Push to master all the current WIP stuff in 0.9.11b:

- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
This commit is contained in:
Mari the Deer 2020-10-20 11:37:14 +02:00
commit eb2ee7b29f
42558 changed files with 4995 additions and 1976 deletions

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@ -3,4 +3,32 @@
Class BlackfireIgniter : SWWMWeapon
{
int clipcount;
bool hasaux;
int auxclipcount;
Property ClipCount : clipcount;
Default
{
Tag "$T_BLACKFIRE";
Inventory.PickupMessage "$T_BLACKFIRE";
Obituary "$O_BLACKFIRE";
Inventory.Icon "graphics/HUD/Icons/W_Blackfire.png";
Weapon.SlotNumber 7;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 550;
Weapon.AmmoType1 "DarkCanister";
Weapon.AmmoGive1 1;
SWWMWeapon.DropAmmoType "DarkCanister";
BlackfireIgniter.ClipCount 100;
Stamina 220000;
+SWWMWEAPON.NOFIRSTGIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

View file

@ -2,52 +2,291 @@
Class SMW05Ammo : Ammo
{
Mixin SWWMShellAmmo;
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_SMW05BULLET";
Stamina 300;
Inventory.Icon "graphics/HUD/Icons/A_SMW05Ammo.png";
Inventory.Amount 1;
Inventory.MaxAmount 120;
Ammo.BackpackAmount 6;
Ammo.DropAmount 6;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SMW05SmallAmmo : SMW05Ammo
{
Default
{
Inventory.Amount 6;
}
}
Class SMW05BigAmmo : SMW05Ammo
{
Default
{
Inventory.Amount 30;
}
}
Class SheenAmmo : Ammo
{
Mixin SWWMShellAmmo;
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_SHEENBULLET";
Stamina 400;
Inventory.Icon "graphics/HUD/Icons/A_SheenAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 600;
Ammo.BackpackAmount 50;
Ammo.DropAmount 100;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SheenSmallAmmo: SheenAmmo
{
Default
{
Inventory.Amount 50;
}
}
Class SheenBigAmmo : SheenAmmo
{
Default
{
Inventory.Amount 200;
}
}
Class QuadravolAmmo : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_QUADAMMO";
Inventory.PickupMessage "$T_QUADAMMO";
Stamina 10000;
Inventory.Icon "graphics/HUD/Icons/A_QuadAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 6;
Ammo.BackpackAmount 1;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class QuadravolPack : QuadravolAmmo
Class QuadravolAmmoBundleSpawn : Actor
{
override void PostBeginPlay()
{
if ( bCOUNTSECRET ) level.total_secrets--;
int bnd = Random[Bundle](2,3);
for ( int i=0; i<3; i++ )
{
let a = Spawn("QuadravolAmmo",Vec3Angle(6,i*(360/bnd)));
a.special = special;
a.angle = i*(360/bnd);
a.FloatBobPhase = FloatBobPhase;
for ( int j=0; j<5; j++ ) a.args[j] = args[j];
if ( bCOUNTSECRET )
{
a.bCOUNTSECRET = true;
level.total_secrets++;
}
}
Destroy();
}
}
Class DarkCanister : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_DARKAMMO";
Inventory.PickupMessage "$T_DARKAMMO";
Stamina 20000;
Inventory.Icon "graphics/HUD/Icons/A_DarkAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 5;
Ammo.BackpackAmount 1;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class EMPCore : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_EMPCORE";
Inventory.PickupMessage "$T_EMPCORE";
Stamina 60000;
Inventory.Icon "graphics/HUD/Icons/A_EMPCore.png";
Inventory.Amount 1;
Inventory.MaxAmount 10;
Ammo.BackpackAmount 0;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class EMPCoreBundleSpawn : Actor
{
override void PostBeginPlay()
{
if ( bCOUNTSECRET ) level.total_secrets--;
int bnd = Random[Bundle](2,3);
for ( int i=0; i<3; i++ )
{
let a = Spawn("EMPCore",Vec3Angle(6,i*(360/bnd)));
a.special = special;
a.angle = i*(360/bnd);
a.FloatBobPhase = FloatBobPhase;
for ( int j=0; j<5; j++ ) a.args[j] = args[j];
if ( bCOUNTSECRET )
{
a.bCOUNTSECRET = true;
level.total_secrets++;
}
}
Destroy();
}
}
Class RayBolt : MagAmmo
{
Default
{
Tag "$T_RAYBOLT";
Inventory.PickupMessage "$T_RAYBOLT";
Inventory.Icon "graphics/HUD/Icons/A_RayBolt.png";
MagAmmo.ParentAmmo "RayAmmo";
MagAmmo.ClipSize 20;
Inventory.MaxAmount 40;
Inventory.InterHubAmount 40;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class RayAmmo : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_RAYAMMO";
Inventory.PickupMessage "$T_RAYAMMO";
Stamina 150000;
Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png";
Inventory.Amount 1;
Inventory.MaxAmount 4;
Ammo.BackpackAmount 0;
Ammo.DropAmount 1;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class RayBattery : Ammo
{
Mixin SWWMAmmo;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Default
{
Tag "$T_RAYBATTERY";
Inventory.PickupMessage "$T_RAYBATTERY";
Stamina 320000;
Inventory.Icon "graphics/HUD/Icons/A_RayBattery.png";
Inventory.Amount 1;
Inventory.MaxAmount 2;
Inventory.PickupFlash "SWWMPickupFlash";
Ammo.BackpackAmount 0;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
+FLOATBOB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,22 @@
Class ItamexHammer : SWWMWeapon
{
Default
{
Tag "$T_HAMMER";
Inventory.PickupMessage "$I_HAMMER";
Obituary "$O_HAMMER";
Inventory.Icon "graphics/HUD/Icons/W_ItamexHammer.png";
Weapon.SlotNumber 1;
Weapon.SlotPriority 3.;
Weapon.SelectionOrder 1200;
Stamina 9000;
+WEAPON.MELEEWEAPON;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,25 @@
Class HeavyMahSheenGun : SWWMWeapon
{
Default
{
Tag "$T_SHEENHMG";
Inventory.PickupMessage "$I_SHEENHMG";
Obituary "$O_SHEENHMG";
Inventory.Icon "graphics/HUD/Icons/W_SheenHMG.png";
Weapon.SlotNumber 5;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 100;
Weapon.AmmoType1 "SheenAmmo";
Weapon.AmmoGive1 200;
SWWMWeapon.DropAmmoType "SheenAmmo";
Stamina 100000;
+SWWMWEAPON.NOFIRSTGIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,32 @@
Class Quadravol : SWWMWeapon
{
int clipcount;
int extracharge;
Property ClipCount : clipcount;
Default
{
Tag "$T_QUADRAVOL";
Inventory.PickupMessage "$I_QUADRAVOL";
Obituary "$O_QUADRAVOL";
Inventory.Icon "graphics/HUD/Icons/W_Quadravol.png";
Weapon.SlotNumber 6;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 650;
Weapon.AmmoType1 "QuadAmmo";
Weapon.AmmoGive1 1;
SWWMWeapon.DropAmmoType "QuadAmmo";
Quadravol.ClipCount 10;
Stamina 80000;
+SWWMWEAPON.NOFIRSTGIVE;
+WEAPON.EXPLOSIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,29 @@
Class PuntzerBeta : SWWMWeapon
{
int bullets[6];
int rotation;
bool initialized;
Default
{
Tag "$T_PUNTZERBETA";
Inventory.PickupMessage "$I_PUNTZERBETA";
Obituary "$O_PUNTZERBETA";
Inventory.Icon "graphics/HUD/Icons/W_PuntzerBeta.png";
Weapon.SlotNumber 3;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 450;
Weapon.AmmoType1 "SMW05Ammo";
Weapon.AmmoGive1 6;
SWWMWeapon.DropAmmoType "SMW05Ammo";
Stamina 10000;
+SWWMWEAPON.NOFIRSTGIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,31 @@
Class PuntzerGamma : SWWMWeapon
{
int ClipCount;
bool chambered;
Property ClipCount : ClipCount;
Default
{
Tag "$T_PUNTZERGAMMA";
Inventory.PickupMessage "$I_PUNTZERGAMMA";
Obituary "$O_PUNTZERGAMMA";
Inventory.Icon "graphics/HUD/Icons/W_PuntzerGamma.png";
Weapon.SlotNumber 4;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 200;
PuntzerGamma.ClipCount 30;
Weapon.AmmoType1 "SMW05Ammo";
Weapon.AmmoGive1 30;
SWWMWeapon.DropAmmoType "SMW05Ammo";
Stamina 30000;
+SWWMWEAPON.NOFIRSTGIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,38 @@
Class RayKhom : SWWMWeapon
{
int clipcount, clipcount2;
bool chambered;
Property ClipCount : clipcount;
Property ClipCount2 : clipcount2;
Default
{
Tag "$T_RAYKHOM";
Inventory.PickupMessage "$T_RAYKHOM";
Obituary "$O_RAYKHOM";
Inventory.Icon "graphics/HUD/Icons/W_RayKhom.png";
Weapon.SlotNumber 9;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 750;
Weapon.AmmoType1 "RayAmmo";
Weapon.AmmoGive1 1;
Weapon.AmmoType2 "RayBattery";
Weapon.AmmoGive2 0;
SWWMWeapon.DropAmmoType "RayAmmo";
RayKhom.ClipCount 20;
RayKhom.ClipCount2 500;
Stamina 1600000;
+SWWMWEAPON.NOFIRSTGIVE;
+WEAPON.PRIMARY_USES_BOTH;
+WEAPON.EXPLOSIVE;
+WEAPON.BFG;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}

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@ -3,4 +3,34 @@
Class EMPCarbine : SWWMWeapon
{
int clipcount;
bool chambered;
bool initialized;
Property ClipCount : clipcount;
Default
{
Tag "$T_EMPCARBINE";
Inventory.PickupMessage "$I_EMPCARBINE";
Obituary "$O_EMPCARBINE";
Inventory.Icon "graphics/HUD/Icons/W_EMPCarbine.png";
Weapon.SlotNumber 8;
Weapon.SlotPriority 2.;
Weapon.SelectionOrder 850;
Weapon.AmmoType1 "EMPCore";
Weapon.AmmoGive1 1;
SWWMWeapon.DropAmmoType "EMPCore";
EMPCarbine.ClipCount 4;
Stamina 500000;
+SWWMWEAPON.NOFIRSTGIVE;
+WEAPON.EXPLOSIVE;
+WEAPON.ALT_AMMO_OPTIONAL;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}