Devastation sigil fully implemented.

Removed old ragekit shader entirely, always use alt now.
VIP powerups no longer spawn if the player has max amount.
This commit is contained in:
Mari the Deer 2021-09-01 18:49:40 +02:00
commit 555530c164
28 changed files with 104 additions and 89 deletions

View file

@ -13,7 +13,6 @@ extend Class SWWMHandler
Shader.SetEnabled(p,"GhostShader",false);
Shader.SetEnabled(p,"InvinciShader",false);
Shader.SetEnabled(p,"RagekitShader",false);
Shader.SetEnabled(p,"RagekitAltShader",false);
Shader.SetEnabled(p,"Glitch",false);
Shader.SetEnabled(p,"Grain",false);
}
@ -24,31 +23,24 @@ extend Class SWWMHandler
let mo = p.mo;
if ( !mo ) return;
bool pc = (p.camera == mo);
let deva = AngeryPower(mo.FindInventory("AngeryPower"));
if ( pc && deva && swwm_shaders )
{
Shader.SetEnabled(p,"DevastationShader",true);
Shader.SetUniform1f(p,"DevastationShader","timer",(gametic+e.FracTic)/GameTicRate);
double xstrastr = 1.+max(0,deva.lastpulse-(gametic+e.Fractic))/35.;
Shader.SetUniform1f(p,"DevastationShader","xtrastr",xstrastr**2.);
}
else Shader.SetEnabled(p,"DevastationShader",false);
let rage = RagekitPower(mo.FindInventory("RagekitPower"));
if ( pc && rage && swwm_shaders )
{
if ( swwm_rageshader )
{
Shader.SetEnabled(p,"RagekitShader",false);
Shader.SetEnabled(p,"RagekitAltShader",true);
Shader.SetUniform1f(p,"RagekitAltShader","timer",(gametic+e.FracTic)/GameTicRate);
double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.;
Shader.SetUniform1f(p,"RagekitAltShader","xtrastr",xstrastr**2.);
}
else
{
Shader.SetEnabled(p,"RagekitAltShader",false);
Shader.SetEnabled(p,"RagekitShader",true);
Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/GameTicRate);
double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.;
Shader.SetUniform1f(p,"RagekitShader","xtrastr",xstrastr**2.);
}
}
else
{
Shader.SetEnabled(p,"RagekitShader",false);
Shader.SetEnabled(p,"RagekitAltShader",false);
Shader.SetEnabled(p,"RagekitShader",true);
Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/GameTicRate);
double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.;
Shader.SetUniform1f(p,"RagekitShader","xtrastr",xstrastr**2.);
}
else Shader.SetEnabled(p,"RagekitShader",false);
let ghost = GhostPower(mo.FindInventory("GhostPower"));
if ( pc && ghost && swwm_shaders ) Shader.SetEnabled(p,"GhostShader",true);
else Shader.SetEnabled(p,"GhostShader",false);