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.
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6988a9c1a2
commit
da9086d253
16 changed files with 103 additions and 92 deletions
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@ -565,7 +565,7 @@ Class SWWMHandler : EventHandler
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hnd.oneliner = String.Format("$SWWM_SUBS_%s_%s%d",voicetype.MakeUpper(),type.MakeUpper(),whichline);
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hnd.onelinersnd = String.Format("voice/%s/%s%d",voicetype,type,whichline);
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hnd.onelinertic = gametic+delay;
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hnd.onelinerspan = int(S_GetLength(hnd.onelinersnd)*Thinker.TICRATE);
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hnd.onelinerspan = int(S_GetLength(hnd.onelinersnd)*GameTicRate);
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hnd.onelinerlevel = level;
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return hnd.onelinertic+hnd.onelinerspan;
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}
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@ -1545,7 +1545,7 @@ Class SWWMHandler : EventHandler
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if ( e.Thing.IsFriend(src) || (!e.Thing.default.bCountKill && !(e.Thing is 'ScriptedMarine')) )
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return;
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int pnum = src.PlayerNumber();
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if ( level.maptime < (lastkill[pnum]+5*Thinker.TICRATE) )
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if ( level.maptime < (lastkill[pnum]+5*GameTicRate) )
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multilevel[pnum]++;
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else multilevel[pnum] = 0;
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if ( s && (multilevel[pnum]+1 > s.mkill) )
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@ -3339,7 +3339,7 @@ Class SWWMHandler : EventHandler
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{
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Shader.SetEnabled(p,"RagekitShader",false);
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Shader.SetEnabled(p,"RagekitAltShader",true);
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Shader.SetUniform1f(p,"RagekitAltShader","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"RagekitAltShader","timer",(gametic+e.FracTic)/GameTicRate);
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double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.;
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Shader.SetUniform1f(p,"RagekitAltShader","xtrastr",xstrastr**2.);
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}
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@ -3347,7 +3347,7 @@ Class SWWMHandler : EventHandler
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{
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Shader.SetEnabled(p,"RagekitAltShader",false);
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Shader.SetEnabled(p,"RagekitShader",true);
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Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/GameTicRate);
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double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.;
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Shader.SetUniform1f(p,"RagekitShader","xtrastr",xstrastr**2.);
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}
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@ -3372,7 +3372,7 @@ Class SWWMHandler : EventHandler
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if ( pc && coat && useshaders.GetBool() )
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{
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Shader.SetEnabled(p,"BarrierShader",true);
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Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/GameTicRate);
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}
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else Shader.SetEnabled(p,"BarrierShader",false);
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if ( pc && (mo is 'Demolitionist') && useshaders.GetBool() )
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@ -3381,7 +3381,7 @@ Class SWWMHandler : EventHandler
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if ( demo.lastunder == Demolitionist.UNDER_WATER )
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{
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Shader.SetEnabled(p,"WaterWarp",true);
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Shader.SetUniform1f(p,"WaterWarp","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"WaterWarp","timer",(gametic+e.FracTic)/GameTicRate);
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Shader.SetUniform1f(p,"WaterWarp","dfact",coat?.25:1.);
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Shader.SetUniform3f(p,"WaterWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
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@ -3390,7 +3390,7 @@ Class SWWMHandler : EventHandler
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if ( demo.lastunder == Demolitionist.UNDER_LAVA )
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{
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Shader.SetEnabled(p,"LavaWarp",true);
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Shader.SetUniform1f(p,"LavaWarp","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"LavaWarp","timer",(gametic+e.FracTic)/GameTicRate);
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Shader.SetUniform1f(p,"LavaWarp","dfact",coat?.25:1.);
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Shader.SetUniform3f(p,"LavaWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
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}
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@ -3398,7 +3398,7 @@ Class SWWMHandler : EventHandler
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if ( demo.lastunder == Demolitionist.UNDER_SLIME )
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{
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Shader.SetEnabled(p,"SlimeWarp",true);
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Shader.SetUniform1f(p,"SlimeWarp","timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"SlimeWarp","timer",(gametic+e.FracTic)/GameTicRate);
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Shader.SetUniform1f(p,"SlimeWarp","dfact",coat?.25:1.);
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Shader.SetUniform3f(p,"SlimeWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.));
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}
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@ -3410,8 +3410,8 @@ Class SWWMHandler : EventHandler
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Shader.SetEnabled(p,"Grain",noiz>0);
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if ( noiz > 0 )
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{
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Shader.SetUniform1f(p,"Glitch","Timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"Grain","Timer",(gametic+e.FracTic)/Thinker.TICRATE);
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Shader.SetUniform1f(p,"Glitch","Timer",(gametic+e.FracTic)/GameTicRate);
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Shader.SetUniform1f(p,"Grain","Timer",(gametic+e.FracTic)/GameTicRate);
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Shader.SetUniform1f(p,"Grain","ni",noiz);
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noiz = min(lastdmg*.08*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.8);
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Shader.SetUniform1f(p,"Glitch","str1",noiz);
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