Small things.

- Swap all instances of Thinker.TICRATE with the GameTicRate global.
 - Force intermission counters to be enabled (fuck Heretic).
 - Add two more achievements to be used.
This commit is contained in:
Mari the Deer 2021-01-26 15:20:34 +01:00
commit da9086d253
16 changed files with 103 additions and 92 deletions

View file

@ -565,7 +565,7 @@ Class SWWMHandler : EventHandler
hnd.oneliner = String.Format("$SWWM_SUBS_%s_%s%d",voicetype.MakeUpper(),type.MakeUpper(),whichline);
hnd.onelinersnd = String.Format("voice/%s/%s%d",voicetype,type,whichline);
hnd.onelinertic = gametic+delay;
hnd.onelinerspan = int(S_GetLength(hnd.onelinersnd)*Thinker.TICRATE);
hnd.onelinerspan = int(S_GetLength(hnd.onelinersnd)*GameTicRate);
hnd.onelinerlevel = level;
return hnd.onelinertic+hnd.onelinerspan;
}
@ -1545,7 +1545,7 @@ Class SWWMHandler : EventHandler
if ( e.Thing.IsFriend(src) || (!e.Thing.default.bCountKill && !(e.Thing is 'ScriptedMarine')) )
return;
int pnum = src.PlayerNumber();
if ( level.maptime < (lastkill[pnum]+5*Thinker.TICRATE) )
if ( level.maptime < (lastkill[pnum]+5*GameTicRate) )
multilevel[pnum]++;
else multilevel[pnum] = 0;
if ( s && (multilevel[pnum]+1 > s.mkill) )
@ -3339,7 +3339,7 @@ Class SWWMHandler : EventHandler
{
Shader.SetEnabled(p,"RagekitShader",false);
Shader.SetEnabled(p,"RagekitAltShader",true);
Shader.SetUniform1f(p,"RagekitAltShader","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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.);
}
@ -3347,7 +3347,7 @@ Class SWWMHandler : EventHandler
{
Shader.SetEnabled(p,"RagekitAltShader",false);
Shader.SetEnabled(p,"RagekitShader",true);
Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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.);
}
@ -3372,7 +3372,7 @@ Class SWWMHandler : EventHandler
if ( pc && coat && useshaders.GetBool() )
{
Shader.SetEnabled(p,"BarrierShader",true);
Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/GameTicRate);
}
else Shader.SetEnabled(p,"BarrierShader",false);
if ( pc && (mo is 'Demolitionist') && useshaders.GetBool() )
@ -3381,7 +3381,7 @@ Class SWWMHandler : EventHandler
if ( demo.lastunder == Demolitionist.UNDER_WATER )
{
Shader.SetEnabled(p,"WaterWarp",true);
Shader.SetUniform1f(p,"WaterWarp","timer",(gametic+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"WaterWarp","timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"WaterWarp","dfact",coat?.25:1.);
Shader.SetUniform3f(p,"WaterWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
@ -3390,7 +3390,7 @@ Class SWWMHandler : EventHandler
if ( demo.lastunder == Demolitionist.UNDER_LAVA )
{
Shader.SetEnabled(p,"LavaWarp",true);
Shader.SetUniform1f(p,"LavaWarp","timer",(gametic+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"LavaWarp","timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"LavaWarp","dfact",coat?.25:1.);
Shader.SetUniform3f(p,"LavaWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
}
@ -3398,7 +3398,7 @@ Class SWWMHandler : EventHandler
if ( demo.lastunder == Demolitionist.UNDER_SLIME )
{
Shader.SetEnabled(p,"SlimeWarp",true);
Shader.SetUniform1f(p,"SlimeWarp","timer",(gametic+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"SlimeWarp","timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"SlimeWarp","dfact",coat?.25:1.);
Shader.SetUniform3f(p,"SlimeWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
}
@ -3410,8 +3410,8 @@ Class SWWMHandler : EventHandler
Shader.SetEnabled(p,"Grain",noiz>0);
if ( noiz > 0 )
{
Shader.SetUniform1f(p,"Glitch","Timer",(gametic+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"Grain","Timer",(gametic+e.FracTic)/Thinker.TICRATE);
Shader.SetUniform1f(p,"Glitch","Timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"Grain","Timer",(gametic+e.FracTic)/GameTicRate);
Shader.SetUniform1f(p,"Grain","ni",noiz);
noiz = min(lastdmg*.08*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.8);
Shader.SetUniform1f(p,"Glitch","str1",noiz);