As of this commit, do not consider the experience when playing that new
expansion to be complete. I've only partially written some of the mission texts
and rudimentarily enhanced some boss fights.
Currently there is one major limitation in that the intermission texts cannot
be replaced, as they're hardcoded inside the UMAPINFO. I don't know if I can
work around that.
- Try to get rid of all implicit casts from string to name, color or class.
- Use FindClass where needed.
- Used a map in a case where a dictionary was unneeded.
- Use new bounce flags where needed.
- Replace Legacy of Rust weapons/ammo.
+ Invinciball activation now voiced by Demo (thanks, Vyolette).
+ Retooled exit line merging (should fix those pesky duplicate exit markers).
Note: Oneliners for the Eviternity 2 final boss are not voiced yet.
That is, remove code for closing menus with the key that's bound to open them.
As it turns out, UIEvent.keystring isn't 1:1 with key binds for a command.
This SEEMINGLY worked since the Demolitionist Menu is by default bound to Q,
and pressing Q does send an UIEvent to the menu with the string "Q". But if,
for example, the menu had been bound to Tab, this would fall apart because then
the key string sent is " " (a literal tab character).
If there is a way to do this properly, I don't know about it. I've looked
everywhere in GZDoom's code for a solution, something that would let me do what
I need, but alas, there is nothing there. Better to get rid of this in its
entirety than keep the flaky code in the mod until someone with a special
setup that breaks it shows up to complain.
Mag ammo can now be sold.
Fix selling prices of bulk items.
Fix rare case where mag ammo can be picked up without a parent.
Fix alt hud crash when no weapon is selected.
Various other adjustments.