Remove first person key gestures.

This commit is contained in:
Mari the Deer 2022-11-26 03:42:35 +01:00
commit 4ad26239d4
30 changed files with 11 additions and 1889 deletions

View file

@ -6,9 +6,6 @@ Class SWWMKey : Key abstract
Mixin SWWMUseToPickup;
bool propagated;
meta Class<SWWMItemGesture> gesture;
Property GestureWeapon : gesture;
override bool TryPickup( in out Actor toucher )
{
@ -18,8 +15,6 @@ Class SWWMKey : Key abstract
Class<Key> pc = Species;
if ( pc && !rt.FindInventory(pc) )
{
if ( rt.player && !deathmatch && !propagated && CVar.GetCVar('swwm_collectanimkey',rt.player).GetBool() )
SWWMGesture.SetSpecialGesture(rt.player.mo,gesture);
let p = Inventory(Spawn(pc));
SWWMHandler.KeyTagFix(p);
p.AttachToOwner(rt);
@ -46,7 +41,6 @@ Class SWWMRedCard : SWWMKey
Species "RedCard";
Inventory.PickupMessage "$T_REDCARD";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedCardGesture";
}
States
{
@ -63,7 +57,6 @@ Class SWWMYellowCard : SWWMKey
Species "YellowCard";
Inventory.PickupMessage "$T_YELLOWCARD";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowCardGesture";
}
States
{
@ -80,7 +73,6 @@ Class SWWMBlueCard : SWWMKey
Species "BlueCard";
Inventory.PickupMessage "$T_BLUECARD";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueCardGesture";
}
States
{
@ -97,7 +89,6 @@ Class SWWMSilverCardKDiZD : SWWMKey
Species "BlueSkull";
Inventory.PickupMessage "$T_SILVERCARD";
Inventory.PickupFlash "SWWMWhitePickupFlash";
SWWMKey.GestureWeapon "SWWMSilverCardGesture";
}
States
{
@ -114,7 +105,6 @@ Class SWWMGreenCardKDiZD : SWWMKey
Species "YellowSkull";
Inventory.PickupMessage "$T_GREENCARD";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenCardGesture";
}
States
{
@ -131,7 +121,6 @@ Class SWWMOrangeCardKDiZD : SWWMKey
Species "RedSkull";
Inventory.PickupMessage "$T_ORANGECARD";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMOrangeCardGesture";
}
States
{
@ -148,7 +137,6 @@ Class SWWMGreenCard : SWWMKey
Species "GreenCard";
Inventory.PickupMessage "$T_GREENCARD";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenCardGesture";
}
States
{
@ -167,7 +155,6 @@ Class SWWMRedSkull : SWWMKey
Species "RedSkull";
Inventory.PickupMessage "$T_REDSKULL";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedSkullGesture";
}
States
{
@ -184,7 +171,6 @@ Class SWWMBlueSkull : SWWMKey
Species "BlueSkull";
Inventory.PickupMessage "$T_BLUESKULL";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueSkullGesture";
}
States
{
@ -201,7 +187,6 @@ Class SWWMYellowSkull : SWWMKey
Species "YellowSkull";
Inventory.PickupMessage "$T_YELLOWSKULL";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowSkullGesture";
}
States
{
@ -218,7 +203,6 @@ Class SWWMPurpleSkull : SWWMKey
Species "PurpleSkull";
Inventory.PickupMessage "$T_PURPLESKULL";
Inventory.PickupFlash "SWWMPurplePickupFlash";
SWWMKey.GestureWeapon "SWWMPurpleSkullGesture";
}
States
{
@ -302,7 +286,6 @@ Class SWWMKeyGreen : SWWMKey
Species "KeyGreen";
Inventory.PickupMessage "$T_KEYGREEN";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenKeyGesture";
}
States
{
@ -319,7 +302,6 @@ Class SWWMKeyBlue : SWWMKey
Species "KeyBlue";
Inventory.PickupMessage "$T_KEYBLUE";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueKeyGesture";
}
States
{
@ -336,7 +318,6 @@ Class SWWMKeyYellow : SWWMKey
Species "KeyYellow";
Inventory.PickupMessage "$T_KEYYELLOW";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowKeyGesture";
}
States
{
@ -353,7 +334,6 @@ Class SWWMKeyRed : SWWMKey
Species "KeyRed";
Inventory.PickupMessage "$T_KEYRED";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedKeyGesture";
}
States
{

View file

@ -1,143 +0,0 @@
// Key gestures
// (they all use the same exact animations, just with the object changed)
// (yeah, I'm lazy, and there's a lot of keys)
Class SWWMKeyGesture : SWWMItemGesture abstract
{
// due to specifics™ we have to handle the punching here
override void DoEffect()
{
Super.DoEffect();
if ( !Owner || !Owner.player || (Owner.player.Health <= 0) || (Owner.player.ReadyWeapon != self) )
return;
PSprite psp = Owner.player.FindPSPrite(PSP_WEAPON+1);
if ( !(Owner.player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1)) && !psp )
{
// not punching, move weapon back
psp = Owner.player.FindPSPrite(PSP_WEAPON);
if ( psp )
{
psp.oldx = psp.x;
psp.x = max(0,psp.x-8);
psp.oldy = psp.y;
psp.y = min(32,psp.y+4);
}
return;
}
if ( psp )
{
// already punching, let's shift the weapon away
psp = Owner.player.FindPSPrite(PSP_WEAPON);
if ( psp )
{
// shift away from center to center
psp.oldx = psp.x;
psp.x = min(70,psp.x+8);
psp.oldy = psp.y;
psp.y = max(16,psp.y-4);
}
return;
}
// start punch
if ( Owner.player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK|BT_USER1) )
{
psp = Owner.player.FindPSPrite(PSP_WEAPON);
if ( psp && (psp.CurState == FindState("WaitingForEnd")) )
return;
Owner.player.SetPSprite(PSP_WEAPON+1,FindState("Punch"));
psp = Owner.player.FindPSPrite(PSP_WEAPON+1);
if ( psp )
{
psp.bAddWeapon = false;
psp.bAddBob = false;
psp.x = -50;
psp.y = 32;
}
}
}
States
{
Fire:
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 {}