Revert "Pistol start tweaks."
This reverts commit 564c99782a.
This actually doesn't work that well, so return to the original method.
This commit is contained in:
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0fbbb91b8e
commit
92f59e4449
16 changed files with 41 additions and 86 deletions
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@ -249,9 +249,9 @@ TOOLTIP_SWWM_SWAPWEAPONS = "Allow only one weapon per slot (excluding Deep Impac
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TOOLTIP_SWWM_FORCESTATS = "Shows map statistics in the HUD even when the automap isn't open.";
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TOOLTIP_SWWM_FUNTRAILS = "Recolors the trails left by slot 5 weapon projectiles.";
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TOOLTIP_SWWM_PS_FULLRESET = "Clears your entire inventory, excluding collectibles. May include score reset if enabled separately.";
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TOOLTIP_SWWM_PS_RESETAMMO = "Resets all your carried ammo, including what is loaded into your weapons.";
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TOOLTIP_SWWM_PS_RESETITEMS = "Removes all usable items from your inventory.";
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TOOLTIP_SWWM_PS_RESETHEALTH = "Resets your health back to 100%, and removes all equipped armor.";
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TOOLTIP_SWWM_PS_RESETAMMO = "Clears all your carried ammo, excluding what is already loaded into your weapons.";
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TOOLTIP_SWWM_PS_RESETITEMS = "Clears all your carried items that aren't weapons or ammo. Excludes equipped armor.";
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TOOLTIP_SWWM_PS_RESETHEALTH = "Sets your health back to 100%, and removes all equipped armor.";
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TOOLTIP_SWWM_DRLASKILL = "[DRLA Monsters] Sets the skill level for enemy spawns.";
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TOOLTIP_SWWM_ITEMSPARKLES = "Nearby items will have particles around them, as a visual aid.";
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TOOLTIP_SWWM_SINGLEFIRST = "For weapons that have dual-wield variants, enabling this will always select the single weapon first.";
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@ -247,8 +247,8 @@ TOOLTIP_SWWM_SWAPWEAPONS = "Permite solo un arma por puesto (excluyendo Deep Imp
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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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TOOLTIP_SWWM_FUNTRAILS = "Recolorea los rastros dejados por proyectiles de armas de ranura 5.";
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TOOLTIP_SWWM_PS_FULLRESET = "Vacía todo tu inventario, excluyendo coleccionables. Puede incluir el reseteo de puntos si está activado.";
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TOOLTIP_SWWM_PS_RESETAMMO = "Resetea toda la munición que llevas, incluyendo la que esté cargada en tus armas.";
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TOOLTIP_SWWM_PS_RESETITEMS = "Quita todos los ítems usables del inventario.";
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TOOLTIP_SWWM_PS_RESETAMMO = "Vacía toda la munición que llevas, excluyendo la que ya esté cargada en tus armas.";
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TOOLTIP_SWWM_PS_RESETITEMS = "Vacía todos los ítems que llevas que no sean armas o munición. Excluye la armadura equipada.";
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TOOLTIP_SWWM_PS_RESETHEALTH = "Resetea tu salud de vuelta al 100%, y quita toda la armadura equipada.";
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TOOLTIP_SWWM_DRLASKILL = "[DRLA Monsters] Elige el nivel de dificultad para spawns de enemigos.";
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TOOLTIP_SWWM_ITEMSPARKLES = "Los ítems cercanos tendrán partículas alrededor, para mejor visibilidad.";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r558 \cu(Sat 8 Oct 15:55:42 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r558 \cu(2022-10-08 15:55:42)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r559 \cu(Sat 8 Oct 17:47:35 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r559 \cu(2022-10-08 17:47:35)\c-";
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@ -216,8 +216,6 @@ Class MisterRifle : SWWMWeapon
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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firemode = 0;
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// no round in the chamber
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chambered = false;
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fired = false;
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@ -368,8 +368,6 @@ Class Quadravol : SWWMWeapon
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{
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charged = false;
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chambered = false;
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chargelevel = 0;
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onehand = false;
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clipcount = default.AmmoGive1; // match the ammo that the pickup should give
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}
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@ -480,7 +480,6 @@ Class CandyGunSpares : SWWMAmmo
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let spare = Inventory(Spawn('CandyGun',Owner.Pos,NO_REPLACE));
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if ( !spare ) return null;
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// spare with empty mag
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CandyGun(spare).bInitialized = true;
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CandyGun(spare).AmmoGive1 = 0;
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CandyGun(spare).clipcount = 0;
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CandyGun(spare).chambered = false;
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@ -2005,29 +2005,30 @@ Class SWWMUtility
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p.health = p.mo.Health = p.mo.SpawnHealth();
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}
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// resets all carried ammo to its backpack give amount
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// sets all carried ammo back to zero
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// resets hammerspace capacity
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// re-initializes any carried weapons
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static play void ResetAmmo( Actor mo )
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{
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PlayerInfo p = mo.player;
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if ( !p || !p.mo ) return;
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for ( Inventory i=p.mo.inv; i; i=i.inv )
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{
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if ( i is 'Ammo' )
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if ( (i is 'Ammo') || (i is 'MagAmmo') )
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{
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i.Amount = Ammo(i).BackpackAmount;
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i.MaxAmount = i.default.MaxAmount;
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}
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else if ( i is 'MagAmmo' )
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{
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i.Amount = MagAmmo(i).BackpackAmount;
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i.MaxAmount = i.default.MaxAmount;
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}
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else if ( i is 'HammerspaceEmbiggener' )
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i.Amount = 0;
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else if ( i is 'SWWMWeapon' )
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SWWMWeapon(i).InitializeWeapon();
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i.MaxAmount = i.default.MaxAmount;
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}
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if ( i is 'HammerspaceEmbiggener' )
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i.Amount = 0;
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}
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// also gives back any ammo from carried weapons (provided they don't have NOFIRSTGIVE)
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for ( Inventory i=p.mo.inv; i; i=i.inv )
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{
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if ( !(i is 'Weapon') ) continue;
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let w = Weapon(i);
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if ( (w is 'SWWMWeapon') && SWWMWeapon(w).bNOFIRSTGIVE ) continue;
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if ( w.Ammo1 ) w.Ammo1.Amount = min(w.Ammo1.MaxAmount,w.Ammo1.Amount+w.AmmoGive1);
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if ( w.Ammo2 && (w.Ammo2 != w.Ammo1) ) w.Ammo2.Amount = min(w.Ammo2.MaxAmount,w.Ammo2.Amount+w.AmmoGive2);
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}
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}
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@ -9,6 +9,24 @@ Class Wallbuster : SWWMWeapon
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int whichspin;
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transient bool cancelreload;
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override void DoEffect()
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{
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Super.DoEffect();
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// push back selection order if weapon is unloaded
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if ( !bInitialized )
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{
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SelectionOrder = default.SelectionOrder;
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return;
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}
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for ( int i=0; i<25; i++ )
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{
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if ( !loaded[i] || fired[i] ) continue;
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SelectionOrder = default.SelectionOrder;
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return;
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}
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SelectionOrder = 1400;
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}
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override bool ReportHUDAmmo()
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{
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for ( int i=0; i<25; i++ ) if ( loaded[i] && !fired[i] ) return true;
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@ -30,8 +48,6 @@ Class Wallbuster : SWWMWeapon
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loaded[i] = (i<5);
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for ( int i=0; i<25; i++ )
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fired[i] = false;
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for ( int i=0; i<6; i++ )
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rotation[i] = 0;
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}
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action void A_CBTFlash( StateLabel flashlabel = null, int index = 0 )
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{
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@ -225,14 +225,6 @@ Class Eviscerator : SWWMWeapon
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s.speed *= .1;
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}
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override void InitializeWeapon()
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{
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extended = false;
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chambered = false;
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pendingload = false;
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loadtics = 0;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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@ -175,14 +175,6 @@ Class Ynykron : SWWMWeapon
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return Super.PickupForAmmoSWWM(ownedWeapon);
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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chargestate = CS_IDLE;
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chargelevel = 0;
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inverted = false;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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@ -304,11 +304,6 @@ Class DeepImpact : SWWMWeapon
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A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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@ -76,13 +76,9 @@ Class Spreadgun : SWWMWeapon
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override void DoEffect()
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{
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Super.DoEffect();
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// push back selection order if a golden shell is loaded (or golden shells are the only available ammo)
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if ( bInitialized && ((chambered && !fired && goldload) || ((Ammo1.Amount <= 0) && (Ammo2.Amount > 0))) )
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{
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SelectionOrder = 1500;
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return;
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}
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SelectionOrder = default.SelectionOrder;
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// push back selection order if weapon is unloaded (or has a golden shell loaded)
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if ( !bInitialized ) SelectionOrder = default.SelectionOrder;
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else SelectionOrder = (chambered&&!fired&&!goldload)?default.SelectionOrder:1500;
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}
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override bool ReportHUDAmmo()
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@ -149,12 +149,6 @@ Class Sparkster : SWWMWeapon
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A_StartSound("biospark/fail",CHAN_WEAPON,CHANF_OVERLAP);
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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doublestacc = false;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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@ -316,12 +316,6 @@ Class ExplodiumGun : SWWMWeapon
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A_ChangeModel("",1,"","",0,"models","DemoTags"..colname..".png",CMDL_USESURFACESKIN,-1);
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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chambered = false;
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}
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Default
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{
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Tag "$T_EXPLODIUM";
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@ -769,12 +763,6 @@ Class DualExplodiumGun : SWWMWeapon
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A_ChangeModel("",3,"","",0,"models","DemoTags"..colname..".png",CMDL_USESURFACESKIN,-1);
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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chambered = false;
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}
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Default
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{
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Tag "$T_EXPLODIUM2";
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@ -344,7 +344,6 @@ Class CandyGun : SWWMWeapon
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let spare = Inventory(Spawn('CandyGun',Owner.Pos,NO_REPLACE));
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if ( !spare ) return null;
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// spare with empty mag
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CandyGun(spare).bInitialized = true;
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CandyGun(spare).AmmoGive1 = 0;
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CandyGun(spare).clipcount = 0;
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CandyGun(spare).chambered = false;
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@ -358,12 +357,6 @@ Class CandyGun : SWWMWeapon
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return Super.CreateTossable(amt);
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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chambered = false;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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@ -711,13 +711,6 @@ Class SilverBullet : SWWMWeapon
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return good;
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}
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override void InitializeWeapon()
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{
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clipcount = default.clipcount;
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chambered = false;
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fired = false;
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}
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override void MarkPrecacheSounds()
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{
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Super.MarkPrecacheSounds();
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