An important rewrite that was a long time coming.
First, a message: There is a time and a place for everything, and understanding what is and is not appropriate is a fundamental aspect of how one should behave in society. I must take steps in correcting my behavior, how I act both through my interactions with others and through my own creations as well. While this is only one step in a very, very long road, it is hopefully a step in the right direction. Various aspects of the story and lore, dialogues, character interactions, etc. have been sanitized to be less explicit. I cannot in good conscience have something like this in a project I'm creating, especially one with such a broad audience as the one it has garnered. A couple other things have been removed, such as direct references to problematic media, and I've decided to forego the H-Doom compatibility that was added "as a joke". These changes will also be later applied to the side mods as well. Should I have still missed anything, I please ask that people notify me and I will address it as soon as I possibly can. Furthermore, if any of the people still credited in this mod wish to have their name and anything they contributed removed from it, I will do so.
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parent
63a97973b1
commit
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280 changed files with 1332 additions and 1357 deletions
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@ -13,14 +13,13 @@
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Class SWWMBrutalHandler : StaticEventHandler
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{
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ui int timer;
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ui TextureID scr;
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ui TextureID scr[85];
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bool detected;
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String which, whichshort;
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override void OnRegister()
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{
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if ( swwm_iseriouslywanttoplaythiswithbd )
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return;
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// check for brutal doom
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foreach ( cls:AllActorClasses )
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{
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if ( cls.GetClassName() == "BDoomer" )
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@ -35,21 +34,22 @@ Class SWWMBrutalHandler : StaticEventHandler
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which = "Project Brutality";
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whichshort = "PB";
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}
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if ( detected ) break;
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if ( !detected ) continue;
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let shnd = SWWMStaticHandler(StaticEventHandler.Find("SWWMStaticHandler"));
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shnd.isbd = true;
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shnd.bdname = which;
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Console.Printf(
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"\cx┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┓\c-\n"
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"\cx┃ \cfIf you have "..whichshort.." on your autoload you really shouldn't. \cx┃\c-\n"
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"\cx┃ \cfIf you manually loaded it with this mod, why would you? \cx┃\c-\n"
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"\cx┃ \cfThey're not compatible and never will be. \cx┃\c-\n"
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"\cx┃ \cfThis mod will now shit the bed once you go in-game, \cx┃\c-\n"
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"\cx┃ \cfand trust me, it's better this way. \cx┃\c-\n"
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"\cx┃ \cf<See you again, have a nice day> \cx┃\c-\n"
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"\cx┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┛\c-");
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S_StartSound("compat/warn",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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break;
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}
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if ( !detected )
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return;
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SetRandomSeed[bdscreen](Random[bdscreen]()+consoleplayer+MSTime());
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Console.Printf(
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"\cx┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┓\c-\n"
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"\cx┃ \cfIf you have "..whichshort.." on your autoload you really shouldn't. \cx┃\c-\n"
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"\cx┃ \cfIf you manually loaded it with this mod, why would you? \cx┃\c-\n"
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"\cx┃ \cfThey're not compatible and never will be. \cx┃\c-\n"
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"\cx┃ \cfThis mod will now shit the bed once you go in-game, \cx┃\c-\n"
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"\cx┃ \cfand trust me, it's better this way. \cx┃\c-\n"
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"\cx┃ \cf<See you again, have a nice day> \cx┃\c-\n"
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"\cx┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┛\c-");
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S_StartSound("compat/warn",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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override void WorldLoaded( WorldEvent e )
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@ -61,18 +61,26 @@ Class SWWMBrutalHandler : StaticEventHandler
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override void UiTick()
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{
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if ( !detected ) return;
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if ( gamestate == GS_LEVEL )
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if ( !detected || (gamestate != GS_LEVEL) )
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{
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if ( timer == 1 )
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{
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S_StartSound("brutal/ezmodo",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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S_StartSound("brutal/ezmodo",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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else if ( timer == 350 ) ThrowAbortException("This manual abort is for your own safety");
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timer++;
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timer = 0;
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return;
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}
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else timer = 0;
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if ( timer == 35 )
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{
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S_StartSound("misc/spawn",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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S_StartSound("misc/spawn",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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else if ( timer == 140 )
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{
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for ( int i=0; i<85; i++ )
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scr[i] = TexMan.CheckForTexture(String.Format("graphics/BDScreen/BDSCR%03d.jpg",i+1));
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S_ChangeMusic("",force:true);
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S_StartSound("brutal/bdscreen",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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S_StartSound("brutal/bdscreen",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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else if ( timer == 484 ) ThrowAbortException("This manual abort is for your own safety");
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timer++;
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}
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override void WorldTick()
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@ -84,19 +92,16 @@ Class SWWMBrutalHandler : StaticEventHandler
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override void RenderOverlay( RenderEvent e )
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{
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if ( !detected ) return;
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if ( !scr ) scr = TexMan.CheckForTexture("graphics/bdscreen.png");
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Screen.Dim("Red",(timer/350.)-.2,0,0,Screen.GetWidth(),Screen.GetHeight());
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double ar = Screen.GetAspectRatio();
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Vector2 tsize = TexMan.GetScaledSize(scr);
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Vector2 vsize = (Screen.GetWidth(),Screen.GetHeight());
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if ( (tsize.x > vsize.x) || (tsize.y > vsize.y) )
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if ( timer < 35 ) return;
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Screen.Dim("Black",clamp(((timer+e.fractic)-35.)/70.,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight());
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if ( timer < 140 )
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{
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double sar = tsize.x/tsize.y;
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if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
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else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
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else vsize = tsize;
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String str = "Can I run this with \cg"..which.."\c-?";
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Screen.DrawText(bigfont,Font.CR_WHITE,(Screen.GetWidth()-bigfont.StringWidth(str)*CleanXFac_1)/2,(Screen.GetHeight()-bigfont.GetHeight()*CleanYFac_1)/2,str,DTA_CleanNoMove_1,true);
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return;
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}
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Screen.DrawTexture(scr,false,(vsize.x-tsize.x)/2.+FRandom[bdscreen](-1,1)*max(timer-40,0)**3*.000003,(vsize.y-tsize.y)/2.+FRandom[bdscreen](-1,1)*max(timer-40,0)**3*.000003,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,min(1.,timer/50.));
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Screen.Dim("Red",(timer/70.)-3.5,0,0,Screen.GetWidth(),Screen.GetHeight());
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int frameno = clamp((timer-140)/4,0,84);
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double scl = max(floor(Screen.GetWidth()/320.),1.);
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Screen.DrawTexture(scr[frameno],false,(Screen.GetWidth()-320*scl)/2,(Screen.GetHeight()-132*scl)/2,DTA_ScaleX,scl,DTA_ScaleY,scl);
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}
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}
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