|
||||
XZW0 G 1 A_Melee();
|
||||
XZW0 HIJKLMN 2;
|
||||
XZW0 A 0
|
||||
{
|
||||
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1) )
|
||||
{
|
||||
let psp = player.FindPSprite(PSP_WEAPON);
|
||||
if ( psp && (psp.CurState != ResolveState("WaitingForEnd")) )
|
||||
return ResolveState("PunchHold");
|
||||
}
|
||||
return ResolveState(null);
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
Class SWWMRedCardGesture : SWWMKeyGesture {}
|
||||
Class SWWMYellowCardGesture : SWWMKeyGesture {}
|
||||
Class SWWMBlueCardGesture : SWWMKeyGesture {}
|
||||
Class SWWMSilverCardGesture : SWWMKeyGesture {}
|
||||
Class SWWMGreenCardGesture : SWWMKeyGesture {}
|
||||
Class SWWMOrangeCardGesture : SWWMKeyGesture {}
|
||||
Class SWWMRedSkullGesture : SWWMKeyGesture {}
|
||||
Class SWWMYellowSkullGesture : SWWMKeyGesture {}
|
||||
Class SWWMPurpleSkullGesture : SWWMKeyGesture {}
|
||||
Class SWWMBlueSkullGesture : SWWMKeyGesture {}
|
||||
Class SWWMGreenKeyGesture : SWWMKeyGesture {}
|
||||
Class SWWMBlueKeyGesture : SWWMKeyGesture {}
|
||||
Class SWWMYellowKeyGesture : SWWMKeyGesture {}
|
||||
Class SWWMRedKeyGesture : SWWMKeyGesture {}
|
||||
|
|
@ -3192,24 +3192,11 @@ Class Demolitionist : PlayerPawn
|
|||
{
|
||||
let itemtype = item.GetClass();
|
||||
if ( (player.cheats&CF_TOTALLYFROZEN) || isFrozen() ) return false;
|
||||
// do the key gesture
|
||||
if ( item is 'Key' )
|
||||
{
|
||||
let hnd = SWWMHandler(EventHandler.Find("SWWMHandler"));
|
||||
if ( hnd ) hnd.equinoxhack = true;
|
||||
let rep = (Class<SWWMKey>)(GetReplacement(item.GetClass()));
|
||||
if ( hnd ) hnd.equinoxhack = false;
|
||||
if ( rep )
|
||||
{
|
||||
SWWMGesture.SetSpecialGesture(self,GetDefaultByType(rep).gesture);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
if ( !Actor.UseInventory(item) )
|
||||
{
|
||||
if ( player == players[consoleplayer] )
|
||||
{
|
||||
if ( !(item is 'Weapon') && !(item is 'SWWMCollectible') )
|
||||
if ( !(item is 'Weapon') && !(item is 'SWWMCollectible') && !(item is 'Key') )
|
||||
A_StartSound("menu/noinvuse",CHAN_ITEMEXTRA);
|
||||
if ( item is 'PuzzleItem' )
|
||||
SWWMHandler.AddOneliner("puzzfail",2,20);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue