OK, a whole lot of stuff has happened.

- Player and Explodium Gun are fully functional.
- Added a crapton of sprites and muzzle flashes and whatnot from SWWM, Ultra Suite, and other mods I made.
- The HUD is almost complete, and some things have been changed with the fuel/dash display.
- Started adding some cvars and stuff, mod options menu will come later.
- Made an alternate -noflat- just to make Kinsie's map more pleasing on the eyes.
This commit is contained in:
Mari the Deer 2020-01-26 00:29:36 +01:00
commit 6191230903
701 changed files with 2984 additions and 379 deletions

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@ -24,7 +24,7 @@ Additional features:
quick and easy differentiation between multiple units (not available due to
engine limitations™, so they're always green).
- Lucky Collar: A little something that your creator gives to all of her
creations. Reduces incoming damage by 75% when you're below 10% health.
creations. Reduces incoming damage by 75% when you're below 25% health.
- User Menu: With the press of a button, open a dedicated menu to see all your
stats in detail, info on carried items and weapons, and (when it's done)
accessing the store for buying stuff with your score points.
@ -350,19 +350,19 @@ have a spare. Most powerups can be toggled, unless specified otherwise.
### Health Nugget, replaces Health Bonus, Crystal Vial
Health nuggets increase health by 5% up to a cap of 2000.
Health nuggets increase health by 5% up to a cap of 200.
### Health Tetrahedron, replaces Stimpak, Crystal Vial (Heretic)
Health tetrahedrons provide a 50% health boost up to a cap of 1000.
Health tetrahedrons provide a 15% health boost up to a cap of 100.
### Health Cube, replaces Medkit, Quartz Flask
Health cubes provide a 100% health boost up to a cap of 1000.
Health cubes provide a 30% health boost up to a cap of 100.
### Refresher, replaces Soulsphere, Mystic Urn
This artifact provides a massive boost of health to 5000, plus a regeneration
This artifact provides a massive boost of health to 500, plus a regeneration
effect that heals 10% every 5 seconds, for up to 60 seconds, thus it doubles
as a powerup. Like other health items, the Refresher is auto-activated if
you're about to die, though it sometimes won't be enough to save you.
@ -371,8 +371,8 @@ you're about to die, though it sometimes won't be enough to save you.
Cumulative armor items that can increase resistance to all damage by as much
as you can find. Each nugget adds 5% to the total. Above 100%, damage gets
turned into additional health (up to the standard 1000% cap).
The upper cap for these is 500%.
turned into additional health (up to the standard 100% cap).
The upper cap for these is 200%.
Protection decreases by a 10% of absorbed damage.
@ -381,7 +381,7 @@ Protection decreases by a 10% of absorbed damage.
The blast suit is a nice little light armor which provides a 75% reduction to
damage and an additional 50% to splash damage.
Can handle a total of 5000 damage before breaking.
Can handle a total of 500 damage before breaking.
### War Armor, replaces Blue Armor, Enchanged Shield, Falcon Shield
@ -391,11 +391,11 @@ follows:
* 80% reduction to everything else
* 70% reduction for all splash damage (multiplicative on top of the other two)
The armor can eat up a total of 10000 damage before breaking.
The armor can eat up a total of 1000 damage before breaking.
### Grilled Cheese Sandwich, replaces Megasphere, Morph Ovum, Banishment Device
The ultimate meal. Grants a full 10000 health and magically gives you a full
The ultimate meal. Grants a full 1000 health and magically gives you a full
stack of armor nuggets, a blast suit and a war armor. In addition it prevents
you from dying at all if it autoactivates on low health.
@ -472,19 +472,19 @@ configurable, along with their lifespan.
Level stats and current score.
The scoring system is pretty straightforward. Each thing you kill (even if not
an enemy) will give you points according to 5x of its base health, rounded up
to the nearest multiple of 100 and capped to 20000, plus these bonuses (in
order of application):
an enemy) will give you points according to half of its base health, rounded up
to the nearest multiple of 10 and capped to 2000, plus these bonuses (in order
of application):
* x1.25 for an overkill (enemy was gibbed or killed in one shot).
* x1.5 for each combo level, up to x8 in steps of x0.5. Kills are considered
combos if multiple enemies are killed within 5 seconds of each other.
* +1000 for killing an enemy without having taken damage since player start,
with extra +100 boosts for consecutive kills.
* +20000 if the enemy killed is a boss.
* +100 for killing an enemy without having taken damage since player start,
with extra +50 boosts for consecutive kills.
* +10000 if the enemy killed is a boss.
* +5000 if you've killed the last enemy in the map.
You are also given +1000 points for each secret found, +5000 if it's the final
secret. Countable items give +250 points each or +2500 if it's the final item.
You are also given +500 points for each secret found, +5000 if it's the final
secret. Countable items give +25 points each or +2500 if it's the final item.
Score is currently for show, but after first release it'll be used for the
in-game store feature.
@ -514,7 +514,8 @@ smoke clouds, a targeter has been implemented, which will show the following:
take damage or get healed, a number (either negative or positive) will show
up below the health bar indicating the cumulative increase/decrease. The
targeter only picks up enemies in your direct line of sight and can only show
up to 40 individual bars, giving priority to the nearest enemies.
up to 40 individual bars, giving priority first to players, then the nearest
enemies.
* Keys and map exits: If you've picked up an Omnisight, key items and any exit
lines will be marked and labeled, along with a little distance indicator in
map units. Note that this doesn't work for script-triggered exits.

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@ -1,8 +1,13 @@
Most of the work here is original, but there are some notable exceptions:
- Default player voices are edited from the Fallout 4 Japanese dub.
* Special Thanks to Gargorias for Player Comments and Head Tracking, which was of great help for tracking down all these lines.
- Many sounds have been mixed and matched and filtered and whatnot from the following games:
* Fallout New Vegas
* Fallout 4
- This mod uses libeye, by KeksDose. Big thanks.
- Title theme, "Traumatic State", by Teque (which a lot of people just know as "the AS-Golgotha music").
- Intermission theme, "Dragony", also by Teque (very comfy music considering the rest of his repertoire).
- Trailer theme, "Gateways Part II", also by Teque, and Cube (pretty cool track tbh).
- The anti-BD feature uses art by IOSYS, edited into the Doom palette.
- The crash handler uses a sound bit from Umineko and a short clip of the Curb Your Enthusiasm theme.
- Tewi font by lucy (https://github.com/lucy/tewi-font). Modified to add gradients and drop shadow.

14
cvarinfo.txt Normal file
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@ -0,0 +1,14 @@
// player
user string swwm_voicetype = "default"; // voice for your demolitionist
//user color swwm_tagcolor = "40 FF 00"; // color of your model tags, not available due to engine dickery
user float swwm_flashstrength = 1.0; // strength of screen flashes
user int swwm_hudmargin = 20; // margin around fullscreen hud elements
user int swwm_maxshown = 4; // max messages to show normally
user int swwm_maxshownbig = 10; // max messages to show when chatting
user int swwm_maxpickup = 5; // total pickup messages visible
user int swwm_mutevoice = 0; // mute demolitionist voice
// 0 - none
// 1 - combat comments
// 2 - item/secret comments
// 3 - map start comment
// 4 - pain/death and grunts

9
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@ -0,0 +1,9 @@
decal HugeScorch
{
pic SCORCH1
shade "00 00 00"
x-scale 1.25
y-scale 1.25
randomflipx
randomflipy
}

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@ -1,56 +1,56 @@
Brightmap Texture "models/DemoFace_Blank.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Blink.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Booty.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Dead.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Default.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Dizzy.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Evil.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Grin.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Hurt.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_HurtLeft.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_HurtRight.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Ouch.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoFace_Wink.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoFace.png"
}
Brightmap Texture "models/DemoTags.png"
{
Map "brightmaps/fullbright.png"
Map "brightmaps/DemoTags.png"
}

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@ -1,7 +1,15 @@
addkeysection "$SWWM_KEYS" SWWM_GZ
addmenukey "$SWWM_GESTURE1" gesture1
addmenukey "$SWWM_GESTURE2" gesture2
addmenukey "$SWWM_GESTURE3" gesture3
alias gesture1 "netevent swwmgesture 0"
alias gesture2 "netevent swwmgesture 1"
alias gesture3 "netevent swwmgesture 2"
addkeysection "$SWWM_KEYS" "SWWM_GZ"
addmenukey "$SWWM_PRIMARYFIRE" "+attack"
addmenukey "$SWWM_SECONDARYFIRE" "+altattack"
addmenukey "$SWWM_TERTIARYFIRE" "+reload"
addmenukey "$SWWM_QUATERNARYFIRE" "+zoom"
addmenukey "$SWWM_MELEE" "+user1"
addmenukey "$SWWM_DASH" "+user2"
addmenukey "$SWWM_GESTURE1" "netevent swwmgesture 0"
addmenukey "$SWWM_GESTURE2" "netevent swwmgesture 1"
addmenukey "$SWWM_GESTURE3" "netevent swwmgesture 2"
addmenukey "$SWWM_KBASE" "openmenu SWWMKnowledgeBaseMenu"
defaultbind "j" "netevent swwmgesture 0"
defaultbind "k" "netevent swwmgesture 1"
defaultbind "l" "netevent swwmgesture 2"
defaultbind "q" "openmenu SWWMKnowledgeBaseMenu"

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@ -4,7 +4,7 @@ Manufacturer: Saya Miyamoto
Summary: Looks cool, projects a contained protective field around the user that reduces damage received when in danger.
Protection:
- 75% reduction to all damage when below 10% health.
- 75% reduction to all damage when below 25% health.
Addendum: The collar cannot break no matter how much damage you receive.

View file

@ -2,12 +2,20 @@
/* MENU STUFF */
// keybinds
SWWM_KEYS = "SWWM GZ Bindings";
SWWM_PRIMARYFIRE = "Primary Fire";
SWWM_SECONDARYFIRE = "Secondary Fire";
SWWM_TERTIARYFIRE = "Tertiary Fire / Reload";
SWWM_QUATERNARYFIRE = "Quaternary Fire / Zoom";
SWWM_MELEE = "Melee Attack";
SWWM_DASH = "Dash";
SWWM_GESTURE1 = "Point Down";
SWWM_GESTURE2 = "Thumbs Up";
SWWM_GESTURE3 = "Victory";
SWWM_KBASE = "Knowledge Base";
// mod menu
// knowledge base
SWWM_TOOSMALL = "Your resolution is too small to fit this menu.\n640x400 or higher is required.";
SWWM_COMINGSOON = "(coming soon)";
/* GAME STUFF */
// tags
T_PUSHER = "\"Pusher\" Microfusion Rotary Hammer";
@ -21,135 +29,214 @@ T_SPARKSTER = "Model S-5 Biospark Carbine";
T_SILVERBULLET = "Silver Bullet JET";
T_CANDYGUN = "\"Taste the Sweetness\" Candy Gun";
T_YNYKRON = "Ynykron Artifact";
T_REDSHELL = "Shells";
T_GREENSHELL = "Slugs";
T_WHITESHELL = "Dragon's Breath rounds";
T_BLUESHELL = "Kinylum Saltshot rounds";
T_BLACKSHELL = "Napalm rounds";
T_PURPLESHELL = "Lead ball rounds";
T_GOLDSHELL = "Golden shells";
T_EVISHELLS = "Eviscerator shells";
T_REDSHELL = "Shell";
T_REDSHELLS = "Shells";
T_GREENSHELL = "Slug";
T_GREENSHELLS = "Slugs";
T_WHITESHELL = "Dragon's Breath Round";
T_WHITESHELLS = "Dragon's Breath Rounds";
T_BLUESHELL = "Kinylum Saltshot Round";
T_BLUESHELLS = "Kinylum Saltshot Rounds";
T_BLACKSHELL = "Napalm Round";
T_BLACKSHELLS = "Napalm Rounds";
T_PURPLESHELL = "Lead Ball Round";
T_PURPLESHELLS = "Lead Ball Rounds";
T_GOLDSHELL = "Golden Shell";
T_GOLDSHELLS = "Golden Shells";
T_EVISHELL = "Eviscerator Shell";
T_EVISHELLS = "Eviscerator Shells";
T_HELLMISSILES = "Hellblazer Missiles";
T_HELLCLUSTERS = "Hellblazer Crackshots";
T_HELLBURNINATORS = "Hellblazer Ravagers";
T_HELLNUKES = "Hellblazer Warheads";
T_SPARKUNIT = "Sparkster charges";
T_XSBBULLET = "1.150 XSB bullets";
T_CANDYMAG = "Candy bullets";
T_YNYKRONAMMO = "Exotic crystals";
T_SPARKUNIT = "Sparkster Charge";
T_XSBBULLET = "1.150 XSB Bullet";
T_XSBMAG = "1.150 XSB Magazine";
T_CANDYMAG = "Candygun Magazine";
T_YNYKRONAMMO = "Exotic Crystal";
T_BLASTSUIT = "Blast Suit";
T_EMBIGGENER = "Hammerspace Embiggener";
T_FABRICATOR = "Ammo Fabricator";
T_FAB1 = "(Common Tier)";
T_FAB2 = "(Rare Tier)";
T_FAB3 = "(Very Rare Tier)";
T_FAB4 = "(Gold Tier)";
T_GHOSTARTI = "Ghost Artifact";
T_GRAVITYS = "Gravity Suppressor";
T_TETRAHEALTH = "Health Tetrahedron";
T_CUBEHEALTH = "Health Cube";
T_INVINCIBALL = "Fuckin' Invinciball";
T_LAMP = "Lämp";
T_NUGGETH = "Health Nugget";
T_NUGGETA = "Armor Nugget";
T_OMNISIGHT = "Omnisight";
T_RAGEKIT = "Ragekit";
T_REFRESHER = "Refresher";
T_SANDWICH = "Grilled Cheese Sandwich";
T_WARARMOR = "War Armor";
// obituaries
O_PUSHER = "%k opened some air holes into %o.";
O_DEEPIMPACT = "%o was impacted deeply by %k.";
O_EXPLODIUM = "%k inflicted severe knee explosions onto %o.";
O_SPREADGUN_RED = "%k gave %o a mouthful of shot.";
O_SPREADGUN_GREEN = "%o got slugged by %k.";
O_SPREADGUN_WHITE = "%k burninated %o.";
O_SPREADGUN_BLUE = "%k made %o very salty.";
O_SPREADGUN_BLACK = "%k set %o on fire along with everything around %h.";
O_SPREADGUN_PURPLE = "%o was conked by %k's lead ball.";
O_SPREADGUN_GOLD = "%o ate up %k's golden blast.";
O_WALLBUSTER = "%k gave %o a mighty busting.";
O_EVISCERATOR = "%o was eviscerated by %o.";
O_HELLRAZER = "%k blasted %o into burning bits.";
O_SPARKSTER = "%o got sparked hard by %k.";
O_SILVERBULLET = "%o could not ignore the girth of %k's bullets.";
O_CANDYGUN = "%k made %o taste the sweetness (and death).";
O_YNYKRON = "%o was instantly removed by %k.";
O_YNYKRONALT = "%o was spaghettified by %k.";
O_POUND = "%o was very impressed by %k's landing.";
O_DASH = "%o was discombobulated by a very fast moving %k.";
O_MELEE = "%o was K.O.'d by %k.";
O_LAMP = "%o was assaulted by %k's moths.";
// misc
D_BLASTSUIT = "The Blast Suit broke down.";
D_GHOSTARTI = "The Ghost Artifact ran out of energy.";
D_GRAVITYS = "The Gravity Suppressor is out of power.";
D_LAMP = "The Lamp ran out of oil.";
D_RAGEKIT = "The Ragekit has ragequit.";
D_REFRESHER = "The Refresher boost has ended.";
D_WARARMOR = "The War Armor is no more.";
// messages
SWWM_FINDSECRET = "%s found a secret. +%d";
/* SUBTITLES */
// new weapon received
SWWM_SUBS_GETWEAPON1 = "Not bad... Not bad at all...";
SWWM_SUBS_GETWEAPON2 = "Good find...";
SWWM_SUBS_GETWEAPON3 = "Mine now...";
SWWM_SUBS_GETWEAPON4 = "Nice...";
SWWM_SUBS_GETWEAPON5 = "Bingo...";
SWWM_SUBS_GETWEAPON6 = "Hell yeah...";
SWWM_SUBS_GETWEAPON7 = "Excellent...";
SWWM_SUBS_GETWEAPON8 = "Yes...";
SWWM_SUBS_GETWEAPON9 = "There we go...";
SWWM_SUBS_GETWEAPON10 = "Perfect...";
SWWM_SUBS_GETWEAPON11 = "I like it...";
SWWM_SUBS_GETWEAPON12 = "That looks nice...";
SWWM_SUBS_GETWEAPON13 = "It's probably worth a fortune...";
SWWM_SUBS_DEFAULT_GETWEAPON1 = "Not bad... Not bad at all...";
SWWM_SUBS_DEFAULT_GETWEAPON2 = "Good find...";
SWWM_SUBS_DEFAULT_GETWEAPON3 = "Mine now...";
SWWM_SUBS_DEFAULT_GETWEAPON4 = "Nice...";
SWWM_SUBS_DEFAULT_GETWEAPON5 = "Bingo...";
SWWM_SUBS_DEFAULT_GETWEAPON6 = "Hell yeah...";
SWWM_SUBS_DEFAULT_GETWEAPON7 = "Excellent...";
SWWM_SUBS_DEFAULT_GETWEAPON8 = "Yes...";
SWWM_SUBS_DEFAULT_GETWEAPON9 = "There we go...";
SWWM_SUBS_DEFAULT_GETWEAPON10 = "Perfect...";
SWWM_SUBS_DEFAULT_GETWEAPON11 = "I like it...";
SWWM_SUBS_DEFAULT_GETWEAPON12 = "That looks nice...";
SWWM_SUBS_DEFAULT_GETWEAPON13 = "It's probably worth a fortune...";
// locked door
SWWM_SUBS_LOCKED1 = "Don't have the key.";
SWWM_SUBS_LOCKED2 = "Only opens with a key.";
SWWM_SUBS_LOCKED3 = "Would need the key.";
SWWM_SUBS_LOCKED4 = "Locked tight.";
SWWM_SUBS_DEFAULT_LOCKED1 = "Don't have the key.";
SWWM_SUBS_DEFAULT_LOCKED2 = "Only opens with a key.";
SWWM_SUBS_DEFAULT_LOCKED3 = "Would need the key.";
SWWM_SUBS_DEFAULT_LOCKED4 = "Locked tight.";
// gacha failure in store
SWWM_SUBS_PUZZFAIL1 = "Damn.";
SWWM_SUBS_PUZZFAIL2 = "Damn it.";
SWWM_SUBS_PUZZFAIL3 = "No good.";
SWWM_SUBS_PUZZFAIL4 = "Nope.";
SWWM_SUBS_PUZZFAIL5 = "Uh uh.";
SWWM_SUBS_PUZZFAIL6 = "Hmmm.";
SWWM_SUBS_DEFAULT_PUZZFAIL1 = "Damn.";
SWWM_SUBS_DEFAULT_PUZZFAIL2 = "Damn it.";
SWWM_SUBS_DEFAULT_PUZZFAIL3 = "No good.";
SWWM_SUBS_DEFAULT_PUZZFAIL4 = "Nope.";
SWWM_SUBS_DEFAULT_PUZZFAIL5 = "Uh uh.";
SWWM_SUBS_DEFAULT_PUZZFAIL6 = "Hmmm.";
// gacha success in store
SWWM_SUBS_PUZZSUCC1 = "Nice.";
SWWM_SUBS_PUZZSUCC2 = "That's it.";
SWWM_SUBS_PUZZSUCC3 = "Got it.";
SWWM_SUBS_PUZZSUCC4 = "Yes.";
SWWM_SUBS_PUZZSUCC5 = "Sweet.";
SWWM_SUBS_DEFAULT_PUZZSUCC1 = "Nice.";
SWWM_SUBS_DEFAULT_PUZZSUCC2 = "That's it.";
SWWM_SUBS_DEFAULT_PUZZSUCC3 = "Got it.";
SWWM_SUBS_DEFAULT_PUZZSUCC4 = "Yes.";
SWWM_SUBS_DEFAULT_PUZZSUCC5 = "Sweet.";
// first enemy encounter (20 seconds cooldown since all enemies dead)
SWWM_SUBS_FIGHTSTART1 = "Here we go again.";
SWWM_SUBS_FIGHTSTART2 = "Let's get this show on the road.";
SWWM_SUBS_FIGHTSTART3 = "Time to die.";
SWWM_SUBS_FIGHTSTART4 = "Bring it on.";
SWWM_SUBS_FIGHTSTART5 = "You are all going to die.";
SWWM_SUBS_FIGHTSTART6 = "I've been spoiling for a fight.";
SWWM_SUBS_FIGHTSTART7 = "Let's do this.";
SWWM_SUBS_FIGHTSTART8 = "Time to get crazy! Kill 'em all!";
SWWM_SUBS_FIGHTSTART9 = "You really don't want to start a fight with me.";
SWWM_SUBS_FIGHTSTART10 = "Let's get on with it.";
SWWM_SUBS_FIGHTSTART11 = "Kill!";
SWWM_SUBS_FIGHTSTART12 = "This won't be hard.";
SWWM_SUBS_FIGHTSTART13 = "Let's do it.";
SWWM_SUBS_FIGHTSTART14 = "Let's do this.";
SWWM_SUBS_FIGHTSTART15 = "Let's just get this over with.";
SWWM_SUBS_FIGHTSTART16 = "Well, this will be an interesting challenge.";
SWWM_SUBS_FIGHTSTART17 = "Okay. Let's get started.";
SWWM_SUBS_FIGHTSTART18 = "Oh, this is just what I need right now...";
SWWM_SUBS_FIGHTSTART19 = "Time to put on a show.";
SWWM_SUBS_FIGHTSTART20 = "I'm putting you down.";
SWWM_SUBS_FIGHTSTART21 = "Oh, good. Here I was afraid I'd have nothing to do.";
SWWM_SUBS_DEFAULT_FIGHTSTART1 = "Here we go again.";
SWWM_SUBS_DEFAULT_FIGHTSTART2 = "Let's get this show on the road.";
SWWM_SUBS_DEFAULT_FIGHTSTART3 = "Time to die.";
SWWM_SUBS_DEFAULT_FIGHTSTART4 = "Bring it on.";
SWWM_SUBS_DEFAULT_FIGHTSTART5 = "You are all going to die.";
SWWM_SUBS_DEFAULT_FIGHTSTART6 = "I've been spoiling for a fight.";
SWWM_SUBS_DEFAULT_FIGHTSTART7 = "Let's do this.";
SWWM_SUBS_DEFAULT_FIGHTSTART8 = "Time to get crazy! Kill 'em all!";
SWWM_SUBS_DEFAULT_FIGHTSTART9 = "You really don't want to start a fight with me.";
SWWM_SUBS_DEFAULT_FIGHTSTART10 = "Let's get on with it.";
SWWM_SUBS_DEFAULT_FIGHTSTART11 = "Kill!";
SWWM_SUBS_DEFAULT_FIGHTSTART12 = "This won't be hard.";
SWWM_SUBS_DEFAULT_FIGHTSTART13 = "Let's do it.";
SWWM_SUBS_DEFAULT_FIGHTSTART14 = "Let's do this.";
SWWM_SUBS_DEFAULT_FIGHTSTART15 = "Let's just get this over with.";
SWWM_SUBS_DEFAULT_FIGHTSTART16 = "Well, this will be an interesting challenge.";
SWWM_SUBS_DEFAULT_FIGHTSTART17 = "Okay. Let's get started.";
SWWM_SUBS_DEFAULT_FIGHTSTART18 = "Oh, this is just what I need right now...";
SWWM_SUBS_DEFAULT_FIGHTSTART19 = "Time to put on a show.";
SWWM_SUBS_DEFAULT_FIGHTSTART20 = "I'm putting you down.";
SWWM_SUBS_DEFAULT_FIGHTSTART21 = "Oh, good. Here I was afraid I'd have nothing to do.";
// played at map start
SWWM_SUBS_MAPSTART1 = "Ugh... this place smells horrible.";
SWWM_SUBS_MAPSTART2 = "Okay, let's get to work.";
SWWM_SUBS_MAPSTART3 = "Let's hurry this up.";
SWWM_SUBS_MAPSTART4 = "This place is all kinds of strange.";
SWWM_SUBS_MAPSTART5 = "I was born ready.";
SWWM_SUBS_MAPSTART6 = "It's a hard world. I do what I have to.";
SWWM_SUBS_MAPSTART7 = "No robot is superior to me.";
SWWM_SUBS_MAPSTART8 = "I've seen better.";
SWWM_SUBS_MAPSTART9 = "Okay. Let's head in.";
SWWM_SUBS_MAPSTART10 = "I don't want any trouble. I'm just passing through.";
SWWM_SUBS_MAPSTART11 = "Sorry to keep you waiting.";
SWWM_SUBS_MAPSTART12 = "I'll do my best.";
SWWM_SUBS_MAPSTART13 = "Just so we're clear: Anything good I find is mine.";
SWWM_SUBS_MAPSTART14 = "I bet the food here is terrible.";
SWWM_SUBS_DEFAULT_MAPSTART1 = "Ugh... this place smells horrible.";
SWWM_SUBS_DEFAULT_MAPSTART2 = "Okay, let's get to work.";
SWWM_SUBS_DEFAULT_MAPSTART3 = "Let's hurry this up.";
SWWM_SUBS_DEFAULT_MAPSTART4 = "This place is all kinds of strange.";
SWWM_SUBS_DEFAULT_MAPSTART5 = "I was born ready.";
SWWM_SUBS_DEFAULT_MAPSTART6 = "It's a hard world. I do what I have to.";
SWWM_SUBS_DEFAULT_MAPSTART7 = "No robot is superior to me.";
SWWM_SUBS_DEFAULT_MAPSTART8 = "I've seen better.";
SWWM_SUBS_DEFAULT_MAPSTART9 = "Okay. Let's head in.";
SWWM_SUBS_DEFAULT_MAPSTART10 = "I don't want any trouble. I'm just passing through.";
SWWM_SUBS_DEFAULT_MAPSTART11 = "Sorry to keep you waiting.";
SWWM_SUBS_DEFAULT_MAPSTART12 = "I'll do my best.";
SWWM_SUBS_DEFAULT_MAPSTART13 = "Just so we're clear: Anything good I find is mine.";
SWWM_SUBS_DEFAULT_MAPSTART14 = "I bet the food here is terrible.";
// every time a secret is found
SWWM_SUBS_FINDSECRET1 = "Yeah, yeah, I'm the best.";
SWWM_SUBS_FINDSECRET2 = "It's true. I do know my shit.";
SWWM_SUBS_FINDSECRET3 = "What can I say? I'm good at what I do.";
SWWM_SUBS_FINDSECRET4 = "It was no big deal.";
SWWM_SUBS_FINDSECRET5 = "No trouble at all.";
SWWM_SUBS_FINDSECRET6 = "It was easy.";
SWWM_SUBS_FINDSECRET7 = "Thanks to me, yes.";
SWWM_SUBS_FINDSECRET8 = "It was a walk in the park.";
SWWM_SUBS_FINDSECRET9 = "It was a piece of cake.";
SWWM_SUBS_FINDSECRET10 = "I still got it.";
SWWM_SUBS_FINDSECRET11 = "I did good work, didn't I?";
SWWM_SUBS_FINDSECRET12 = "Wow, that's pretty lucky!";
SWWM_SUBS_DEFAULT_FINDSECRET1 = "Yeah, yeah, I'm the best.";
SWWM_SUBS_DEFAULT_FINDSECRET2 = "It's true. I do know my shit.";
SWWM_SUBS_DEFAULT_FINDSECRET3 = "What can I say? I'm good at what I do.";
SWWM_SUBS_DEFAULT_FINDSECRET4 = "It was no big deal.";
SWWM_SUBS_DEFAULT_FINDSECRET5 = "No trouble at all.";
SWWM_SUBS_DEFAULT_FINDSECRET6 = "It was easy.";
SWWM_SUBS_DEFAULT_FINDSECRET7 = "Thanks to me, yes.";
SWWM_SUBS_DEFAULT_FINDSECRET8 = "It was a walk in the park.";
SWWM_SUBS_DEFAULT_FINDSECRET9 = "It was a piece of cake.";
SWWM_SUBS_DEFAULT_FINDSECRET10 = "I still got it.";
SWWM_SUBS_DEFAULT_FINDSECRET11 = "I did good work, didn't I?";
SWWM_SUBS_DEFAULT_FINDSECRET12 = "Wow, that's pretty lucky!";
// frag taunts
SWWM_SUBS_SCOREKILL1 = "Good riddance.";
SWWM_SUBS_SCOREKILL2 = "One down.";
SWWM_SUBS_SCOREKILL3 = "Goodbye.";
SWWM_SUBS_SCOREKILL4 = "Heh! You can't stop me.";
SWWM_SUBS_SCOREKILL5 = "What a loser.";
SWWM_SUBS_SCOREKILL6 = "We're done.";
SWWM_SUBS_SCOREKILL7 = "Bye.";
SWWM_SUBS_SCOREKILL8 = "Dead as can be.";
SWWM_SUBS_SCOREKILL9 = "Another job done.";
SWWM_SUBS_SCOREKILL10 = "The pleasure was all mine.";
SWWM_SUBS_SCOREKILL11 = "How about something a little more challenging next time?";
SWWM_SUBS_SCOREKILL12 = "I'm glad that's over with.";
SWWM_SUBS_SCOREKILL13 = "Well, it's over. That's that.";
SWWM_SUBS_SCOREKILL14 = "Ugh. Just... go away.";
SWWM_SUBS_SCOREKILL15 = "Get lost.";
SWWM_SUBS_SCOREKILL16 = "Is that all?";
SWWM_SUBS_SCOREKILL17 = "Is that the best you can do?";
SWWM_SUBS_SCOREKILL18 = "You annoy me.";
SWWM_SUBS_SCOREKILL19 = "Going to have to try harder than that.";
SWWM_SUBS_SCOREKILL20 = "What? That it?";
SWWM_SUBS_SCOREKILL21 = "Get outta here.";
SWWM_SUBS_SCOREKILL22 = "My pleasure.";
SWWM_SUBS_SCOREKILL23 = "Out of my way.";
SWWM_SUBS_SCOREKILL24 = "Get outta my way.";
SWWM_SUBS_SCOREKILL25 = "Want some more?";
SWWM_SUBS_SCOREKILL26 = "Done and done.";
SWWM_SUBS_SCOREKILL27 = "It's done.";
SWWM_SUBS_DEFAULT_SCOREKILL1 = "Good riddance.";
SWWM_SUBS_DEFAULT_SCOREKILL2 = "One down.";
SWWM_SUBS_DEFAULT_SCOREKILL3 = "Goodbye.";
SWWM_SUBS_DEFAULT_SCOREKILL4 = "Heh! You can't stop me.";
SWWM_SUBS_DEFAULT_SCOREKILL5 = "What a loser.";
SWWM_SUBS_DEFAULT_SCOREKILL6 = "We're done.";
SWWM_SUBS_DEFAULT_SCOREKILL7 = "Bye.";
SWWM_SUBS_DEFAULT_SCOREKILL8 = "Dead as can be.";
SWWM_SUBS_DEFAULT_SCOREKILL9 = "Another job done.";
SWWM_SUBS_DEFAULT_SCOREKILL10 = "The pleasure was all mine.";
SWWM_SUBS_DEFAULT_SCOREKILL11 = "How about something a little more challenging next time?";
SWWM_SUBS_DEFAULT_SCOREKILL12 = "I'm glad that's over with.";
SWWM_SUBS_DEFAULT_SCOREKILL13 = "Well, it's over. That's that.";
SWWM_SUBS_DEFAULT_SCOREKILL14 = "Ugh. Just... go away.";
SWWM_SUBS_DEFAULT_SCOREKILL15 = "Get lost.";
SWWM_SUBS_DEFAULT_SCOREKILL16 = "Is that all?";
SWWM_SUBS_DEFAULT_SCOREKILL17 = "Is that the best you can do?";
SWWM_SUBS_DEFAULT_SCOREKILL18 = "You annoy me.";
SWWM_SUBS_DEFAULT_SCOREKILL19 = "Going to have to try harder than that.";
SWWM_SUBS_DEFAULT_SCOREKILL20 = "What? That it?";
SWWM_SUBS_DEFAULT_SCOREKILL21 = "Get outta here.";
SWWM_SUBS_DEFAULT_SCOREKILL22 = "My pleasure.";
SWWM_SUBS_DEFAULT_SCOREKILL23 = "Out of my way.";
SWWM_SUBS_DEFAULT_SCOREKILL24 = "Get outta my way.";
SWWM_SUBS_DEFAULT_SCOREKILL25 = "Want some more?";
SWWM_SUBS_DEFAULT_SCOREKILL26 = "Done and done.";
SWWM_SUBS_DEFAULT_SCOREKILL27 = "It's done.";
// getting hurt by monsters
SWWM_SUBS_DEFAULT_GETHIT1 = "Whatever...";
SWWM_SUBS_DEFAULT_GETHIT2 = "*sigh*";
SWWM_SUBS_DEFAULT_GETHIT3 = "Hm hmm.";
SWWM_SUBS_DEFAULT_GETHIT4 = "Bitch.";
SWWM_SUBS_DEFAULT_GETHIT5 = "Asshole...";
SWWM_SUBS_DEFAULT_GETHIT6 = "You annoy me.";
SWWM_SUBS_DEFAULT_GETHIT7 = "Up yours.";
SWWM_SUBS_DEFAULT_GETHIT8 = "You got my attention.";
SWWM_SUBS_DEFAULT_GETHIT9 = "I'm ending this right now.";
SWWM_SUBS_DEFAULT_GETHIT10 = "You're a pain in the ass.";
SWWM_SUBS_DEFAULT_GETHIT11 = "That's bullshit.";
SWWM_SUBS_DEFAULT_GETHIT12 = "Are you serious?";
SWWM_SUBS_DEFAULT_GETHIT13 = "Going to have to try harder than that.";
SWWM_SUBS_DEFAULT_GETHIT14 = "Get outta here.";
SWWM_SUBS_DEFAULT_GETHIT15 = "And now it's your turn.";
SWWM_SUBS_DEFAULT_GETHIT16 = "Time to shut you up for good.";
SWWM_SUBS_DEFAULT_GETHIT17 = "You're not leaving here in one piece.";
SWWM_SUBS_DEFAULT_GETHIT18 = "You're obviously upset...";
[es]

View file

@ -20,7 +20,7 @@ Model "Demolitionist"
FrameIndex XZW1 B 0 2
FrameIndex XZW1 C 0 3
FrameIndex XZW1 D 0 4
FrameIndex XZW1 E 0 5
FrameIndex XZW1 E 0 5 // rstep
FrameIndex XZW1 F 0 6
FrameIndex XZW1 G 0 7
FrameIndex XZW1 H 0 8
@ -28,7 +28,7 @@ Model "Demolitionist"
FrameIndex XZW1 J 0 10
FrameIndex XZW1 K 0 11
FrameIndex XZW1 L 0 12
FrameIndex XZW1 M 0 13
FrameIndex XZW1 M 0 13 // lstep
FrameIndex XZW1 N 0 14
FrameIndex XZW1 O 0 15
FrameIndex XZW1 P 0 16
@ -38,14 +38,14 @@ Model "Demolitionist"
FrameIndex XZW1 S 0 20
// RunLoop
FrameIndex XZW1 T 0 21
FrameIndex XZW1 U 0 22
FrameIndex XZW1 U 0 22 // rstep
FrameIndex XZW1 V 0 23
FrameIndex XZW1 W 0 24
FrameIndex XZW1 X 0 25
FrameIndex XZW1 Y 0 26
FrameIndex XZW1 Z 0 27
FrameIndex XZW2 A 0 28
FrameIndex XZW2 B 0 29
FrameIndex XZW2 B 0 29 // lstep
FrameIndex XZW2 C 0 30
FrameIndex XZW2 D 0 31
FrameIndex XZW2 E 0 32
@ -226,11 +226,11 @@ Model "Demolitionist"
FrameIndex XZW7 M 0 182
FrameIndex XZW7 N 0 183
FrameIndex XZW7 O 0 184
FrameIndex XZW7 P 0 185
FrameIndex XZW7 P 0 185 // slither1
FrameIndex XZW7 Q 0 186
FrameIndex XZW7 R 0 187
FrameIndex XZW7 S 0 188
FrameIndex XZW7 T 0 189
FrameIndex XZW7 T 0 189 // slither2
FrameIndex XZW7 U 0 190
FrameIndex XZW7 V 0 191
// Crouched Attack

View file

@ -1,6 +1,60 @@
Model "ExplodiumCasing"
{
Path "models"
Model 0 "ExplodiumCasing_d.3d"
Skin 0 "ExplodiumCasing.png"
Scale 0.03 0.03 0.03
USEACTORPITCH
USEACTORROLL
ZOffset 1
FrameIndex XZW1 A 0 0
}
Model "ExplodiumMag"
{
Path "models"
Model 0 "ExplodiumMag_d.3d"
Scale 0.03 0.03 0.03
USEACTORPITCH
USEACTORROLL
Skin 0 "ExplodiumGun.png"
FrameIndex XZW1 A 0 0
}
Model "ExplodiumMagEmpty"
{
Path "models"
Model 0 "ExplodiumMag_d.3d"
Scale 0.03 0.03 0.03
USEACTORPITCH
USEACTORROLL
Skin 0 "ExplodiumGun_EmptyMag.png"
FrameIndex XZW1 A 0 0
}
Model "ExplodiumMagProj"
{
Path "models"
Model 0 "ExplodiumMag_d.3d"
Skin 0 "ExplodiumGun.png"
Scale 0.03 0.03 0.03
USEACTORPITCH
USEACTORROLL
FrameIndex XZW1 A 0 1
}
Model "ExplodiumGun"
{
Path "models"
Model 0 "ExplodiumGunPickup_d.3d"
Skin 0 "ExplodiumGun.png"
Scale 0.03 0.03 0.03
@ -10,26 +64,58 @@ Model "ExplodiumGun"
FrameIndex XZW1 A 0 0
}
Model "ExplodiumGun"
{
Path "models/extra"
Model 2 "Flat_d.3d"
Scale 0.1 0.1 0.1
Offset 16 -60 -12
PitchOffset 90
Skin 2 "ExploMuz0.png"
FrameIndex XZWZ A 2 0
Skin 2 "ExploMuz1.png"
FrameIndex XZWZ B 2 0
Skin 2 "ExploMuz2.png"
FrameIndex XZWZ C 2 0
Skin 2 "ExploMuz3.png"
FrameIndex XZWZ D 2 0
Skin 2 "ExploMuz4.png"
FrameIndex XZWZ E 2 0
Skin 2 "ExploMuz5.png"
FrameIndex XZWZ F 2 0
Skin 2 "ExploMuz6.png"
FrameIndex XZWZ G 2 0
Skin 2 "ExploMuz7.png"
FrameIndex XZWZ H 2 0
Skin 2 "ExploMuz8.png"
FrameIndex XZWZ I 2 0
Skin 2 "ExploMuz9.png"
FrameIndex XZWZ J 2 0
}
Model "ExplodiumGun"
{
Path "models"
Model 1 "ExplodiumGun1st_d.3d" // main
// TODO separate the parts so some of them can be hidden when not
// needed
Model 1 "ExplodiumGun1st_d.3d"
SurfaceSkin 1 0 "DemoTags.png"
SurfaceSkin 1 1 "DemoArms.png"
SurfaceSkin 1 2 "DemoSoft.png"
SurfaceSkin 1 3 "ExplodiumGun.png"
SurfaceSkin 1 4 "ExplodiumCasing.png"
SurfaceSkin 1 5 "ExplodiumGun.png"
SurfaceSkin 1 6 "ExplodiumGun.png"
Scale -0.01 0.005 0.01
Offset 0 0 -4
Scale -0.005 0.0025 0.005
Offset 0 0 -2
// Still
FrameIndex XZW2 A 1 0
// Deselect
FrameIndex XZWA T 1 1
FrameIndex XZWA U 1 2
FrameIndex XZWA V 1 3
FrameIndex XZWA W 1 4
// Select
FrameIndex XZW2 B 1 5
FrameIndex XZW2 C 1 6
@ -39,6 +125,7 @@ Model "ExplodiumGun"
FrameIndex XZW2 G 1 10
FrameIndex XZW2 H 1 11
// Fire
SurfaceSkin 1 4 "ExplodiumCasing.png" // show casing
FrameIndex XZW2 I 1 13
FrameIndex XZW2 J 1 14
FrameIndex XZW2 K 1 15
@ -50,9 +137,210 @@ Model "ExplodiumGun"
FrameIndex XZW2 Q 1 21
FrameIndex XZW2 R 1 22
FrameIndex XZW2 S 1 23
// Deselect
FrameIndex XZW2 T 1 1
FrameIndex XZW2 U 1 2
FrameIndex XZW2 V 1 3
FrameIndex XZW2 W 1 4
SurfaceSkin 1 4 "" // hide casing
// Reload (Part 1)
FrameIndex XZW2 T 1 25
FrameIndex XZW2 U 1 26
FrameIndex XZW2 V 1 27
FrameIndex XZW2 W 1 28
FrameIndex XZW2 X 1 29
FrameIndex XZW2 Y 1 30
FrameIndex XZW2 Z 1 31
FrameIndex XZW3 A 1 32
FrameIndex XZW3 B 1 33
FrameIndex XZW3 C 1 34
FrameIndex XZW3 D 1 35
FrameIndex XZW3 E 1 36
FrameIndex XZW3 F 1 37
FrameIndex XZW3 G 1 38
FrameIndex XZW3 H 1 39
FrameIndex XZW3 I 1 40
// Reload (Part 1 w/ Empty Mag)
SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
FrameIndex XZW3 J 1 25
FrameIndex XZW3 K 1 26
FrameIndex XZW3 L 1 27
FrameIndex XZW3 M 1 28
FrameIndex XZW3 N 1 29
FrameIndex XZW3 O 1 30
FrameIndex XZW3 P 1 31
FrameIndex XZW3 Q 1 32
FrameIndex XZW3 R 1 33
FrameIndex XZW3 S 1 34
FrameIndex XZW3 T 1 35
FrameIndex XZW3 U 1 36
FrameIndex XZW3 V 1 37
FrameIndex XZW3 W 1 38
FrameIndex XZW3 X 1 39
FrameIndex XZW3 Y 1 40
// Reload (Part 2)
SurfaceSkin 1 5 "" // hide mag
SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
FrameIndex XZW3 Z 1 41
FrameIndex XZW4 A 1 42
FrameIndex XZW4 B 1 43
FrameIndex XZW4 C 1 44
FrameIndex XZW4 D 1 45
FrameIndex XZW4 E 1 46
FrameIndex XZW4 F 1 47
FrameIndex XZW4 G 1 48
SurfaceSkin 1 6 "" // hide new mag
FrameIndex XZW4 H 1 49
FrameIndex XZW4 I 1 50
FrameIndex XZW4 J 1 51
SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
FrameIndex XZW4 K 1 52
FrameIndex XZW4 L 1 53
FrameIndex XZW4 M 1 54
FrameIndex XZW4 N 1 55
FrameIndex XZW4 O 1 56
FrameIndex XZW4 P 1 57
FrameIndex XZW4 Q 1 58
FrameIndex XZW4 R 1 59
FrameIndex XZW4 S 1 60
FrameIndex XZW4 T 1 61
FrameIndex XZW4 U 1 62
FrameIndex XZW4 V 1 63
// Slide
FrameIndex XZW4 W 1 65
FrameIndex XZW4 X 1 66
FrameIndex XZW4 Y 1 67
FrameIndex XZW4 Z 1 68
FrameIndex XZW5 A 1 69
FrameIndex XZW5 B 1 70
FrameIndex XZW5 C 1 71
FrameIndex XZW5 D 1 72
FrameIndex XZW5 E 1 73
FrameIndex XZW5 F 1 74
FrameIndex XZW5 G 1 75
FrameIndex XZW5 H 1 76
FrameIndex XZW5 I 1 77
FrameIndex XZW5 J 1 78
FrameIndex XZW5 K 1 79
FrameIndex XZW5 L 1 80
FrameIndex XZW5 M 1 81
// "Explosive" Reload
FrameIndex XZW5 N 1 83
FrameIndex XZW5 O 1 84
FrameIndex XZW5 P 1 85
FrameIndex XZW5 Q 1 86
FrameIndex XZW5 R 1 87
FrameIndex XZW5 S 1 88
FrameIndex XZW5 T 1 89
FrameIndex XZW5 U 1 90
FrameIndex XZW5 V 1 91
FrameIndex XZW5 W 1 92
FrameIndex XZW5 X 1 93
FrameIndex XZW5 Y 1 94
FrameIndex XZW5 Z 1 95
FrameIndex XZW6 A 1 96
FrameIndex XZW6 B 1 97
FrameIndex XZW6 C 1 98
FrameIndex XZW6 D 1 99
FrameIndex XZW6 E 1 100
FrameIndex XZW6 F 1 101
FrameIndex XZW6 G 1 102
FrameIndex XZW6 H 1 103
FrameIndex XZW6 I 1 104
SurfaceSkin 1 5 "" // hide mag
SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
FrameIndex XZW6 J 1 105
FrameIndex XZW6 K 1 106
FrameIndex XZW6 L 1 107
FrameIndex XZW6 M 1 108
FrameIndex XZW6 N 1 109
FrameIndex XZW6 O 1 110
FrameIndex XZW6 P 1 111
FrameIndex XZW6 Q 1 112
FrameIndex XZW6 R 1 113
FrameIndex XZW6 S 1 114
SurfaceSkin 1 6 "" // hide new mag
FrameIndex XZW6 T 1 115
FrameIndex XZW6 U 1 116
FrameIndex XZW6 V 1 117
FrameIndex XZW6 W 1 118
FrameIndex XZW6 X 1 119
FrameIndex XZW6 Y 1 120
FrameIndex XZW6 Z 1 121
// Check Bullet
SurfaceSkin 1 4 "ExplodiumCasing.png" // show casing
FrameIndex XZW7 A 1 157
FrameIndex XZW7 B 1 158
FrameIndex XZW7 C 1 159
FrameIndex XZW7 D 1 160
FrameIndex XZW7 E 1 161
FrameIndex XZW7 F 1 162
FrameIndex XZW7 G 1 163
FrameIndex XZW7 H 1 164
FrameIndex XZW7 I 1 165
FrameIndex XZW7 J 1 166
FrameIndex XZW7 K 1 167
FrameIndex XZW7 L 1 168
FrameIndex XZW7 M 1 169
FrameIndex XZW7 N 1 170
FrameIndex XZW7 O 1 171
FrameIndex XZW7 P 1 172
FrameIndex XZW7 Q 1 173
FrameIndex XZW7 R 1 174
FrameIndex XZW7 S 1 175
SurfaceSkin 1 4 "" // hide casing
// Melee
FrameIndex XZW7 T 1 177
FrameIndex XZW7 U 1 178
FrameIndex XZW7 V 1 179
FrameIndex XZW7 W 1 180
FrameIndex XZW7 X 1 181
FrameIndex XZW7 Y 1 182
FrameIndex XZW7 Z 1 183
FrameIndex XZW8 A 1 184
FrameIndex XZW8 B 1 185
FrameIndex XZW8 C 1 186
FrameIndex XZW8 D 1 187
FrameIndex XZW8 E 1 188
FrameIndex XZW8 F 1 189
// Check Gun
FrameIndex XZW8 G 1 192
FrameIndex XZW8 H 1 193
FrameIndex XZW8 I 1 194
FrameIndex XZW8 J 1 195
FrameIndex XZW8 K 1 196
FrameIndex XZW8 L 1 197
FrameIndex XZW8 M 1 198
FrameIndex XZW8 N 1 199
FrameIndex XZW8 O 1 200
FrameIndex XZW8 P 1 201
FrameIndex XZW8 Q 1 202
FrameIndex XZW8 R 1 203
FrameIndex XZW8 S 1 204
FrameIndex XZW8 T 1 205
FrameIndex XZW8 U 1 206
FrameIndex XZW8 V 1 207
FrameIndex XZW8 W 1 208
FrameIndex XZW8 X 1 209
FrameIndex XZW8 Y 1 210
FrameIndex XZW8 Z 1 211
// Spin Gun
FrameIndex XZW9 A 1 213
FrameIndex XZW9 B 1 214
FrameIndex XZW9 C 1 215
FrameIndex XZW9 D 1 216
FrameIndex XZW9 E 1 217
FrameIndex XZW9 F 1 218
FrameIndex XZW9 G 1 219
FrameIndex XZW9 H 1 220
FrameIndex XZW9 I 1 221
FrameIndex XZW9 J 1 222
FrameIndex XZW9 K 1 223
FrameIndex XZW9 L 1 224
FrameIndex XZW9 M 1 225
FrameIndex XZW9 N 1 226
FrameIndex XZW9 O 1 227
FrameIndex XZW9 P 1 228
FrameIndex XZW9 Q 1 229
FrameIndex XZW9 R 1 230
FrameIndex XZW9 S 1 231
FrameIndex XZW9 T 1 232
FrameIndex XZW9 U 1 233
FrameIndex XZW9 V 1 234
FrameIndex XZW9 W 1 235
}

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@ -6,8 +6,8 @@ X reload
X cock
X explosive reload
X "check the chamber" idle anim
- "spin" idle anim
- "check out gun" idle anim
X "spin" idle anim
X "check out gun" idle anim
X melee punch
X candygun tertiary

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@ -133,22 +133,142 @@ voice/default/scorekill24 sounds/voice/default/scorekill24.ogg
voice/default/scorekill25 sounds/voice/default/scorekill25.ogg
voice/default/scorekill26 sounds/voice/default/scorekill26.ogg
voice/default/scorekill27 sounds/voice/default/scorekill27.ogg
voice/default/gethit1 sounds/voice/default/gethit1.ogg
voice/default/gethit2 sounds/voice/default/gethit2.ogg
voice/default/gethit3 sounds/voice/default/gethit3.ogg
voice/default/gethit4 sounds/voice/default/gethit4.ogg
voice/default/gethit5 sounds/voice/default/gethit5.ogg
voice/default/gethit6 sounds/voice/default/gethit6.ogg
voice/default/gethit7 sounds/voice/default/gethit7.ogg
voice/default/gethit8 sounds/voice/default/gethit8.ogg
voice/default/gethit9 sounds/voice/default/gethit9.ogg
voice/default/gethit10 sounds/voice/default/gethit10.ogg
voice/default/gethit11 sounds/voice/default/gethit11.ogg
voice/default/gethit12 sounds/voice/default/gethit12.ogg
voice/default/gethit13 sounds/voice/default/gethit13.ogg
voice/default/gethit14 sounds/voice/default/gethit14.ogg
voice/default/gethit15 sounds/voice/default/gethit15.ogg
voice/default/gethit16 sounds/voice/default/gethit16.ogg
voice/default/gethit17 sounds/voice/default/gethit17.ogg
voice/default/gethit18 sounds/voice/default/gethit18.ogg
$random demolitionist/grunt { voice/default/grunt1 voice/default/grunt2 voice/default/grunt3 voice/default/grunt4 voice/default/grunt5 voice/default/grunt6 }
$random demolitionist/lopain { voice/default/lopain1 voice/default/lopain2 voice/default/lopain3 voice/default/lopain4 voice/default/lopain5 }
$random demolitionist/pain { voice/default/pain1 voice/default/pain2 voice/default/pain3 voice/default/pain4 voice/default/pain5 }
$random demolitionist/hipain { voice/default/hipain1 voice/default/hipain2 voice/default/hipain3 voice/default/hipain4 voice/default/hipain5 }
$random demolitionist/death { voice/default/death1 voice/default/death2 voice/default/death3 voice/default/death4 voice/default/death5 }
$random voice/default/grunt { voice/default/grunt1 voice/default/grunt2 voice/default/grunt3 voice/default/grunt4 voice/default/grunt5 voice/default/grunt6 }
$random voice/default/lopain { voice/default/lopain1 voice/default/lopain2 voice/default/lopain3 voice/default/lopain4 voice/default/lopain5 }
$random voice/default/pain { voice/default/pain1 voice/default/pain2 voice/default/pain3 voice/default/pain4 voice/default/pain5 }
$random voice/default/hipain { voice/default/hipain1 voice/default/hipain2 voice/default/hipain3 voice/default/hipain4 voice/default/hipain5 }
$random voice/default/death { voice/default/death1 voice/default/death2 voice/default/death3 voice/default/death4 voice/default/death5 }
$playeralias demolitionist neutral *grunt demolitionist/grunt
demolitionist/walk1 sounds/demolitionist/demowalk1.ogg
demolitionist/walk2 sounds/demolitionist/demowalk2.ogg
demolitionist/walk3 sounds/demolitionist/demowalk3.ogg
demolitionist/walk4 sounds/demolitionist/demowalk4.ogg
$random demolitionist/walk { demolitionist/walk1 demolitionist/walk2 demolitionist/walk3 demolitionist/walk4 }
demolitionist/runstart1 sounds/demolitionist/demorunbeg1.ogg
demolitionist/runstart2 sounds/demolitionist/demorunbeg2.ogg
demolitionist/runstart3 sounds/demolitionist/demorunbeg3.ogg
demolitionist/runstart4 sounds/demolitionist/demorunbeg4.ogg
$random demolitionist/runstart { demolitionist/runstart1 demolitionist/runstart2 demolitionist/runstart3 demolitionist/runstart4 }
demolitionist/run1 sounds/demolitionist/demorun1.ogg
demolitionist/run2 sounds/demolitionist/demorun2.ogg
demolitionist/run3 sounds/demolitionist/demorun3.ogg
demolitionist/run4 sounds/demolitionist/demorun4.ogg
$random demolitionist/run { demolitionist/run1 demolitionist/run2 demolitionist/run3 demolitionist/run4 }
demolitionist/runstop1 sounds/demolitionist/demorunstp1.ogg
demolitionist/runstop2 sounds/demolitionist/demorunstp2.ogg
demolitionist/runstop3 sounds/demolitionist/demorunstp3.ogg
demolitionist/runstop4 sounds/demolitionist/demorunstp4.ogg
$random demolitionist/runstop { demolitionist/runstop1 demolitionist/runstop2 demolitionist/runstop3 demolitionist/runstop4 }
demolitionist/jet sounds/demolitionist/demojet.ogg
demolitionist/jetstop sounds/demolitionist/demojetstop.ogg
demolitionist/death1 sounds/demolitionist/demodeath1.ogg
demolitionist/death2 sounds/demolitionist/demodeath2.ogg
demolitionist/death3 sounds/demolitionist/demodeath3.ogg
$random demolitionist/death { demolitionist/death1 demolitionist/death2 demolitionist/death3 }
demolitionist/xdeath1 sounds/demolitionist/demoxdeath1.ogg
demolitionist/xdeath2 sounds/demolitionist/demoxdeath2.ogg
demolitionist/xdeath3 sounds/demolitionist/demoxdeath3.ogg
$random demolitionist/xdeath { demolitionist/xdeath1 demolitionist/xdeath2 demolitionist/xdeath3 }
demolitionist/wdeath1 sounds/demolitionist/demowdeath1.ogg
demolitionist/wdeath2 sounds/demolitionist/demowdeath2.ogg
demolitionist/wdeath3 sounds/demolitionist/demowdeath3.ogg
$random demolitionist/wdeath { demolitionist/wdeath1 demolitionist/wdeath2 demolitionist/wdeath3 }
demolitionist/pain1 sounds/demolitionist/demopain1.ogg
demolitionist/pain2 sounds/demolitionist/demopain2.ogg
demolitionist/pain3 sounds/demolitionist/demopain3.ogg
$random demolitionist/pain { demolitionist/pain1 demolitionist/pain2 demolitionist/pain3 }
demolitionist/hipain1 sounds/demolitionist/demohipain1.ogg
demolitionist/hipain2 sounds/demolitionist/demohipain2.ogg
demolitionist/hipain3 sounds/demolitionist/demohipain3.ogg
$random demolitionist/hipain { demolitionist/hipain1 demolitionist/hipain2 demolitionist/hipain3 }
demolitionist/lopain1 sounds/demolitionist/demolopain1.ogg
demolitionist/lopain2 sounds/demolitionist/demolopain2.ogg
demolitionist/lopain3 sounds/demolitionist/demolopain3.ogg
$random demolitionist/lopain { demolitionist/lopain1 demolitionist/lopain2 demolitionist/lopain3 }
demolitionist/hardland1 sounds/demolitionist/demohland1.ogg
demolitionist/hardland2 sounds/demolitionist/demohland2.ogg
demolitionist/hardland3 sounds/demolitionist/demohland3.ogg
$random demolitionist/hardland { demolitionist/hardland1 demolitionist/hardland2 demolitionist/hardland3 }
demolitionist/swing1 sounds/demolitionist/demoswing1.ogg
demolitionist/swing2 sounds/demolitionist/demoswing2.ogg
demolitionist/swing3 sounds/demolitionist/demoswing3.ogg
$random demolitionist/swing { demolitionist/swing1 demolitionist/swing2 demolitionist/swing3 }
demolitionist/punch1 sounds/demolitionist/demopunch1.ogg
demolitionist/punch2 sounds/demolitionist/demopunch2.ogg
demolitionist/punch3 sounds/demolitionist/demopunch3.ogg
$random demolitionist/punch { demolitionist/punch1 demolitionist/punch2 demolitionist/punch3 }
demolitionist/punchf1 sounds/demolitionist/demopunchf1.ogg
demolitionist/punchf2 sounds/demolitionist/demopunchf2.ogg
demolitionist/punchf3 sounds/demolitionist/demopunchf3.ogg
$random demolitionist/punchf { demolitionist/puncfh1 demolitionist/punchf2 demolitionist/punchf3 }
demolitionist/bump1 sounds/demolitionist/demobump1.ogg
demolitionist/bump2 sounds/demolitionist/demobump2.ogg
demolitionist/bump3 sounds/demolitionist/demobump3.ogg
$random demolitionist/bump { demolitionist/bump1 demolitionist/bump2 demolitionist/bump3 }
explodium/casing1 sounds/explodiumgun/expl_case1.ogg
explodium/casing2 sounds/explodiumgun/expl_case2.ogg
explodium/casing3 sounds/explodiumgun/expl_case3.ogg
explodium/casing4 sounds/explodiumgun/expl_case4.ogg
$random explodium/casing { explodium/casing1 explodium/casing2 explodium/casing3 explodium/casing4 }
explodium/checkout sounds/explodiumgun/expl_checkout.ogg
explodium/fire1 sounds/explodiumgun/expl_fire1.ogg
explodium/fire2 sounds/explodiumgun/expl_fire2.ogg
explodium/fire3 sounds/explodiumgun/expl_fire3.ogg
$random explodium/fire { explodium/fire1 explodium/fire2 explodium/fire3 }
explodium/hit1 sounds/explodiumgun/expl_hit1.ogg
explodium/hit2 sounds/explodiumgun/expl_hit2.ogg
explodium/hit3 sounds/explodiumgun/expl_hit3.ogg
$random explodium/hit { explodium/hit1 explodium/hit2 explodium/hit3 }
explodium/jamitin sounds/explodiumgun/expl_jamitin.ogg
explodium/mag1 sounds/explodiumgun/expl_mag1.ogg
explodium/mag2 sounds/explodiumgun/expl_mag2.ogg
explodium/mag3 sounds/explodiumgun/expl_mag3.ogg
$random explodium/mag { explodium/mag1 explodium/mag2 explodium/mag3 }
explodium/maghit1 sounds/explodiumgun/expl_maghit1.ogg
explodium/maghit2 sounds/explodiumgun/expl_maghit2.ogg
$random explodium/maghit { explodium/maghit1 explodium/maghit2 }
explodium/magin sounds/explodiumgun/expl_magin.ogg
explodium/magout sounds/explodiumgun/expl_magout.ogg
explodium/magpin sounds/explodiumgun/expl_magpin.ogg
explodium/select sounds/explodiumgun/expl_select.ogg
explodium/deselect sounds/explodiumgun/expl_deselect.ogg
explodium/slideback sounds/explodiumgun/expl_slideback.ogg
explodium/slideforward sounds/explodiumgun/expl_slideforward.ogg
explodium/speen sounds/explodiumgun/expl_speen.ogg
explodium/throwmag sounds/explodiumgun/expl_throwmag.ogg
$playersound demolitionist neutral *grunt DSEMPTY
$playeralias demolitionist neutral *pain100 demolitionist/lopain
$playeralias demolitionist neutral *pain75 demolitionist/pain
$playeralias demolitionist neutral *pain50 demolitionist/pain
$playeralias demolitionist neutral *pain25 demolitionist/hipain
$playeralias demolitionist neutral *usefail demolitionist/grunt
$playersound demolitionist neutral *usefail DSEMPTY
$playeralias demolitionist neutral *death demolitionist/death
$playeralias demolitionist neutral *xdeath demolitionist/death
$playeralias demolitionist neutral *gibbed demolitionist/death
$playeralias demolitionist neutral *xdeath demolitionist/xdeath
$playeralias demolitionist neutral *gibbed demolitionist/xdeath
$playeralias demolitionist neutral *wimpydeath demolitionist/wdeath
$playersound demolitionist neutral *land DSEMPTY
$playersound demolitionist neutral *falling DSEMPTY
$playersound demolitionist neutral *puzzfail DSEMPTY
$alias misc/keytry DSEMPTY

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