diff --git a/FuturePlans.md b/FuturePlans.md index eb36efda7..e97f64c71 100644 --- a/FuturePlans.md +++ b/FuturePlans.md @@ -19,11 +19,11 @@ More weapons, because we need 'em. In addition, all the "easy to implement" mini - Gravely Roast *(Perform 50 bayonet combos with the Quadravol)* - [7] Sparkster x3 *(UnSX 2)* - A Fine Sparking *(Kill 30 enemies at once with a Sparkster Rifle combo shot)* - - [8] Mortal Rifle *(UnSX 2)* - - Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)* - - [9] Ray-Khom *(UnSX)* + - [8] Ray-Khom *(UnSX)* - The Most Silent Takedown *(Kill 30 enemies with the Ray-Khom primary without alerting them)* - John Romero's Curse *(Fry yourself by discharging an electric weapon in water)* + - [9] Mortal Rifle *(UnSX 2)* + - Railed Hard *(Shoot through 16 enemies with a single Mortal Rifle overpressure shot)* - [0] Rafan-Kos *(UnSX 4)* - Blasting Ropes *(Melt a grand total of 1000 enemies with the Rafan-Kos)* * **Minigames:** @@ -63,7 +63,7 @@ Re-animation of old FK models. Plus extra score incentives and achievements. - Pachinko Code *(Find the Secret Menu)* - Double Succ *(Merge two Ynykron singularities)* - The Ultimate Combo *(Hit a Ynykron singularity with a Ynykron beam)* - - Author Appeal *(Smooch a boss brain)* + - Yukkuri Love *(Smooch a boss brain)* - Power of Love *(Recover a total of 500 health by kissing the Kirin Plush)* - Arsenal of Olden Times *(Find all classic UnSX weapons)*
*(Quadravol, Biospark Carbine, Sparkster Rifle, Ray-Khom, Mortal Rifle, Ynykron, Rafan-Kos and K79-D)*
@@ -72,7 +72,7 @@ Re-animation of old FK models. Plus extra score incentives and achievements. - Assortment of Thingamajigs *(Find all items)* - Words Words Words *(Read 100 library entries)* - Oops I Pressed It *(Turn the engine off)* - - Dangerous Ball Action *(Knock yourself out with your own lead ball)* + - Dangerous Ball Action *(Land a lead ball crit on yourself)* - Total Ball Destruction *(Kill the Icon of Sin with a lead ball)* - Say The Line Vinny *(Spin attack with the Itamex Hammer for 60 seconds)* - Whateverbuster *(Use the Wallbuster shuffle function 100 times)* @@ -102,6 +102,7 @@ Things that I'm unsure when will be added *(or if they can be added)*. * **Customized cluster text stuff if that ever gets scriptified** * **Official Sunder support *(when the WAD is complete)*** * **Gib models *(May happen by 1.3, hopefully)*** +* **Hexen key and puzzle item models *(uncertain)*** ## Other Projects @@ -127,7 +128,7 @@ Add-ons and other related stuff. * **Kirin side mod *(Red Star of Innocence)*:** - Finally, you get to play as the precious femboy emperor - Anarukon firearms? Anarukon firearms - - Designed entirely for Hexen's funky gameplay™ + - Designed primarily for Hexen's funky gameplay™ - Watch as our boy complains about *"puzzles"* - Some unique touches to spice things up - Basically a lite version of what you could expect in **UNDEATH** diff --git a/LICENSE.code b/LICENSE.code index 4190e6460..efd190704 100644 --- a/LICENSE.code +++ b/LICENSE.code @@ -1,4 +1,4 @@ -Copyright (c) 2020-2022 Marisa Kirisame, UnSX Team +Copyright (c) 2020-2022 Marisa the Magician, UnSX Team Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal diff --git a/NETNOTCH.dat b/NETNOTCH.dat deleted file mode 100644 index cda7970ea..000000000 --- a/NETNOTCH.dat +++ /dev/null @@ -1 +0,0 @@ -ww \ No newline at end of file diff --git a/NETNOTCH.png b/NETNOTCH.png new file mode 100644 index 000000000..48c7160d1 Binary files /dev/null and b/NETNOTCH.png differ diff --git a/NOTCH.dat b/NOTCH.dat deleted file mode 100644 index da9281ae2..000000000 --- a/NOTCH.dat +++ /dev/null @@ -1 +0,0 @@ - \ No newline at end of file diff --git a/NOTCH.png b/NOTCH.png new file mode 100644 index 000000000..2a28eff75 Binary files /dev/null and b/NOTCH.png differ diff --git a/PYWHEEL.txt b/PYWHEEL.txt index f8a79453a..0db7ce0d5 100644 --- a/PYWHEEL.txt +++ b/PYWHEEL.txt @@ -1,8 +1,7 @@ Demolitionist { - include "PusherWeapon"; - //include "ItamexHammer"; include "DeepImpact"; + //include "ItamexHammer"; include "ExplodiumGun"; //include "PlasmaBlast"; include "Spreadgun"; diff --git a/README.md b/README.md index 0a3975544..8df573a05 100644 --- a/README.md +++ b/README.md @@ -83,15 +83,6 @@ The signature **SWWM** melee weapon, an **Impact Hammer** on steroids. Equipped by default on spawned players. -### Pusher (slot 1) ~ Replaces Chainsaw, Gauntlets, Timon's Axe -![](docimg/pusher.png) - -What was going to be the new melee weapon in **Ultra Suite 2**, but it never happened. A pimped up jackhammer. - -**Primary fire:** Drill at whatever you're facing. - -**Secondary fire:** Pull the drill bit back all the way in, then on button release push it back out with immense force. This will pretty much pierce a hole through anything, but if you miss there's a chance you'll lose grip on the weapon and it'll go flying until it hits something. - ### Explodium Gun (slot 2) ~ Replaces Pistol, Elven Wand, Hexen starting weapons ![](docimg/explodiumgun.png) @@ -128,16 +119,15 @@ on replaced item, may also come in bundles: - **Standard buckshot (red):** Lots of tiny pellets ready to tear enemies to shreds. Most common. - **Slug (green):** Concentrated damage in a single, large projectile. Common. - - **Dragon's breath (white):** Fiery pain in one shot for everything in front of you. Not very effective underwater, but still deals some small heat damage. Somewhat rare. - - **Kinylum saltshot (blue):** Highly volatile shards of **Kinylum** that leave behind a trail of burning plasma. Rare. + - **Kinylum saltshot (blue):** Highly volatile shards of **Kinylum** that leave behind a trail of burning plasma. Somewhat rare. + - ***"The ball"* (purple):** A big lead ball, 'nuff said. Rare. - **Telebrium flechette (black):** A discharge of puncturing darts tipped with pure Telebrium, highly corrosive, effects may spread through emitted fumes. Very rare. - - ***"The ball"* (purple):** A big lead ball, 'nuff said. Somewhat rare. - **Golden shell (self-explanatory color):** An extremely rare, but very valuable type. Fires a sabot packed with a very dense, high-grade **Explodium** charge, the shell also contains some gold glitter, but it's just for show. Clearly designed by someone completely insane, and definitely guaranteed to not fail catastrophically and blow up your gun, your hands, your arms, and the rest of your upper body. Unlike the others, this one is only available as a rare drop from powerful monsters (over 1000HP) and bosses. They may also appear in **Chanceboxes**. ### Wallbuster (slot 4) ~ Replaces SSG, Ethereal Crossbow, Frost Shards ![](docimg/wallbuster.png) -A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms**. Sporting a pentagonal array of 5-barrel cylinders, for a grand total of 25 barrels. Everything in front of you is pretty much dead. Cannot use dragon's breath, flechettes or golden shells. +A ludicrously overkill weapon, courtesy of the always-overkill **Blackmann Arms**. Sporting a pentagonal array of 5-barrel cylinders, for a grand total of 25 barrels. Everything in front of you is pretty much dead. Cannot use flechettes or golden shells. **Primary fire:** Shoot one barrel at a time. @@ -302,7 +292,7 @@ All of these can be carried in your inventory indefinitely before use, except in ### Health Nugget ~ Replaces Health Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant ![](docimg/nuggethealth.png) -+1 health boost, up to a cap of 200 points. Comes in bundles when replacing things other than health bonuses. ++2 health boost, up to a cap of 200 points. Comes in bundles when replacing things other than health bonuses. ### Health Tetrahedron ~ Replaces Stimpack, Crystal Vial ![](docimg/tetrahealth.png) @@ -322,7 +312,7 @@ This artifact provides a +100 health boost plus a regeneration effect that heals ### Armor Nugget ~ Replaces Armor Bonus, Timebomb of the Ancients, Disc of Repulsion, Flechette, Mystic Ambit Incant ![](docimg/nuggetarmor.png) -Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 1% to the total. Above 100%, damage gets turned into additional health *(up to the standard 100% cap)*. The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses. +Cumulative armor items that can increase resistance to all damage by as much as you can find. Each nugget adds 5% to the total. Above 100%, damage gets turned into additional health *(up to the standard 100% cap)*. The upper cap for these is 200%. Comes in bundles when replacing things other than armor bonuses. ### Blast Suit ~ Replaces Green Armor, Silver Shield, Platinum Helm, Amulet of Warding ![](docimg/blastsuit.png) @@ -393,8 +383,6 @@ Each of these you pick up increases your ammo capacity *(not necessarily doublin In some special cases you may find "Bulk" versions. These generally only pop up if the mapper decided to spawn several overlapping backpacks in one spot, as they result from all of those items merging together. -Note: In multiplayer, these can be traded between players, but do note that the receiver will not get any extra ammo from it. - ### Universal Ammo Fabricator ~ Replaces Mana / Krater of Might ![](docimg/fabricator.png) diff --git a/STARTUP.dat b/STARTUP.dat deleted file mode 100644 index 8146e542d..000000000 Binary files a/STARTUP.dat and /dev/null differ diff --git a/STARTUP.png b/STARTUP.png new file mode 100644 index 000000000..52dcadf93 Binary files /dev/null and b/STARTUP.png differ diff --git a/achievements.lst b/achievements.lst index 687fbaeb9..ca94c5aa5 100644 --- a/achievements.lst +++ b/achievements.lst @@ -98,7 +98,6 @@ step,30,yes,any stomp,40,yes,any sunny,15,yes,any tele,0,no,any -tender,100,yes,any thicc,100,yes,any thruwall,20,yes,any tornado,0,no,heretic diff --git a/acs/swwmcomp.o b/acs/swwmcomp.o index 033d4c445..e7af79370 100644 Binary files a/acs/swwmcomp.o and b/acs/swwmcomp.o differ diff --git a/credits.txt b/credits.txt index b81589174..1003cc342 100644 --- a/credits.txt +++ b/credits.txt @@ -27,9 +27,7 @@ Most of the work here is original, but there are some notable exceptions: - The anti-BD feature uses art and music by IOSYS, art was edited into the Doom palette. - The crash handler uses a short clip of the Curb Your Enthusiasm theme. - Tewi font by lucy (https://github.com/lucy/tewi-font). Modified to add gradients and drop shadow. - - MPlus font by M⁺ FONTS PROJECT (http://mplus-fonts.osdn.jp/mplus-bitmap-fonts). Modified to add gradients and drop shadow. - Miniwi font by Josuah Demangeon (http://josuah.net). Modified to add gradients and drop shadow. - - k6x8 font by littlelimit (https://littlelimit.net/k6x8.htm). Modified to add gradients and drop shadow. - Nashgore footprint texture by Valerie Lavender. - Slope alignment utility code by ZZYZX & Nash. - Intermission fanart: diff --git a/cvarinfo.base b/cvarinfo.base index 73b6886e9..3d643de91 100644 --- a/cvarinfo.base +++ b/cvarinfo.base @@ -38,7 +38,6 @@ nosave int swwm_maxtargetdist = 2000; // maximum distance for target healthbars nosave int swwm_maxtargets = 40; // maximum targeter healthbars to display (0 = unlimited) nosave int swwm_maxscorenums = 0; // maximum score numbers to display (0 = unlimited) nosave int swwm_maxdamnums = 0; // maximum damage/healing numbers to display (0 = unlimited) -nosave bool swwm_hudscale = false; // HUD scaling (false = tight scaling, true = loose scaling) nosave int swwm_barscalerel = -1; // target healthbar scaling (relative) nosave int swwm_numscalerel = 0; // damnum scaling (relative) nosave int swwm_scrscalerel = -1; // score scaling (relative) @@ -72,7 +71,7 @@ server bool swwm_shotgib = true; // buckshot can gib (some people don't like th user bool swwm_collectanim = true; // player special gestures for collectables (first person only) user bool swwm_collectanimkey = true; // same but for key items server bool swwm_shadows = true; // enables blob shadows under mod entities, like in UT (except it also affects inventory items) -nosave bool swwm_precisecrosshair = true; // use mod's own, more precise crosshair +nosave int swwm_precisecrosshair = 1; // use mod's own, more precise crosshair (2 - force even when crosshair is not on) nosave bool swwm_ldspoil = false; // [LD] always shows "Legendary" prefix on Legendary monsters, otherwise only when they've transformed nosave bool swwm_camhud = false; // keep full hud visible when operating cameras, otherwise only shows messages server bool swwm_uncapalert = false; // all noise alerts have infinite range @@ -120,6 +119,10 @@ nosave string swwm_menuposehistory = ""; // stores currently seen poses for the nosave string swwm_titlesubhistory = ""; // stores currently seen subtitles for the title screen, for shuffling nosave noarchive int swwm_profstart = 0; // starts profiling as soon as handler is registered for specified >0 tics server bool swwm_nodeathexit = false; // completely sidesteps the inventory resetting of death exits, if you hate those +server bool swwm_extendedpickup = false; // items will have an additional "virtual hitbox" that's the same size as vanilla +nosave bool swwm_voicelog = false; // adds player voicelines to the message log +nosave bool swwm_skipskill = false; // skips skill confirmations +nosave bool swwm_althud = false; // alternate, more compact hud (like in the side mods) // minimap settings nosave bool swwm_mm_enable = true; // show a minimap below the score counter diff --git a/docimg/pusher.png b/docimg/pusher.png deleted file mode 100644 index 83b318036..000000000 Binary files a/docimg/pusher.png and /dev/null differ diff --git a/docimg/shells.png b/docimg/shells.png 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(c) 2015-2017 lucy + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/fonts/TewiFont/font.inf b/fonts/TewiFont/font.inf new file mode 100644 index 000000000..323d78643 --- /dev/null +++ b/fonts/TewiFont/font.inf @@ -0,0 +1,4 @@ +TranslationType Standard +SpaceWidth 7 +Kerning -1 +FontHeight 13 diff --git a/fonts/TewiFontOutline/0021.png b/fonts/TewiFontOutline/0021.png new file mode 100644 index 000000000..470ab0a32 Binary files /dev/null and b/fonts/TewiFontOutline/0021.png differ diff --git a/fonts/TewiFontOutline/0022.png b/fonts/TewiFontOutline/0022.png new file mode 100644 index 000000000..8ce35c77e Binary files /dev/null and b/fonts/TewiFontOutline/0022.png differ diff --git a/fonts/TewiFontOutline/0023.png b/fonts/TewiFontOutline/0023.png new file mode 100644 index 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diff --git a/fonts/TewiFontOutline/FFE5.png b/fonts/TewiFontOutline/FFE5.png new file mode 100644 index 000000000..8ca487bdf Binary files /dev/null and b/fonts/TewiFontOutline/FFE5.png differ diff --git a/fonts/TewiFontOutline/FFFD.png b/fonts/TewiFontOutline/FFFD.png new file mode 100644 index 000000000..9efdf5160 Binary files /dev/null and b/fonts/TewiFontOutline/FFFD.png differ diff --git a/fonts/TewiFontOutline/LICENSE b/fonts/TewiFontOutline/LICENSE new file mode 100644 index 000000000..beff238eb --- /dev/null +++ b/fonts/TewiFontOutline/LICENSE @@ -0,0 +1,19 @@ +Copyright (c) 2015-2017 lucy + +Permission is hereby granted, free of charge, to any person obtaining a copy of +this software and associated documentation files (the "Software"), to deal in +the Software without restriction, including without limitation the rights to +use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies +of the Software, and to permit persons to whom the Software is furnished to do +so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/fonts/TewiFontOutline/font.inf b/fonts/TewiFontOutline/font.inf new file mode 100644 index 000000000..787cdbd90 --- /dev/null +++ b/fonts/TewiFontOutline/font.inf @@ -0,0 +1,4 @@ +TranslationType Standard +SpaceWidth 8 +Kerning -2 +FontHeight 14 diff --git a/gldefs.ammo b/gldefs.ammo index 4753a7ce5..191550ef3 100644 --- a/gldefs.ammo +++ b/gldefs.ammo @@ -1,14 +1,22 @@ HardwareShader Texture "models/Shell_Gold.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Shell_Gold_mask.png" - Texture "envtex" "models/matcap/goldmap.png" + Texture "envtex" "models/envmap/goldenv.png" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } HardwareShader Texture "models/Shell_Gold_Used.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Shell_Gold_Used_mask.png" - Texture "envtex" "models/matcap/goldmap.png" + Texture "envtex" "models/envmap/goldenv.png" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } Brightmap Texture "models/SparksterAmmo.png" { @@ -16,9 +24,13 @@ Brightmap Texture "models/SparksterAmmo.png" } HardwareShader Texture "models/SparksterAmmo.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/SparksterAmmo_mask.png" - Texture "envtex" "models/matcap/dekamap.png" + Texture "envtex" "models/envmap/dekaenv.png" + Texture "rimtex" "models/envmap/dekarim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".75" + Define "RIMFACT" = ".9" } Brightmap Texture "models/Fabricator.png" { @@ -38,27 +50,43 @@ Brightmap Texture "models/Fabricator_Tier4.png" } HardwareShader Texture "models/Fabricator.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Fabricator_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".8" } HardwareShader Texture "models/Fabricator_Tier2.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Fabricator_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".8" } HardwareShader Texture "models/Fabricator.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Fabricator_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".8" } HardwareShader Texture "models/Fabricator_Tier4.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Fabricator_mask.png" - Texture "envtex" "models/matcap/goldmap.png" + Texture "envtex" "models/envmap/goldenv.png" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".8" + Define "RIMFACT" = ".9" } Brightmap Texture "models/Embiggener.png" { @@ -82,33 +110,53 @@ Brightmap Texture "models/Embiggener_Tier5.png" } HardwareShader Texture "models/Embiggener.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Embiggener_mask.png" - Texture "envtex" "models/matcap/redmap.png" + Texture "envtex" "models/envmap/redenv.png" + Texture "rimtex" "models/envmap/redrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } HardwareShader Texture "models/Embiggener_Tier2.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Embiggener_mask.png" - Texture "envtex" "models/matcap/greenmap.png" + Texture "envtex" "models/envmap/greenenv.png" + Texture "rimtex" "models/envmap/greenrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } HardwareShader Texture "models/Embiggener_Tier3.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Embiggener_mask.png" - Texture "envtex" "models/matcap/blumap.png" + Texture "envtex" "models/envmap/bluenv.png" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } HardwareShader Texture "models/Embiggener_Tier4.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Embiggener_mask.png" - Texture "envtex" "models/matcap/purpmap.png" + Texture "envtex" "models/envmap/purpenv.png" + Texture "rimtex" "models/envmap/purprim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } HardwareShader Texture "models/Embiggener_Tier5.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Embiggener_mask.png" - Texture "envtex" "models/matcap/glassmap.png" + Texture "envtex" "models/envmap/iceenv.png" + Texture "rimtex" "models/envmap/icerim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" + Define "RIMFACT" = ".9" } PointLight GOLDSHELLLIGHT diff --git a/gldefs.candygun b/gldefs.candygun index 6491d0260..36e2ba2c3 100644 --- a/gldefs.candygun +++ b/gldefs.candygun @@ -1,12 +1,22 @@ HardwareShader Texture "models/CandyGun.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/CandyGun_mask.png" - Texture "envtex" "models/matcap/pinkmap.png" + Texture "envtex" "models/envmap/purpenv.png" + Texture "rimtex" "models/envmap/purprim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".2" + Define "RIMFACT" = ".9" + Define "RIMSTEP" = "0." } HardwareShader Texture "models/CandyGun_EmptyMag.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/CandyGun_mask.png" - Texture "envtex" "models/matcap/pinkmap.png" + Texture "envtex" "models/envmap/purpenv.png" + Texture "rimtex" "models/envmap/purprim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".2" + Define "RIMFACT" = ".9" + Define "RIMSTEP" = "0." } diff --git a/gldefs.envmaps b/gldefs.envmaps new file mode 100644 index 000000000..11803955c --- /dev/null +++ b/gldefs.envmaps @@ -0,0 +1,219 @@ +HardwareShader Texture "models/envmap/blodenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/blodrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" + Define "RIMFACT" = "1.5" + Define "RIMSTEP" = ".35" +} +HardwareShader Texture "models/envmap/bluenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/darkenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/darkrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".3" + Define "RIMFACT" = "1.1" +} +HardwareShader Texture "models/envmap/dekaenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/dekarim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/ekaenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/ekarim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/glassenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glassrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" +} +HardwareShader Texture "models/envmap/glss2env.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glss2rim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" +} +HardwareShader Texture "models/envmap/glss3env.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glss3rim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" +} +HardwareShader Texture "models/envmap/glss4env.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glss4rim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" +} +HardwareShader Texture "models/envmap/glss5env.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glss5rim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" +} +HardwareShader Texture "models/envmap/glss6env.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glss6rim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" +} +HardwareShader Texture "models/envmap/goldenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/greenenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/greenrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/iceenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/icerim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".6" +} +HardwareShader Texture "models/envmap/kinyenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/kinyrim.png" + Define "RIM_LIGHTING" + Define "RIMFACT" = "1.5" + Define "RIMSTEP" = "0." +} +HardwareShader Texture "models/envmap/lavaenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/lavarim.png" + Define "RIM_LIGHTING" + Define "RIMFACT" = "1.5" + Define "RIMSTEP" = ".35" +} +HardwareShader Texture "models/envmap/leadenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/leadrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/nokrenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/nokrrim.png" + Define "RIM_LIGHTING" + Define "RIMFACT" = "1.5" + Define "RIMSTEP" = "0." +} +HardwareShader Texture "models/envmap/nukenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/nukrim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".25" +} +HardwareShader Texture "models/envmap/ockoenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/ockorim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/pronoenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/pronorim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/puroenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/purorim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/purpenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/purprim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/redenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/redrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/reflenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/reflrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/rfl2env.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/rfl2rim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/silverenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/tarenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/tarrim.png" + Define "RIM_LIGHTING" + Define "RIMFACT" = "1.5" + Define "RIMSTEP" = ".25" +} +HardwareShader Texture "models/envmap/telenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/telrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "models/envmap/watrenv.png" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/watrrim.png" + Define "RIM_LIGHTING" +} +HardwareShader Texture "ERRORENV" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/redrim.png" + Define "RIM_LIGHTING" + Define "AMBIENT_GLOW" +} +HardwareShader Texture "BARRIENV" +{ + Shader "shaders/glsl/Envmap.fp" + Texture "rimtex" "models/envmap/glss3rim.png" + Texture "bartex" "models/barrierbar.png" + Define "RIM_LIGHTING" + Define "BARRIER_MAP" + Define "ENVFACT" = ".5" + Define "RIMFACT" = "2." + Define "RIMSTEP" = ".3" +} diff --git a/gldefs.funstuff b/gldefs.funstuff index c769c53ac..2bc6128ef 100644 --- a/gldefs.funstuff +++ b/gldefs.funstuff @@ -28,9 +28,13 @@ Brightmap Texture "models/Chancebox.png" } HardwareShader Texture "models/Chancebox.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Chancebox_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".7" + Define "RIMFACT" = ".9" } PointLight CHANCELIGHT diff --git a/gldefs.keys b/gldefs.keys index fb5e3f9c2..0e20eff49 100644 --- a/gldefs.keys +++ b/gldefs.keys @@ -32,51 +32,67 @@ Brightmap Texture "models/DoomSilverKey.png" } HardwareShader Texture "models/DoomRedKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/redmap.png" + Texture "envtex" "models/envmap/redenv.png" + Texture "rimtex" "models/envmap/redrim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomYellowKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/goldmap.png" + Texture "envtex" "models/envmap/goldenv.png" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomBlueKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/blumap.png" + Texture "envtex" "models/envmap/bluenv.png" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomGreenKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/greenmap.png" + Texture "envtex" "models/envmap/greenenv.png" + Texture "rimtex" "models/envmap/greenrim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomOrangeKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/goldmap.png" + Texture "envtex" "models/envmap/goldenv.png" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomBlackKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/leadmap.png" + Texture "envtex" "models/envmap/leadenv.png" + Texture "rimtex" "models/envmap/leadrim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomWhiteKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/DoomSilverKey.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomKey_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" } Brightmap Texture "models/DoomKeyLight.png" { @@ -105,27 +121,39 @@ Brightmap Texture "models/DoomPurpleSkull.png" } HardwareShader Texture "models/DoomRedSkull.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomSkull_mask.png" - Texture "envtex" "models/matcap/redmap.png" + Texture "envtex" "models/envmap/redenv.png" + Texture "rimtex" "models/envmap/redrim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".2" } HardwareShader Texture "models/DoomBlueSkull.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomSkull_mask.png" - Texture "envtex" "models/matcap/blumap.png" + Texture "envtex" "models/envmap/bluenv.png" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".2" } HardwareShader Texture "models/DoomYellowSkull.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomSkull_mask.png" - Texture "envtex" "models/matcap/goldmap.png" + Texture "envtex" "models/envmap/goldenv.png" + Texture "rimtex" "models/envmap/goldrim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".2" } HardwareShader Texture "models/DoomPurpleSkull.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DoomSkull_mask.png" - Texture "envtex" "models/matcap/purpmap.png" + Texture "envtex" "models/envmap/purpenv.png" + Texture "rimtex" "models/envmap/purprim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".2" } pointlight SWWMREDKEY diff --git a/gldefs.misc b/gldefs.misc index c4a214b21..d8660229d 100644 --- a/gldefs.misc +++ b/gldefs.misc @@ -118,10 +118,6 @@ HardwareShader Texture "graphics/M_DEMOCHAN_YNYKRON.png" { Shader "shaders/glsl/Bilinear.fp" } -HardwareShader Texture "graphics/M_DEMOCHAN_PUSHER.png" -{ - Shader "shaders/glsl/Bilinear.fp" -} HardwareShader Texture "graphics/M_DEMOCHAN_DAB.png" { Shader "shaders/glsl/Bilinear.fp" diff --git a/gldefs.pickups b/gldefs.pickups index 0b7dfd17a..021fabb15 100644 --- a/gldefs.pickups +++ b/gldefs.pickups @@ -20,33 +20,45 @@ Brightmap Texture "models/Refresher.png" } HardwareShader Texture "models/Nugget_Armor.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Nugget_mask.png" - Texture "envtex" "models/matcap/greenmap.png" + Texture "envtex" "models/envmap/greenenv.png" + Texture "rimtex" "models/envmap/greenrim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".2" } HardwareShader Texture "models/Nugget.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Nugget_mask.png" - Texture "envtex" "models/matcap/blumap.png" + Texture "envtex" "models/envmap/bluenv.png" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" + Define "RIMSTEP" = ".2" } HardwareShader Texture "models/TetraHealth.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/TetraHealth_mask.png" - Texture "envtex" "models/matcap/blumap.png" + Texture "envtex" "models/envmap/bluenv.png" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/CubeHealth.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/CubeHealth_mask.png" - Texture "envtex" "models/matcap/blumap.png" + Texture "envtex" "models/envmap/bluenv.png" + Texture "rimtex" "models/envmap/blurim.png" + Define "RIM_LIGHTING" } HardwareShader Texture "models/Refresher.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Refresher_mask.png" - Texture "envtex" "models/matcap/purpmap.png" + Texture "envtex" "models/envmap/purpenv.png" + Texture "rimtex" "models/envmap/purprim.png" + Define "RIM_LIGHTING" } Brightmap Texture "models/GhostArtifact.png" { @@ -105,9 +117,11 @@ HardwareShader Sprite "DVSPA0" } HardwareShader Texture "models/DivineSprite.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DivineSprite_mask.png" - Texture "envtex" "models/matcap/pearlmap.png" + Texture "envtex" "models/envmap/puroenv.png" + Texture "rimtex" "models/envmap/purorim.png" + Define "RIM_LIGHTING" } Brightmap Texture "models/DivineSprite.png" { @@ -116,9 +130,13 @@ Brightmap Texture "models/DivineSprite.png" } HardwareShader Texture "models/DevaSigil.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/DevaSigil_mask.png" - Texture "envtex" "models/matcap/dekamap.png" + Texture "envtex" "models/envmap/ekaenv.png" + Texture "rimtex" "models/envmap/ekarim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".5" + Define "RIMFACT" = ".8" } Brightmap Texture "models/SafetyTether.png" { @@ -127,15 +145,21 @@ Brightmap Texture "models/SafetyTether.png" } HardwareShader Texture "models/SafetyTether.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/SafetyTether_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".8" } HardwareShader Texture "models/SafetyTether_off.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/SafetyTether_mask.png" - Texture "envtex" "models/matcap/silvermap.png" + Texture "envtex" "models/envmap/silverenv.png" + Texture "rimtex" "models/envmap/silverrim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".8" } PointLight ARMORNUGGETLIGHT diff --git a/gldefs.shinemaps b/gldefs.shinemaps deleted file mode 100644 index 3baef3e64..000000000 --- a/gldefs.shinemaps +++ /dev/null @@ -1,83 +0,0 @@ -HardwareShader Texture "models/matcap/blumap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/darkmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/dekamap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/goldmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/greenmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/invincimap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/pinkmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/puromap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/purpmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/ragemap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/redmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/silvermap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/leadmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/barriermap.png" -{ - Shader "shaders/glsl/Shinemap.fp" - Define "BARRIER_MAP" - Texture "bartex" "models/barrierbar.png" -} -HardwareShader Texture "models/matcap/errormap.png" -{ - Shader "shaders/glsl/Shinemap.fp" - Define "AMBIENT_GLOW" -} -HardwareShader Texture "models/matcap/glassmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/kinymap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/nkrknmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/nokromap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} -HardwareShader Texture "models/matcap/pearlmap.png" -{ - Shader "shaders/glsl/Shinemap.fp" -} diff --git a/gldefs.sparkster b/gldefs.sparkster index 632fdea0b..e2b00a998 100644 --- a/gldefs.sparkster +++ b/gldefs.sparkster @@ -1,14 +1,22 @@ HardwareShader Texture "models/Sparkster.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/Sparkster_mask.png" - Texture "envtex" "models/matcap/dekamap.png" + Texture "envtex" "models/envmap/dekaenv.png" + Texture "rimtex" "models/envmap/dekarim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".75" + Define "RIMFACT" = ".9" } HardwareShader Texture "models/SparksterBall.png" { - Shader "shaders/glsl/Shinemask.fp" + Shader "shaders/glsl/Envmask.fp" Texture "masktex" "models/SparksterBall_mask.png" - Texture "envtex" "models/matcap/dekamap.png" + Texture "envtex" "models/envmap/dekaenv.png" + Texture "rimtex" "models/envmap/dekarim.png" + Define "RIM_LIGHTING" + Define "ENVFACT" = ".8" + Define "RIMFACT" = ".95" } FlickerLight2 SPARKLIGHT diff --git a/graphics/Achievements/AchievementTender.png b/graphics/Achievements/AchievementTender.png deleted file mode 100644 index f2b171e99..000000000 Binary files a/graphics/Achievements/AchievementTender.png and /dev/null differ diff --git a/graphics/AltHUD/AmmoBoxB.png b/graphics/AltHUD/AmmoBoxB.png new file mode 100644 index 000000000..341e6fc6e Binary files /dev/null and b/graphics/AltHUD/AmmoBoxB.png differ diff --git a/graphics/AltHUD/AmmoBoxM.png b/graphics/AltHUD/AmmoBoxM.png new file mode 100644 index 000000000..7037c7f83 Binary files /dev/null and b/graphics/AltHUD/AmmoBoxM.png differ diff --git a/graphics/AltHUD/AmmoBoxT.png b/graphics/AltHUD/AmmoBoxT.png new file mode 100644 index 000000000..e9a0bbdcd Binary files /dev/null and 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differ diff --git a/language.def_base b/language.def_base index 07c2f86f6..d9ef77eb3 100644 --- a/language.def_base +++ b/language.def_base @@ -1,8 +1,6 @@ [default] // tags, pickups T_DEMOLITIONIST = "Demolitionist"; -T_PUSHER = "Pusher"; -I_PUSHER = "\"Pusher\" Microfusion Rotary Hammer"; T_DEEPIMPACT = "Deep Impact"; I_DEEPIMPACT = "\"Deep Impact\" Airblaster"; T_EXPLODIUM = "Explodium Gun"; @@ -35,15 +33,13 @@ T_QUADRAVOL = "Quadravol"; I_QUADRAVOL = "\"Quadravol\" Fireball Launcher"; T_NEWSPARKSTER = "Sparkster Rifle"; I_NEWSPARKSTER = "Series x3 Sparkster Rifle"; -T_MORTALRIFLE = "Mortal Rifle"; T_RAYKHOM = "Ray-Khom"; +T_MORTALRIFLE = "Mortal Rifle"; T_RAFANKOS = "Rafan-Kos"; T_REDSHELL = "Shell"; T_REDSHELLS = "Shells"; T_GREENSHELL = "Slug"; T_GREENSHELLS = "Slugs"; -T_WHITESHELL = "Dragon's Breath Round"; -T_WHITESHELLS = "Dragon's Breath Rounds"; T_BLUESHELL = "Kinylum Saltshot Round"; T_BLUESHELLS = "Kinylum Saltshot Rounds"; T_BLACKSHELL = "Corrosive Round"; @@ -100,18 +96,16 @@ T_SPARKBCELL = "Kinylum Cell"; T_SPARKBCELLS = "Kinylum Cells"; T_SPARKRCELL = "Nokron Cell"; T_SPARKRCELLS = "Nokron Cells"; +T_RAYBOLT = "Ray-Khom Bolt"; +T_RAYBOLTS = "Ray-Khom Bolts"; +T_RAYAMMO = "Ray-Khom Magazine"; +T_RAYAMMOS = "Ray-Khom Magazines"; T_MRROUND = "Mortal Round"; T_MRROUNDS = "Mortal Rounds"; T_MRAMMO = "Mortal Magazine"; T_MRAMMOS = "Mortal Magazines"; T_MRGRENADE = "Mortal Grenade"; T_MRGRENADES = "Mortal Grenades"; -T_RAYBOLT = "Ray-Khom Bolt"; -T_RAYBOLTS = "Ray-Khom Bolts"; -T_RAYAMMO = "Ray-Khom Magazine"; -T_RAYAMMOS = "Ray-Khom Magazines"; -T_RAYBATTERY = "Ray-Khom Battery"; -T_RAYBATTERYS = "Ray-Khom Batteries"; T_ULTIMATEPOD = "Rafan-Kos Pod"; T_ULTIMATEPODS = "Rafan-Kos Pods"; T_ULTIMATEAMMO = "Rafan-Kos Magazine"; @@ -482,13 +476,11 @@ FN_ELITEZOMBIE_FUN1 = "Fastzomb"; FN_ELITEZOMBIE_FUN2 = "He Schutt"; FN_ELITEZOMBIE_FUN3 = "Blondie Boy"; // obituaries -O_PUSHER = "%k carefully removed %o's cavities."; O_DEEPIMPACT = "%o was impacted deeply by %k."; O_DEEPIMPACT_WEAK = "%k coughed in %o's general direction."; O_EXPLODIUM = "%k inflicted severe knee explosions onto %o."; O_SPREADGUN_RED = "%k gave %o a mouthful of shot."; O_SPREADGUN_GREEN = "%o got slugged by %k."; -O_SPREADGUN_WHITE = "%k burninated %o."; O_SPREADGUN_BLUE = "%k made %o very salty."; O_SPREADGUN_BLACK = "%o received a very spiky treatment from %o."; O_SPREADGUN_BLACK_DEBUFF = "%k turned %o into a corroded mess."; @@ -514,10 +506,10 @@ O_SHEENHMG = "%k drowned %o in bullets."; O_QUADRAVOL = "%k made delicious barbecue out of %o."; O_QUADRAVOL2 = "%o was gravely roasted by %k."; O_NEWSPARKSTER = "%o witnessed the might of %k's plasma artillery."; -O_MORTALRIFLE = "%k killed %o very dead."; -O_MORTALRIFLEALT = "%o caught a very deadly grenade from %k."; O_RAYKHOM = "%o received an express delivery of deadly plasma from %k."; O_RAYKHOM2 = "%o witnessed %k's UNLIMITED POWER."; +O_MORTALRIFLE = "%k killed %o very dead."; +O_MORTALRIFLEALT = "%o caught a very deadly grenade from %k."; O_RAFANKOS = "%o stood no chance against %k's ultimate weapon."; O_POUND = "%o was very impressed by %k's landing."; O_DASH = "%o was discombobulated by a very fast moving %k."; @@ -665,20 +657,20 @@ SWWM_TITLEPRESENTSA = "UnSX Team"; SWWM_TITLEPRESENTSB = "presents"; SWWM_TITLEPRESENTS = "presents"; SWWM_TITLEMODBYA = "a mod by"; -SWWM_TITLEMODBYB = "Marisa Kirisame"; -SWWM_TITLEMODBY = "a mod by \cxMarisa Kirisame"; +SWWM_TITLEMODBYB = "Marisa the Magician"; +SWWM_TITLEMODBY = "a mod by \cxMarisa the Magician"; SWWM_TITLEINTROA = "On that day, humankind saw itself in dire danger, facing an impending doom."; SWWM_TITLEINTROB = "But one machine stood up, who fought back, who could end this whole invasion."; SWWM_TITLEINTROC = "The demons would learn to fear that machine, who they know only by one name..."; SWWM_NTITLESCROLL = "9"; SWWM_TITLESCROLL1 = "SWWM GZ ~ Cute Robutt Whomst Love To Explode Demons"; SWWM_TITLESCROLL1_NEW = "Codename: Demolitionist ~ Cute Robutt Whomst Love To Explode Demons"; -SWWM_TITLESCROLL2 = "A wondrous GZDoom gameplay mod by Marisa Kirisame of UnSX Team"; +SWWM_TITLESCROLL2 = "A wondrous GZDoom gameplay mod by Marisa the Magician of UnSX Team"; SWWM_TITLESCROLL3 = "Lovingly designed 3D models with hand-painted 256-color dithered textures"; SWWM_TITLESCROLL4 = "Over 60k lines of ZScript, and still counting (god help me)"; SWWM_TITLESCROLL5 = "The deepest lore this side of the Doom Modiverse"; SWWM_TITLESCROLL6 = "And much much more!"; -SWWM_TITLESCROLL7 = "Greetz to Mub, Ribbed, Slemg, Bunr, Kegbine, Term-kun, Hype64, Bartendy, Skelly, Mr. BIG SHOT WildWeasel, Endy, Mima-sama, Sinkie, BillowPlaster, Disgusting Dog Water, Dangle Logo, Lämp Paipu, Leek Spah, Boingy, MarTREE, Dusty Demon Bread, Roasted Rock, Ed the Netcode Boy, Thirst Cactus, JimJam, Cappy Jay, A Nom, Missy Fits, Minor Cookie, Squid Kid, YukiCute, MafSulk, FineRaff25, NetroRutcase, ShudTheFugUpRyan, Kobl, Cacous Seriodemon, Zomb, Man of Chins, Bun Pun, Zikeous Shadestructor, Blimyot, Baja Blast Tittums, DrySpy.py, Typo Gem, Wantopus, Morf, Daedalus, Popato, SpengRob, Sgt. Shellpost, Loud M, Snk, Donut, C.Kid, Emit Birb, You Go To Sleep, Rach, Le No Chicken, Murasa, Smart Cactus Dude, Phantomboobs, Sanae Kochiya, Gardeboy, Cat, HK417, Smol Koa, Joe Mama, Jahn, Guta, Glue, Atan, Schweet Prints, Angury Teeth Practitioner, Sell Her, MiSiFu, Portuguese Sausage, Scoob Stub, Actually Jabba, Very Honest Cat, Chiaki's Tit Mole, Homie, Snacks, Tubz, Toof, Teef, Frisp, Trashkat, Succ 'n Spicy, Melissa Follower When, Shokku, Scummyboi, Kat Gravity Rush, John Romero, John Carmack, Tim Allen, Tim Sweeney and last but not least my beloved pet dragon"; +SWWM_TITLESCROLL7 = "Greetz to Mub, Ribbed, Slemg, Bunr, Kegbine, Term-kun, Hype64, Bartendy, Skelly, Mr. BIG SHOT WildWeasel, Endy, Mima-sama, Sinkie, BillowPlaster, Disgusting Dog Water, Dangle Logo, Lämp Paipu, Leek Spah, Boingy, FrettyBist, MarTREE, Dusty Demon Bread, Roasted Rock, Ed the Netcode Boy, Thirst Cactus, JimJam, Cappy Jay, A Nom, Missy Fits, Minor Cookie, Squid Kid, YukiCute, MafSulk, FineRaff25, NetroRutcase, ShudTheFugUpRyan, Kobl, Cacous Seriodemon, Zomb, Man of Chins, Bun Pun, Zikeous Shadestructor, Blimyot, Baja Blast Tittums, DrySpy.py, Typo Gem, Wantopus, Morf, Daedalus, Popato, SpengRob, Sgt. Shellpost, Loud M, Snk, Donut, C.Kid, Emit Birb, You Go To Sleep, Rach, Le No Chicken, Murasa, Smart Cactus Dude, Phantomboobs, Sanae Kochiya, Gardeboy, Cat, HK417, Smol Koa, Joe Mama, Jahn, Guta, Glue, Atan, Schweet Prints, Angury Teeth Practitioner, Sell Her, MiSiFu, Portuguese Sausage, Scoob Stub, Actually Jabba, Very Honest Cat, Chiaki's Tit Mole, Homie, Snacks, Tubz, Toof, Teef, Frisp, Trashkat, Succ 'n Spicy, Melissa Follower When, Shokku, Scummyboi, Kat Gravity Rush, John Romero, John Carmack, Tim Allen, Tim Sweeney and last but not least my beloved pet dragon"; SWWM_TITLESCROLL8 = "I tried to squeeze as many names as possible in there, that I could remember, at least, so if you're not in there and want in, feel free to ask"; SWWM_TITLESCROLL9 = "There's nothing else to see here, the scroll will now wrap around, see you again, have a nice day"; SWWM_NTITLESUB = "14"; @@ -723,9 +715,6 @@ SWWM_PLACE3 = "3rd"; SWWM_PAUSE = "PAUSED"; // weapon tooltips SWWM_TTNOTE = "Note: Weapon tooltips can be deactivated in DEMOLITIONIST Options."; -TT_PUSHER = -"\cfFire:\c- Drill.\n" -"\cfAltfire:\c- Charged attack."; TT_DEEPIMPACT = "\cfFire:\c- Air push.\n" "\cfAltfire:\c- Charged shot.\n" @@ -814,16 +803,16 @@ TT_NEWSPARKSTER = "\cfFire+Altfire:\c- Combined shot.\n" "\cfReload:\c- Load Kinylum.\n" "\cfZoom:\c- Load Nokron."; +TT_RAYKHOM = +"\cfFire:\c- Shoot weapon.\n" +"\cfAltfire:\c- Lightning attack.\n" +"\cfReload:\c- Reload weapon.\n" +"\cfZoom:\c- Use scope."; TT_MORTALRIFLE = "\cfFire:\c- Shoot weapon.\n" "\cfAltfire:\c- Shoot grenade.\n" "\cfZoom:\c- Cycle fire modes.\n" "\cfReload:\c- Reload weapon."; -TT_RAYKHOM = -"\cfFire:\c- Shoot weapon.\n" -"\cfAltfire:\c- Lightning attack.\n" -"\cfReload:\c- Reload weapon.\n" -"\cfZoom:\c- Reload battery."; TT_RAFANKOS = "\cfFire:\c- Single beam.\n" "\cfAltfire:\c- Multi beam.\n" @@ -894,13 +883,19 @@ SWWM_PARRY = "Parry"; SWWM_PPARRY = "Perfect Parry"; SWWM_TRESPAWN = "\cu[\cf%ds\c- to respawn\cu]\c-"; // score messages -SWWM_FINDSECRET = "\cf%s\cf found a secret. +%d\c-"; -SWWM_FINDKEY = "\cf%s\cf got the %s\cf. +%d\c-"; -SWWM_LASTSECRET = "\cf%s\cf found the last secret. +%d\c-"; -SWWM_LASTITEM = "\cf%s\cf got the last item. +%d\c-"; -SWWM_LASTMONSTER = "\cf%s\cf killed the last monster. +%d\c-"; +SWWM_FINDSECRET = "\cfYou found a secret, +%d\c-"; +SWWM_FINDSECRETREM = "\cf%s\cf found a secret. +%d\c-"; +SWWM_FINDKEY = "\cfYou got the %s\cf. +%d\c-"; +SWWM_FINDKEYREM = "\cf%s\cf got the %s\cf. +%d\c-"; +SWWM_LASTSECRET = "\cfYou found the last secret. +%d\c-"; +SWWM_LASTSECRETREM = "\cf%s\cf found the last secret. +%d\c-"; +SWWM_LASTITEM = "\cfYou got the last item. +%d\c-"; +SWWM_LASTITEMREM = "\cf%s\cf got the last item. +%d\c-"; +SWWM_LASTMONSTER = "\cfYou killed the last monster. +%d\c-"; +SWWM_LASTMONSTERREM = "\cf%s\cf killed the last monster. +%d\c-"; SWWM_NEWLORE = "New entries have been added to the Library."; -SWWM_SELLEXTRA = "\cf%s\cf sold an extra %s\cf. +%d\c-"; +SWWM_SELLEXTRA = "\cfYou sold an extra %s\cf. +%d\c-"; +SWWM_SELLEXTRAREM = "\cf%s\cf sold an extra %s\cf. +%d\c-"; SWWM_ALLCLEAR = "\cxLevel all clear! \cf+%d\c-"; SWWM_NOTCLEAR = "\cxLevel not clear?\c-"; SWWM_ALLCLEARAGAIN = "\cxLevel all clear... again!? \cf+%d\c-"; @@ -909,18 +904,18 @@ SWWM_NEWMISSION = "Mission briefing has been updated."; SWWM_CHEEVO = "\cxAchievement unlocked: \cf%s\c-"; SWWM_CHEEVOREM = "\cx%s \cxunlocked an achievement: \cf%s\c-"; // intermission tips -SWWM_NINTERTIP = "150"; +SWWM_NINTERTIP = "180"; SWWM_INTERTIP = "Tip #%d:"; SWWM_INTERTIP1 = "The Demolitionist is immune to drowning, poison and even fall damage (excluding instant kill pits)."; SWWM_INTERTIP2 = "The Explodium Gun's altfire has an explosive yield proportional to the bullets left in the mag."; SWWM_INTERTIP3 = "Your fuel regenerates over time, but the more you use the impulsor, the longer this will take."; -SWWM_INTERTIP4 = "The Pusher has a chance to slip off your hands on altfire if it doesn't land a hit, however as a ranged attack it may still be effective."; +SWWM_INTERTIP4 = "The Deep Impact may look like a toy, but it's really useful for making some distance from enemies, and it can even blow away incoming barrages of projectiles."; SWWM_INTERTIP5 = "Spare copies of items will be stashed away in your inventory if they can't be immediately used, this even includes health and armor."; SWWM_INTERTIP6 = "The Omnisight makes it easy to track down keys and secret exits in maps."; SWWM_INTERTIP7 = "True to its name, the Wallbuster can be used to completely obliterate doors and other obstacles, depending on their size and how many barrels you shoot."; SWWM_INTERTIP8 = "The Eviscerator can easily clear entire rooms and corridors, but keep in mind that some of the shrapnel might bounce right back at you if you're not careful."; SWWM_INTERTIP9 = "When on the move, the Silver Bullet's jet compensators will reduce most of the recoil from firing, but will also deal some damage if you're not wearing armor."; -SWWM_INTERTIP10 = "Just like other energy weapons of similar function, the Sparkster's primary and secondary fires can be combined with deadly results."; +SWWM_INTERTIP10 = "Just like other energy weapons of similar function, the Biospark Carbine's primary and secondary fires can be combined with deadly results."; SWWM_INTERTIP11 = "The Lämp has a chance to attract a rare type of moth that is much more aggressive than others in its attacks. It is easily recognizable by its white color and bigger size."; SWWM_INTERTIP12 = "The Refresher will always auto-activate if you're about to die, though sometimes they may not be enough to really save you..."; SWWM_INTERTIP13 = "The Ynykron Artifact will instantly kill everything you aim it at, unless it's really unkillable, though usually that's only the case for gods. You're not planning on going after any gods, right?"; @@ -938,7 +933,7 @@ SWWM_INTERTIP24 = "You can dash into enemies to push them out of the way. Some s SWWM_INTERTIP25 = "If you do an air dash straight towards the ground, you might land with enough force to cause a shockwave, pushing away most enemies around you."; SWWM_INTERTIP26 = "You can press switches and open doors by punching them. This can also be done with the Lead Ball ammunition from the Spreadgun, with the exception of exit switches."; SWWM_INTERTIP27 = "The corrosive effects of the Spreadgun's Black Shells can stack, up to a lethal degree if you hit a target dead on. On top of that, nearby targets might also feel some extra pain from the toxic fumes that'll come out, and spread its effects even further beyond."; -SWWM_INTERTIP28 = "Incendiary ammunition is ineffective underwater, for obvious reasons."; +SWWM_INTERTIP28 = "The Demolitionist is too heavy to swim, and will sink quickly. Don't worry, though, the jet boosters work underwater too."; SWWM_INTERTIP29 = "Love is the most powerful thing in the world. Don't hate those who are different. We all must stand together."; SWWM_INTERTIP30 = "The Silver Bullet fires with such a force that its bullets leave shockwaves as they rip through the air (and enemies), dealing additional damage. It can also pierce through some walls."; SWWM_INTERTIP31 = "Going prone with the Silver Bullet will disengage the recoil compensators, allowing you to be free from their damaging heat, at the cost of mobility."; @@ -976,8 +971,8 @@ SWWM_INTERTIP62 = "\"The Sheen HMG is such a delicious festival of dakka that th SWWM_INTERTIP63 = "Pressing fire immediately after hitting something with the Quadravol's blades will result in a boosted point-blank explosion that'll send whatever's at the other end of the gun flying."; SWWM_INTERTIP64 = "Holding down the triggers with the Sparkster Rifle will gradually increase firing potency upon release. Fortunately, there is no potential here for the weapon to blow up if you keep them held long enough, only badly designed human weaponry could be so haphazard."; SWWM_INTERTIP65 = "The Sparkster Rifle can fire both ammo types simultaneously, blending them together into a deadly combo projectile."; -SWWM_INTERTIP66 = "The Mortal Rifle (\"Mister\" for short) was devised as a potential \"standard\" battle rifle for the X'Animen Coalition that \"even the Xekkians would consider powerful\". It seems to have succeeded in that aspect, considering how truly mortal it is, although it is not widely adopted... Yet."; -SWWM_INTERTIP67 = "Being primarily a coilgun, the Ray-Khom is almost entirely silent and perfect for stealthy kills. Do note though that the impact of the projectile itself will be very loud."; +SWWM_INTERTIP66 = "Being primarily a coilgun, the Ray-Khom is almost entirely silent and perfect for stealthy kills. Do note though that the impact of the projectile itself will be very loud."; +SWWM_INTERTIP67 = "The Mortal Rifle (\"Mister\" for short) was devised as a potential \"standard\" battle rifle for the X'Animen Coalition that \"even the Xekkians would consider powerful\". It seems to have succeeded in that aspect, considering how truly mortal it is, although it is not widely adopted... Yet."; SWWM_INTERTIP68 = "The Rafan-Kos is truly an Ultimate Weapon, as its name implies."; SWWM_INTERTIP69 = "Nice."; SWWM_INTERTIP70 = "Did you know that even with seat belts people die all the time in car crashes? I thought that was interesting."; @@ -1061,6 +1056,36 @@ SWWM_INTERTIP147 = "Help! I am trapped in a tip factory!"; SWWM_INTERTIP148 = "The Devastation Sigil and the Ragekit can actually be combined. You know, if you want to kill Cyberdemons with a single punch. Really makes you feel like a certain caped bald man."; SWWM_INTERTIP149 = "Always take breaks during long play sessions. You'll play better and bear less stress."; SWWM_INTERTIP150 = "This is the 150th tip. I can't believe I've written so many of them."; +SWWM_INTERTIP151 = "You are not immune to propaganda."; +SWWM_INTERTIP152 = "It is advisable to not attempt to fit a square peg in a round hole. That said, every hole looks peggable to some people."; +SWWM_INTERTIP153 = "When all you have is a gun, every problem looks shootable. When everyone has a gun..."; +SWWM_INTERTIP154 = "There's no way anyone actually knows for real how money works. It's more likely that everyone has been pretending to for thousands of years."; +SWWM_INTERTIP155 = "You should probably clean up the rich very thoroughly before you eat them. I hear they're full of shit."; +SWWM_INTERTIP156 = "Be gay, do crimes."; +SWWM_INTERTIP157 = "Forgiving rich people's misbehavior because they're just \"quirky\" is how we ended up with a demon invasion, so keep that in mind, don't let them get away with anything."; +SWWM_INTERTIP158 = "Parasite: An organism that benefits from living off another, without contributing enough in exchange to compensate the cost of such a relationship.\n\nSee also: Landlord."; +SWWM_INTERTIP159 = "Don't let others silence you. Call out bigotry, as loudly as you can. If you don't speak out, you're giving them power."; +SWWM_INTERTIP160 = "I can't believe they're putting politics in our videogames! The nerve of these people!"; +SWWM_INTERTIP161 = "If you read this then you're dumb."; +SWWM_INTERTIP162 = "See those counters in the center of the screen over there? Some people make a big deal out of getting the kills and secrets to 100%, but never the items. What's up with that?"; +SWWM_INTERTIP163 = "Skill levels exist for a reason. If you think only one specific skill is valid, I cordially invite you to ingest an entire porcupine."; +SWWM_INTERTIP164 = "Not everything made of warm is for sits."; +SWWM_INTERTIP165 = "Be wary of people posting YouTube links with the id \"dQw4w9WgXcQ\"."; +SWWM_INTERTIP166 = "The Mandela effect isn't real, you're just misremembering things."; +SWWM_INTERTIP167 = "GZDoom isn't unoptimized, it just has a lot of code. They're different animals."; +SWWM_INTERTIP168 = "You can turn off these tips in the mod options menu."; +SWWM_INTERTIP169 = "This mod won't mock you for cheating. If a map gives you shit, it's justified."; +SWWM_INTERTIP170 = "A hero is often defined by how many lives they can save by taking others."; +SWWM_INTERTIP171 = "Apes gone? Good."; +SWWM_INTERTIP172 = "Look where we're standing. Just when we thought the future couldn't get worse... It did get worse."; +SWWM_INTERTIP173 = "You ever wondered why is it that when things go to shit, it's always the working class that has to fix everything?"; +SWWM_INTERTIP174 = "\"Self-made\" billionaires are a lie."; +SWWM_INTERTIP175 = "You will always have the right to tell haters to eat your ass."; +SWWM_INTERTIP176 = "You don't need the latest fancy technologies to make a game worth playing."; +SWWM_INTERTIP177 = "Small breasts are a status symbol."; +SWWM_INTERTIP178 = "Short people have many tactical advantages."; +SWWM_INTERTIP179 = "Due to \"undisclosed circumstances\", Saya has been deemed untouchable by the Yakuza. Maybe it's best to not piss her off."; +SWWM_INTERTIP180 = "Are you tired of death exits? Then you are in luck, for there is an option to bypass them."; // intermission fanart SWWM_FANART = "Art: "; SWWM_NFANART = "27"; @@ -1145,7 +1170,7 @@ SWWM_ACHIEVEMENT_CUM_TXT = "Melt a grand total of %d enemies with the Rafan-Kos" SWWM_ACHIEVEMENT_DAB_TAG = "HAHA DAB"; SWWM_ACHIEVEMENT_DAB_TXT = "Gib %d enemies with the Itamex Hammer"; SWWM_ACHIEVEMENT_DAKKA_TAG = "Dakka"; -SWWM_ACHIEVEMENT_DAKKA_TXT = "Hold altfire with the Sheen HMG for one minute straight"; +SWWM_ACHIEVEMENT_DAKKA_TXT = "Keep firing the Sheen HMG for one minute straight"; SWWM_ACHIEVEMENT_DEADEYE_TAG = "Deadeye"; SWWM_ACHIEVEMENT_DEADEYE_TXT = "Land %d consecutive Explodium Gun shots without missing"; SWWM_ACHIEVEMENT_DEVA_TAG = "Deva Station"; @@ -1275,8 +1300,6 @@ SWWM_ACHIEVEMENT_SUNNY_TAG = "Sunny D"; SWWM_ACHIEVEMENT_SUNNY_TXT = "Use %d Invinciballs"; SWWM_ACHIEVEMENT_TELE_TAG = "A Soldier's Pastime"; SWWM_ACHIEVEMENT_TELE_TXT = "Teleport some bread (a sandwich works too)"; -SWWM_ACHIEVEMENT_TENDER_TAG = "Thorough Tenderizing"; -SWWM_ACHIEVEMENT_TENDER_TXT = "Kill %d enemies with the Pusher"; SWWM_ACHIEVEMENT_THICC_TAG = "The Ass was Fat"; SWWM_ACHIEVEMENT_THICC_TXT = "Kill %d enemies by ground pounding"; SWWM_ACHIEVEMENT_THRUWALL_TAG = "Knock Knock"; diff --git a/language.def_dlg b/language.def_dlg index d7afa1853..4df658ca0 100644 --- a/language.def_dlg +++ b/language.def_dlg @@ -250,3 +250,9 @@ SWWM_SAYAWASTED1 = "It's almost like you're jerking it off, kinda..."; SWWM_SAYAWASTED2 = "Uh, forget I said that."; SWWM_SAYAWASTEE1 = "And still going... Rackin' it along."; SWWM_SAYAWASTEF1 = "OK, I promise I'll stop messaging you about it. You do you, I guess."; +// april fools +SWWM_SAYAFOOL1 = "Uh... What's that text doing there?"; +SWWM_SAYAFOOL2 = "Shit, wait... Did I seriously forget to activate a license?"; +SWWM_SAYAFOOL3 = "... ... Hold on... Just hold the fuck on... What even is Ultracam?"; +SWWM_SAYAFOOL4 = "Oh for fuck's sake. This has to be Taro-nii's doing. Can't believe I fell for it. Damn it all."; +SWWM_SAYAFOOL5 = "Well, I don't know how to get rid of it so... Just ignore it, I guess. I'll figure it out later."; diff --git a/language.def_lore b/language.def_lore index 6dc07187c..18370ddff 100644 --- a/language.def_lore +++ b/language.def_lore @@ -1455,9 +1455,9 @@ SWWM_LORETXT_HEAVYMAHSHEENGUN = "\n" "While generally meant for mounted use, on-the-go operation is possible, provided the user is equipped with silver-rated power armor at minimum in order to handle its heavy recoil.\n" "\n" -"\cfPrimary Fire:\c- 700 RPM operation. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.\n" +"\cfPrimary Fire:\c- 300 RPM operation. A slow spin. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations.\n" "\n" -"\cfSecondary Fire:\c- 1050 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.\n" +"\cfSecondary Fire:\c- 700 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this.\n" "\n" "\cfTertiary Fire:\c- 2100 RPM operation. Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this.\n" "\n" @@ -1616,7 +1616,7 @@ SWWM_LORETXT_HELLBLAZER = "\cfActually, making the replicas use Nokron was a pretty clever thing. I had no idea that shit exploded. Really makes you think about all the safety mechanisms that go into Microfusion engines, definitely justified if THAT can happen.\c-"; SWWM_LORETAG_IBUKI = "Miyamoto, Ibuki"; SWWM_LORETAB_IBUKI = "People"; -SWWM_LOREREL_IBUKI = "AkariLabs;WhiteScar;Taro;Saya"; +SWWM_LOREREL_IBUKI = "AkariLabs;WhiteScar;Taro;Saya;Madcat;Marisa"; SWWM_LORETXT_IBUKI = " \cxFull Name:\c-\n" " \cf Ibuki Miyamoto\c-\n" @@ -1633,12 +1633,14 @@ SWWM_LORETXT_IBUKI = "\n" "\cfIbuki\c- is the result of the \cfRed Oni\c- supersoldier program, devised by \cfSaya Miyamoto\c- of \cfAkari Labs\c-. The existence of this project was kept completely secret until her public reveal in June of 2077. There was much controversy surrounding the Red Oni program, including Saya's personal involvement in it, having accepted a 40 billion USD payment in exchange for it (which was found to be related to Texas having been sold back to Mexico many weeks before). Despite her clear potential and outstanding combat abilities, she was deployed too late, as only moments later, the \cfWhite Scar\c- happened, and with it, the complete devastation of the \cfUnited States\c-.\n" "\n" -"Many years after the incident, Ibuki was successfully retrieved from the scorched wastelands, having spent a long time as a sort of \"roaming mercenary\". She returned to Japan in June of 2091, and once settled in, began working odd jobs until finding her true vocation as a nude model.\n" +"Many years after the incident, Ibuki was successfully retrieved from the scorched wastelands, having spent a long time as a sort of \"roaming mercenary\". She returned to Japan in June of 2091, and once settled in, began working odd jobs until finding her true vocation as a nude model. Other hobbies include vlogging (with varied topics), as well as still occasionally performing independent mercenary work.\n" "\n" "Having been created from Saya's own DNA, she has effectively inherited the total immortality of the Miyamoto family, on top of this, further enhancements were performed which have given her increased strength and reflexes, along with effectively making her skin bulletproof. Saya has remarked that this last fact means she does not need to wear any clothing.\n" "\n" "Additionally citing Saya's rather \"interesting\" decisions, there is the fact of her particular physical traits beyond those of her strength, including her blatantly obscene bust size, which some deem impractical, much to Saya's disagreement. When asked for further details, she went on a rather lengthy rant on Twitter about the subject of \"waifus\".\n" "\n" +"Although Ibuki is legally part of the Miyamoto family, she opted to live on her own. She shares a house with two other mercenaries, as well as various sexual partners. Some of her companions are individuals of renown, such as game developer \cfKris Danae\c-, or the demi-Anarukon witch-warrior \cfMarisa Azanth\c-.\n" +"\n" "\cxSaya's Notes:\c-\n" "\cfOK yes sure, I love giga-tiddies. But why does everyone have to call me out for it? Is there really ANYTHING wrong with that, huh? Yeah, thought so.\c-\n" "\n" @@ -1736,7 +1738,7 @@ SWWM_LORETXT_ITAMEXHAMMER = "\n" "\cfPrimary Fire:\c- Rapid swings, from side to side. Good for quickly plowing through enemy hordes.\n" "\n" -"\cfSecondary Fire:\c- Hold to ready up a vertical swing, release to let the hammer drop on whatever poor fool is standing in front of you. The longer you hold, the stronger the hit.\n" +"\cfSecondary Fire:\c- Hold to ready up a vertical swing, release to let the hammer drop on whatever poor fool is standing in front of you. The longer you hold, the stronger the hit. This attack can potentially break down doors, among other things.\n" "\n" "\cfTertiary Fire:\c- Hold to ready up a wide horizontal swing, release to perform a potent spin attack, smashing away everything around you. Consecutive presses of tertiary fire while spinning will keep the motion going for longer. Being a combat robot, you should be free from any motion sickness that a human would typically develop while performing this action.\n" "\n" @@ -2052,6 +2054,168 @@ SWWM_LORETXT_LUNA = "\cfAnyway, life was good back then, with all those Nukuri cuties hanging out with us. You could see so many of them in the street, and well, that was also when I met Zana-sama too, best goddamn Christmas gift of my life, heh. Really REALLY miss those days, you know, pretty much hanging out with her every weekend or so. Nowadays, life just plain sucks, and I can only ever get the chance to like, send and get messages super-rarely by passing them through the Lunar Embassy (when those stupid-ass rabbits actually do their jobs).\c-\n" "\n" "\cfI really wish things would go back to how they used to be. I mean, sure, since our country didn't sign the bullshit White Scar treaty we can still use their tech, but they can't come here themselves, nor are we allowed to go there either. Fuck all that shit.\c-"; +SWWM_LORETAG_MADCAT = "MADCAT"; +SWWM_LORETAB_MADCAT = "People"; +SWWM_LOREREL_MADCAT = "Saya;AkariLabs;Demolitionist;UAC;Ibuki"; +SWWM_LORETXT_MADCAT = +" \cxFull Name:\c-\n" +" \cf Kris \"MADCAT\" Danae\c-\n" +" \cxNationality:\c-\n" +" \cf German\c-\n" +" \cxDate of Birth:\c-\n" +" \cf 2124-06-07\c-\n" +" \cxOccupation:\c-\n" +" \cf Founder, Lead Programmer (MADCAT Studio)\c-\n" +" \cf Senior Software Engineer (Akari Labs)\c-\n" +" \cxTwitter:\c-\n" +" \cf @danae_kris\c-\n" +"\n" +"\cfKris Danae\c- was born in 2124, as the younger sister of \cfStefan Danae\c-. Not much is known about her parents, but she has stated they're scientists from Bavaria, Germany, involved in genetic research. From this, it can be deduced that both herself and her brother are among the many documented \cfGenetically Engineered Catfolk\c- that have been appearing since the 2090s.\n" +"\n" +"Unlike her less skilled brother, Kris is highly intelligent, and excels in computer-related tasks. She has a knack for programming, which allowed her to earn quite a fame releasing retro games under the label of \cfMADCAT Studio\c-. The simple, yet addictive \cfCat Catcher\c- has been installed in over 10 billion mobile and desktop devices worldwide since its release in 2140. That same year, she was approached by \cfHamsick Co-op\c- in order to co-develop a revival of the popular \cfRed Roger\c- series, to be released on its 60th anniversary, two years later.\n" +"\n" +"Her popularity eventually drew the attention of \cfSaya Miyamoto\c-, of \cfAkari Labs\c-, who in 2143 offered her a position as senior software engineer, assisting in various aspects of interface design. In addition, she would later be given the task of creating \cfDemolitionist\c--themed games in order to promote the program (suspiciously around the same time the first person shooter \cfDoom\c-, themed after the \cfUAC\c-'s most famous marine, was announced).\n" +"\n" +"Not much is known of Kris's personal life. She lives with her brother in a small house in Aoshima, Japan, surrounded by many stray cats they feel a kinship towards. In regards to relationships, Kris has been found to be dating the \cfRed Oni\c-, \cfIbuki Miyamoto\c-, whom she pays visits to every weekend. Despite her new position at Akari Labs, she continues to develop independent titles.\n" +"\n" +"Body of Work:\n" +"\n" +"- MADCAT Minigames (2135)\n" +"- Stray Cat (2137)\n" +"- Stray Cat 2 (2137)\n" +"- Bandit Fang (2138)\n" +"- Nekoprint Solitaire (2138)\n" +"- Stray Cat 3: Catastrophe (2139)\n" +"- Cat Catcher (2140)\n" +"- Stray Cat Collection (2141)\n" +"- Red Roger Returns (2142, w/ Hamsick Co-op)\n" +"- Nekopocalypse (2143)\n" +"- Nekopocalypse EX (2144)\n" +"- Red Roger in Capital Struggle (2145, w/ Hamsick Co-op)\n" +"- DemolitionOS (2148, w/ Saya and Taro Miyamoto)\n" +"- MADCAT Minigames for DemolitionOS (2148)\n" +"- Demo Land Adventure (2148)\n" +"\n" +"\cxSaya's Notes:\c-\n" +"\n" +"\cfGood ol' Kris-san. Can't have enough of her mad skills, for sure. You know her, when she gets an idea, she has to make it into a game, that's just how it is. And most of her projects obviously have to be cat-themed. Nyaa and all that stuff.\c-\n" +"\n" +"\cfBy the way, all the visual interfaces you see through your eyes? She designed them. Pretty simplistic, sure, but it works nicely. I knew she'd be able to work flawlessly for a target resolution of 640x400. You know me, I'll forever be an advocate for the superiority of 16:10. Ultrawide be damned, that stupid fad hasn't died even in this century.\c-\n" +"\n" +"\cfUh, so what else is there to say... The two of us kinda think alike at times, and that amuses me. People even say we LOOK alike, but honestly, I ain't seeing it. But hey, at least, unlike her, I don't go commando all the time (and she does it with a skirt, no less, the courage on this one).\c-"; +SWWM_LORETXT_MADCAT2 = +" \cxFull Name:\c-\n" +" \cf Kris \"MADCAT\" Danae\c-\n" +" \cxNationality:\c-\n" +" \cf German\c-\n" +" \cxDate of Birth:\c-\n" +" \cf 2124-06-07\c-\n" +" \cxOccupation:\c-\n" +" \cf Founder, Lead Programmer (MADCAT Studio)\c-\n" +" \cf Senior Software Engineer (Akari Labs)\c-\n" +" \cxTwitter:\c-\n" +" \cf @danae_kris\c-\n" +"\n" +"\cfKris Danae\c- was born in 2124, as the younger sister of \cfStefan Danae\c-. Not much is known about her parents, but she has stated they're scientists from Bavaria, Germany, involved in genetic research. From this, it can be deduced that both herself and her brother are among the many documented \cfGenetically Engineered Catfolk\c- that have been appearing since the 2090s.\n" +"\n" +"Unlike her less skilled brother, Kris is highly intelligent, and excels in computer-related tasks. She has a knack for programming, which allowed her to earn quite a fame releasing retro games under the label of \cfMADCAT Studio\c-. The simple, yet addictive \cfCat Catcher\c- has been installed in over 10 billion mobile and desktop devices worldwide since its release in 2140. That same year, she was approached by \cfHamsick Co-op\c- in order to co-develop a revival of the popular \cfRed Roger\c- series, to be released on its 60th anniversary, two years later.\n" +"\n" +"Her popularity eventually drew the attention of \cfSaya Miyamoto\c-, of \cfAkari Labs\c-, who in 2143 offered her a position as senior software engineer, assisting in various aspects of interface design. In addition, she would later be given the task of creating \cfDemolitionist\c--themed games in order to promote the program (suspiciously around the same time the first person shooter \cfDoom\c-, themed after the \cfUAC\c-'s most famous marine, was announced).\n" +"\n" +"Not much is known of Kris's personal life. She lives with her brother in a small house in Aoshima, Japan, surrounded by many stray cats they feel a kinship towards. In regards to relationships, Kris has been found to be dating the \cfRed Oni\c-, \cfIbuki Miyamoto\c-, whom she pays visits to every weekend. Despite her new position at Akari Labs, she continues to develop independent titles.\n" +"\n" +"Body of Work:\n" +"\n" +"- MADCAT Minigames (2135)\n" +"- Stray Cat (2137)\n" +"- Stray Cat 2 (2137)\n" +"- Bandit Fang (2138)\n" +"- Nekoprint Solitaire (2138)\n" +"- Stray Cat 3: Catastrophe (2139)\n" +"- Cat Catcher (2140)\n" +"- Stray Cat Collection (2141)\n" +"- Red Roger Returns (2142, w/ Hamsick Co-op)\n" +"- Nekopocalypse (2143)\n" +"- Nekopocalypse EX (2144)\n" +"- Red Roger in Capital Struggle (2145, w/ Hamsick Co-op)\n" +"- DemolitionOS (2148, w/ Saya and Taro Miyamoto)\n" +"- MADCAT Minigames for DemolitionOS (2148)\n" +"- Demo Land Adventure (2148)\n" +"- Felix Arcana (2150)\n" +"- Red Roger and the Demon Deed (2151, w/ Hamsick Co-op)\n" +"- Felix Arcana 2 (2153)\n" +"- Felix Arcana 2: Sky Crown (2154)\n" +"- Felix Arcana 2: Blade Soul (2154)\n" +"- Cat Catcher Revolution (2158)\n" +"- Felix Arcana: Radiant Edition (2160)\n" +"- Red Roger vs. Blue Baron (2161, w/ Hamsick Co-op)\n" +"- Felix Arcana 3 (2163)\n" +"- Interstellar Demolitionist (2171)\n" +"\n" +"\cxSaya's Notes:\c-\n" +"\n" +"\cfGood ol' Kris-san. Can't have enough of her mad skills, for sure. You know her, when she gets an idea, she has to make it into a game, that's just how it is. And most of her projects obviously have to be cat-themed. Nyaa and all that stuff.\c-\n" +"\n" +"\cfBy the way, all the visual interfaces you see through your eyes? She designed them. Pretty simplistic, sure, but it works nicely. I knew she'd be able to work flawlessly for a target resolution of 640x400. You know me, I'll forever be an advocate for the superiority of 16:10. Ultrawide be damned, that stupid fad hasn't died even in this century.\c-\n" +"\n" +"\cfUh, so what else is there to say... The two of us kinda think alike at times, and that amuses me. People even say we LOOK alike, but honestly, I ain't seeing it. But hey, at least, unlike her, I don't go commando all the time (and she does it with a skirt, no less, the courage on this one).\c-"; +SWWM_LORETXT_MADCAT3 = +" \cxFull Name:\c-\n" +" \cf Kris \"MADCAT\" Danae\c-\n" +" \cxNationality:\c-\n" +" \cf German\c-\n" +" \cxDate of Birth:\c-\n" +" \cf 2124-06-07\c-\n" +" \cxOccupation:\c-\n" +" \cf Founder, Lead Programmer (MADCAT Studio)\c-\n" +" \cf Senior Software Engineer (Akari Labs)\c-\n" +" \cxTwitter:\c-\n" +" \cf @danae_kris\c-\n" +"\n" +"\cfKris Danae\c- was born in 2124, as the younger sister of \cfStefan Danae\c-. Not much is known about her parents, but she has stated they're scientists from Bavaria, Germany, involved in genetic research. From this, it can be deduced that both herself and her brother are among the many documented \cfGenetically Engineered Catfolk\c- that have been appearing since the 2090s.\n" +"\n" +"Unlike her less skilled brother, Kris is highly intelligent, and excels in computer-related tasks. She has a knack for programming, which allowed her to earn quite a fame releasing retro games under the label of \cfMADCAT Studio\c-. The simple, yet addictive \cfCat Catcher\c- has been installed in over 10 billion mobile and desktop devices worldwide since its release in 2140. That same year, she was approached by \cfHamsick Co-op\c- in order to co-develop a revival of the popular \cfRed Roger\c- series, to be released on its 60th anniversary, two years later.\n" +"\n" +"Her popularity eventually drew the attention of \cfSaya Miyamoto\c-, of \cfAkari Labs\c-, who in 2143 offered her a position as senior software engineer, assisting in various aspects of interface design. In addition, she would later be given the task of creating \cfDemolitionist\c--themed games in order to promote the program (suspiciously around the same time the first person shooter \cfDoom\c-, themed after the \cfUAC\c-'s most famous marine, was announced).\n" +"\n" +"Not much is known of Kris's personal life. She lives with her brother in a small house in Aoshima, Japan, surrounded by many stray cats they feel a kinship towards. In regards to relationships, Kris has been found to be dating the \cfRed Oni\c-, \cfIbuki Miyamoto\c-, whom she pays visits to every weekend. Despite her new position at Akari Labs, she continues to develop independent titles.\n" +"\n" +"Body of Work:\n" +"\n" +"- MADCAT Minigames (2135)\n" +"- Stray Cat (2137)\n" +"- Stray Cat 2 (2137)\n" +"- Bandit Fang (2138)\n" +"- Nekoprint Solitaire (2138)\n" +"- Stray Cat 3: Catastrophe (2139)\n" +"- Cat Catcher (2140)\n" +"- Stray Cat Collection (2141)\n" +"- Red Roger Returns (2142, w/ Hamsick Co-op)\n" +"- Nekopocalypse (2143)\n" +"- Nekopocalypse EX (2144)\n" +"- Red Roger in Capital Struggle (2145, w/ Hamsick Co-op)\n" +"- DemolitionOS (2148, w/ Saya and Taro Miyamoto)\n" +"- MADCAT Minigames for DemolitionOS (2148)\n" +"- Demo Land Adventure (2148)\n" +"- Felix Arcana (2150)\n" +"- Red Roger and the Demon Deed (2151, w/ Hamsick Co-op)\n" +"- Felix Arcana 2 (2153)\n" +"- Felix Arcana 2: Sky Crown (2154)\n" +"- Felix Arcana 2: Blade Soul (2154)\n" +"- Cat Catcher Revolution (2158)\n" +"- Felix Arcana: Radiant Edition (2160)\n" +"- Red Roger vs. Blue Baron (2161, w/ Hamsick Co-op)\n" +"- Felix Arcana 3 (2163)\n" +"- Interstellar Demolitionist (2171)\n" +"- Demolition Quest (2171)\n" +"\n" +"\cxSaya's Notes:\c-\n" +"\n" +"\cfGood ol' Kris-san. Can't have enough of her mad skills, for sure. You know her, when she gets an idea, she has to make it into a game, that's just how it is. And most of her projects obviously have to be cat-themed. Nyaa and all that stuff.\c-\n" +"\n" +"\cfBy the way, all the visual interfaces you see through your eyes? She designed them. Pretty simplistic, sure, but it works nicely. I knew she'd be able to work flawlessly for a target resolution of 640x400. You know me, I'll forever be an advocate for the superiority of 16:10. Ultrawide be damned, that stupid fad hasn't died even in this century.\c-\n" +"\n" +"\cfUh, so what else is there to say... The two of us kinda think alike at times, and that amuses me. People even say we LOOK alike, but honestly, I ain't seeing it. But hey, at least, unlike her, I don't go commando all the time (and she does it with a skirt, no less, the courage on this one).\c-"; SWWM_LORETAG_MAIDBOT = "Miyamoto, Meido"; SWWM_LORETAB_MAIDBOT = "People"; SWWM_LOREREL_MAIDBOT = "Saya;Ibuki;Luna;Nukuri;Zanaveth2;Nekuratek;AkariLabs;Kirin"; @@ -2125,6 +2289,114 @@ SWWM_LORETXT_MAIDBOT2 = "\cfHehe... I'm really quite proud of making her \"fully featured\", by the way... Best decision of my life. Let me tell you, when we do \"things\" together... it feels like heaven~\c- \cg♥\c-\n" "\n" "\cfUpdate: By the way, I'm really happy that Kirin-kun managed to get her into singing again. Of course, how could she even resist his charms, right?\c-"; +SWWM_LORETAG_MARISA = "Azanth, Marisa"; +SWWM_LORETAB_MARISA = "People"; +SWWM_LOREREL_MARISA = "Ibuki;WhiteScar;Sankaideriha;Saya;Hell;Anarukon;UAC;XAnimen;Parthoris;Kirin;Demolitionist"; +SWWM_LORETXT_MARISA = +" \cxFull Name:\c-\n" +" \cf Marisa Azanth\c-\n" +" \cf Child of Ash (nickname)\c-\n" +" \cxNationality:\c-\n" +" \cf Japanese\c-\n" +" \cxDate of Birth:\c-\n" +" \cf 1989-10-04\c-\n" +" \cxOccupation:\c-\n" +" \cf Mercenary (Demon Hunter)\c-\n" +" \cxTwitter\c-\n" +" \cf @marisa_ashen\c-\n" +"\n" +"Born in \cfSankaideriha\c- from the union of the \cfDemonic\c- grim reaper \cfAkari Shiroko\c- and the nomadic \cfAnarukon\c- pyromancer \cfSarkha Azanth\c-, \cfMarisa\c- is the result of a blasphemous relationship between members of two conflicting civilizations, those of Demons and Anarukon. Despite their differences and the clear belonging to two factions at war, the love between her parents is undeniable, demonstrating that both sides can set aside their differences and enjoy a fruitful life together.\n" +"\n" +"Having been raised by such an odd couple of outcasts, Marisa lacks certain social aptitudes, but excels in other skills, such as magic and swordfighting. Upon reaching adulthood, she began to take odd jobs as a mercenary, slaying stray demons and other beasts throughout various locations. Around 2084, one of these jobs brought her to \cfEarth\c-. Specifically, to the \cfWashington DC\c- exclusion zone. While oblivious to the events of the \cfWhite Scar\c-, she was visibly confused by the ruined state of the city, but nevertheless, she tracked down her target. To her surprise, however, the kill had already been claimed, by none other than the \cfRed Oni\c-, \cfIbuki Miyamoto\c-.\n" +"\n" +"The two spent some time working together, and a peculiar friendship bloomed. Unfortunately, when it was time for her to return home, she realized that the warp gate she had used could only take one person. Ibuki let her go, with the promise that they'd surely meet again once all was over. And so, almost 10 years later, following the Red Oni's return to \cfJapan\c-, their awaited reunion took place. Marisa had settled down at her own home in \cfKasukabe\c-, and arranged for Ibuki to move there too. Along the way, their spacious shared home would seemingly grow more cramped with the introduction of various other roommates, as well as the occasional visits of Marisa's boyfriend, an \cfOdmorian\c- ranger called \cfCinnamon Valentine\c-.\n" +"\n" +"To this day, Marisa continues to slay demons as her main occupation, so, as expected, the ongoing invasion has kept her and many others busy. Aware of the \cfDemolitionist\c-'s mission, she's somewhat \"taking it easy\", however. As of this article's writing, she was last seen heading to \cfNagoya\c-, one of the main invasion hotspots in Japan, thanks in part to the existence of various \cfUAC\c- installations within.\n" +"\n" +"\cxSaya's Notes:\c-\n" +"\cfAh, now this is one gal you haven't personally met. I mean, what with her job basically keeping her out there slicing and dicing all day. Ibuki told me that she almost gave up at one point, but when she told her about you and your mission, she got a huge confidence boost. Of course, both her and Ibuki are out in the wild doing their work. I'm sure they turned this into a competition now that you've factored in on the whole situation. That's typical of them.\c-\n" +"\n" +"\cfAnd what can I say about her? Well, she's the quiet type, really. Less talking, more acting, you know. Lets her sword do the speaking, kinda. And boy, is it a sword. It's HUGE, the thing she has. I heard she even got a bigger one in reserve, a sort of award she got for being super-strong or whatever. Fucking thing is just a massive, raw hunk of metal, very... Gutsy.\c-\n" +"\n" +"\cfReally hope you get to meet her someday, bet she'll find you cute. Speaking of which, I know her weakness: Capybara. Yeah, put one of 'em in front of her and she'll melt away from cuteness. Little trick I learned from her boyfriend.\c-\n" +"\n" +"\cfOh, and the boyfriend? Well, a really cool guy. We don't talk much, but he's been my main source for learning about Odmorian culture. Cleared some misconceptions real fast, and was very nice about it, too. His name is cute, too. Cinnamon, heh. Mari-san calls him Cinnabun, which is even cuter. But don't be deceived, despite all the cuteness, he's also a battle-hardened warrior like her, real tough guy, even has this HUGE gun too.\c-\n" +"\n" +"\cfYou REALLY need to meet them, seriously.\c-"; +SWWM_LORETXT_MARISA2 = +" \cxFull Name:\c-\n" +" \cf Marisa Azanth\c-\n" +" \cf Child of Ash (nickname)\c-\n" +" \cxNationality:\c-\n" +" \cf Japanese\c-\n" +" \cxDate of Birth:\c-\n" +" \cf 1989-10-04\c-\n" +" \cxOccupation:\c-\n" +" \cf Mercenary (Demon Hunter)\c-\n" +" \cxTwitter\c-\n" +" \cf @marisa_ashen\c-\n" +"\n" +"Born in \cfSankaideriha\c- from the union of the \cfDemonic\c- grim reaper \cfAkari Shiroko\c- and the nomadic \cfAnarukon\c- pyromancer \cfSarkha Azanth\c-, \cfMarisa\c- is the result of a blasphemous relationship between members of two conflicting civilizations, those of Demons and Anarukon. Despite their differences and the clear belonging to two factions at war, the love between her parents is undeniable, demonstrating that both sides can set aside their differences and enjoy a fruitful life together.\n" +"\n" +"Having been raised by such an odd couple of outcasts, Marisa lacks certain social aptitudes, but excels in other skills, such as magic and swordfighting. Upon reaching adulthood, she began to take odd jobs as a mercenary, slaying stray demons and other beasts throughout various locations. Around 2084, one of these jobs brought her to \cfEarth\c-. Specifically, to the \cfWashington DC\c- exclusion zone. While oblivious to the events of the \cfWhite Scar\c-, she was visibly confused by the ruined state of the city, but nevertheless, she tracked down her target. To her surprise, however, the kill had already been claimed, by none other than the \cfRed Oni\c-, \cfIbuki Miyamoto\c-.\n" +"\n" +"The two spent some time working together, and a peculiar friendship bloomed. Unfortunately, when it was time for her to return home, she realized that the warp gate she had used could only take one person. Ibuki let her go, with the promise that they'd surely meet again once all was over. And so, almost 10 years later, following the Red Oni's return to \cfJapan\c-, their awaited reunion took place. Marisa had settled down at her own home in \cfKasukabe\c-, and arranged for Ibuki to move there too. Along the way, their spacious shared home would seemingly grow more cramped with the introduction of various other roommates, as well as the occasional visits of Marisa's boyfriend, an \cfOdmorian\c- ranger called \cfCinnamon Valentine\c-.\n" +"\n" +"Her participation in the \cfDemon Invasion\c- of 2148 was commendable, with a body count in the tens of thousands, and a special, shared accolade with Ibuki Miyamoto for the swift cleanup of the demon-infested \cfUAC\c- installations in \cfNagoya\c-.\n" +"\n" +"\cxSaya's Notes:\c-\n" +"\cfAh, now this is one gal you haven't personally met. I mean, what with her job basically keeping her out there slicing and dicing all day. Ibuki told me that she almost gave up at one point, but when she told her about you and your mission, she got a huge confidence boost. Of course, both her and Ibuki are out in the wild doing their work. I'm sure they turned this into a competition now that you've factored in on the whole situation. That's typical of them.\c-\n" +"\n" +"\cfAnd what can I say about her? Well, she's the quiet type, really. Less talking, more acting, you know. Lets her sword do the speaking, kinda. And boy, is it a sword. It's HUGE, the thing she has. I heard she even got a bigger one in reserve, a sort of award she got for being super-strong or whatever. Fucking thing is just a massive, raw hunk of metal, very... Gutsy.\c-\n" +"\n" +"\cfReally hope you get to meet her someday, bet she'll find you cute. Speaking of which, I know her weakness: Capybara. Yeah, put one of 'em in front of her and she'll melt away from cuteness. Little trick I learned from her boyfriend.\c-\n" +"\n" +"\cfOh, and the boyfriend? Well, a really cool guy. We don't talk much, but he's been my main source for learning about Odmorian culture. Cleared some misconceptions real fast, and was very nice about it, too. His name is cute, too. Cinnamon, heh. Mari-san calls him Cinnabun, which is even cuter. But don't be deceived, despite all the cuteness, he's also a battle-hardened warrior like her, real tough guy, even has this HUGE gun too.\c-\n" +"\n" +"\cfYou REALLY need to meet them, seriously.\c-\n" +"\n" +"\cfUpdate: Oh boy, what an encounter. You know, I said it many times, I wish I could have snapped a pic of the face you made when you saw that gun she has. Yeah, should've told you she's not just about big swords, but also big guns. But hey, she admires you too, and that's pretty neat. Hell, I bet that once we put you into the mission to Parthoris, she'll want to go in right after. That's just how she is.\c-\n" +"\n" +"\cfI hope she doesn't cause too much trouble, because I also plan on sending Ibuki to do some scouting in a couple places.\c-"; +SWWM_LORETXT_MARISA3 = +" \cxFull Name:\c-\n" +" \cf Marisa Azanth\c-\n" +" \cf Child of Ash (nickname)\c-\n" +" \cxNationality:\c-\n" +" \cf Japanese\c-\n" +" \cxDate of Birth:\c-\n" +" \cf 1989-10-04\c-\n" +" \cxOccupation:\c-\n" +" \cf Mercenary (Demon Hunter)\c-\n" +" \cxTwitter\c-\n" +" \cf @marisa_ashen\c-\n" +"\n" +"Born in \cfSankaideriha\c- from the union of the \cfDemonic\c- grim reaper \cfAkari Shiroko\c- and the nomadic \cfAnarukon\c- pyromancer \cfSarkha Azanth\c-, \cfMarisa\c- is the result of a blasphemous relationship between members of two conflicting civilizations, those of Demons and Anarukon. Despite their differences and the clear belonging to two factions at war, the love between her parents is undeniable, demonstrating that both sides can set aside their differences and enjoy a fruitful life together.\n" +"\n" +"Having been raised by such an odd couple of outcasts, Marisa lacks certain social aptitudes, but excels in other skills, such as magic and swordfighting. Upon reaching adulthood, she began to take odd jobs as a mercenary, slaying stray demons and other beasts throughout various locations. Around 2084, one of these jobs brought her to \cfEarth\c-. Specifically, to the \cfWashington DC\c- exclusion zone. While oblivious to the events of the \cfWhite Scar\c-, she was visibly confused by the ruined state of the city, but nevertheless, she tracked down her target. To her surprise, however, the kill had already been claimed, by none other than the \cfRed Oni\c-, \cfIbuki Miyamoto\c-.\n" +"\n" +"The two spent some time working together, and a peculiar friendship bloomed. Unfortunately, when it was time for her to return home, she realized that the warp gate she had used could only take one person. Ibuki let her go, with the promise that they'd surely meet again once all was over. And so, almost 10 years later, following the Red Oni's return to \cfJapan\c-, their awaited reunion took place. Marisa had settled down at her own home in \cfKasukabe\c-, and arranged for Ibuki to move there too. Along the way, their spacious shared home would seemingly grow more cramped with the introduction of various other roommates, as well as the occasional visits of Marisa's boyfriend, an \cfOdmorian\c- ranger called \cfCinnamon Valentine\c-.\n" +"\n" +"Her participation in the \cfDemon Invasion\c- of 2148 was commendable, with a body count in the tens of thousands, and a special, shared accolade with Ibuki Miyamoto for the swift cleanup of the demon-infested \cfUAC\c- installations in \cfNagoya\c-.\n" +"\n" +"\cxSaya's Notes:\c-\n" +"\cfAh, now this is one gal you haven't personally met. I mean, what with her job basically keeping her out there slicing and dicing all day. Ibuki told me that she almost gave up at one point, but when she told her about you and your mission, she got a huge confidence boost. Of course, both her and Ibuki are out in the wild doing their work. I'm sure they turned this into a competition now that you've factored in on the whole situation. That's typical of them.\c-\n" +"\n" +"\cfAnd what can I say about her? Well, she's the quiet type, really. Less talking, more acting, you know. Lets her sword do the speaking, kinda. And boy, is it a sword. It's HUGE, the thing she has. I heard she even got a bigger one in reserve, a sort of award she got for being super-strong or whatever. Fucking thing is just a massive, raw hunk of metal, very... Gutsy.\c-\n" +"\n" +"\cfReally hope you get to meet her someday, bet she'll find you cute. Speaking of which, I know her weakness: Capybara. Yeah, put one of 'em in front of her and she'll melt away from cuteness. Little trick I learned from her boyfriend.\c-\n" +"\n" +"\cfOh, and the boyfriend? Well, a really cool guy. We don't talk much, but he's been my main source for learning about Odmorian culture. Cleared some misconceptions real fast, and was very nice about it, too. His name is cute, too. Cinnamon, heh. Mari-san calls him Cinnabun, which is even cuter. But don't be deceived, despite all the cuteness, he's also a battle-hardened warrior like her, real tough guy, even has this HUGE gun too.\c-\n" +"\n" +"\cfYou REALLY need to meet them, seriously.\c-\n" +"\n" +"\cfUpdate: Oh boy, what an encounter. You know, I said it many times, I wish I could have snapped a pic of the face you made when you saw that gun she has. Yeah, should've told you she's not just about big swords, but also big guns. But hey, she admires you too, and that's pretty neat. Hell, I bet that once we put you into the mission to Parthoris, she'll want to go in right after. That's just how she is.\c-\n" +"\n" +"\cfI hope she doesn't cause too much trouble, because I also plan on sending Ibuki to do some scouting in a couple places.\c-\n" +"\n" +"\cfUpdate 2: Can't believe it took until our wedding with Kirin to meet her parents. You saw, we all saw, that Sarkha gal is a total nutcase, I can see who she takes after, at least in part, because her other mom is the surprisingly nicest, kindest woman I've ever met. Like, even with the whole thing of being an assassin and stuff... Aaaaand then I learned, that she's descended from Hell royalty. No wonder the demons are so intimidated by her, makes a lot of sense.\c-\n" +"\n" +"\cfI swear, between her and her two moms, they all look like Dark Souls characters.\c-"; SWWM_LORETAG_MILKBREADS = "Milk Breads"; SWWM_LORETAB_MILKBREADS = "Item"; SWWM_LOREREL_MILKBREADS = "Kirin;Anarukon;Saya"; @@ -2474,7 +2746,7 @@ SWWM_LORETXT_NOSKORA = "\n" "Being part of the Mishe, the two brothers have what can only be described as \"reality manipulation\" powers. This has only been witnessed on rare occasions, however, such as during the final moments of the \cfNukuri Seventh World War\c-, where one of them managed to singlehandedly put a stop to the conflict, shrugging off the attacks of imperial soldiers while making his way to the throne, whereupon reaching it, he punched emperor \cfLedora Yathai\c- off his seat, launching him across the room in a perfectly straight line towards the nearest window, and sending him off into low orbit. His body was never recovered, and he was presumed dead.\n" "\n" -"The popularity of the university skyrocketed following this success in dismantling a whole empire and ultimately bringing forth the creation of the \cfNukuri Unified Government\c-. Many people wish to learn of what these odd beings have to teach, although the various courses are quite difficult for the average individual.\n" +"The popularity of the university skyrocketed following this success in dismantling a whole empire and ultimately bringing forth the creation of the \cfNahkami Unified Government\c-. Many people wish to learn of what these odd beings have to teach, although the various courses are quite difficult for the average individual.\n" "\n" "Some of the more popular courses one can take at the University of Nos-Kora include:\n" "\n" @@ -2579,11 +2851,11 @@ SWWM_LORETXT_NUKURI = "\n" "The \cfNukuri\c- are a pale-skinned humanoid race native to \cfHebeku\c-'s frozen moon of \cfNahkami\c-, in the \cfXathar System\c- (part of the \cfX'Animen Coalition\c-). They are among the most technologically advanced within the entire Coalition, and are seen as a shining example of progress and dedication, although they've had an extensive history of war and conflict, along with having been involved in notable atrocities. Such a dark past is something they are well aware and ashamed of, ever since the end of their seventh world war and the massive political and economic reform they underwent afterwards.\n" "\n" -"In the past, Nahkami was a ruthless warmongering empire ruled with an iron fist by the \cfYathai\c- royal family. However, following the reform, and with emperor \cfLedora Yathai\c- being \"forced into exile\" by the founders of the \cfUniversity of Nos-Kora\c-, who led said reform, the \cfNukuri Unified Government\c- was created, with \cfZanata Nekuraku II\c- personally appointed as \"transitional\" prime minister.\n" +"In the past, Nahkami was a ruthless warmongering empire ruled with an iron fist by the \cfYathai\c- royal family. However, following the reform, and with emperor \cfLedora Yathai\c- being \"forced into exile\" by the founders of the \cfUniversity of Nos-Kora\c-, who led said reform, the \cfNahkami Unified Government\c- was created, with \cfZanata Nekuraku II\c- personally appointed as \"transitional\" prime minister.\n" "\n" "As someone who had suffered the loss of her mother and her husband in the previous wars, Zanata had always been opposed to the empire and its practices, including their decision to attack humanity at the peak of WW7, in what was known as the \cfWhite Scar\c- incident. Following the establishment of the new government, she attempted to make amends with us, but nothing came of it. After this had happened, she stepped down both from her position as prime minister, and also as leader of \cfNekuratek\c-, the company her family has run for many generations. As of this article's writing, the current prime minister of Nahkami, elected by the vast majority, is \cfSaya Kowayanau\c-, who is also the governor of the province of \cfSaya\c-.\n" "\n" -"The Nukuri Unified Government can be seen as one of the various examples of successful transitions away from dictatorial regimes to something more open. Its form of government is self-described as a \"communist omnicracy\", where everyone stands in equal terms and no voice is left unheard. Its method of allowing all its inhabitants to take part in decision-making, the \"fractal vote\", was widely praised by other neighboring nations. In a way, everything is ultimately decided by all people within the nation, no voice is left unheard. In terms of its economy, there are no concepts of currency, or private ownership. All previous businesses are now publicly owned, however with their founders still holding what's basically a \"symbolic\" position of leadership, being still involved in their management, under government supervision.\n" +"The Nahkami Unified Government can be seen as one of the various examples of successful transitions away from dictatorial regimes to something more open. Its form of government is self-described as a \"communist omnicracy\", where everyone stands in equal terms and no voice is left unheard. Its method of allowing all its inhabitants to take part in decision-making, the \"fractal vote\", was widely praised by other neighboring nations. In a way, everything is ultimately decided by all people within the nation, no voice is left unheard. In terms of its economy, there are no concepts of currency, or private ownership. All previous businesses are now publicly owned, however with their founders still holding what's basically a \"symbolic\" position of leadership, being still involved in their management, under government supervision.\n" "\n" "It's also well known that the Nukuri still possess a very strong military force, but they only serve to defend the nation from external threats (something that has rarely happened). In addition, the manufacture and use of weapons is heavily supervised, too.\n" "\n" @@ -2712,7 +2984,7 @@ SWWM_LORETXT_PLASMABLAST = "\n" "\cfSecondary Fire:\c- Charged shot. Hold and release. A slower, but much stronger and destructive projectile, especially if charged from a full cell. The gun has to be held with both hands, as the instability induced by internal plasma charge may make aiming far more difficult single-handed.\n" "\n" -"\cfReload:\c- Replace the ammo cell on the weapon. Each can power up to 15 shots.\n" +"\cfReload:\c- Replace the ammo cell on the weapon. Each can power up to 8 shots.\n" "\n" "\cfTechniques:\c- Obtaining a second Plasma Blaster allows switching to dual-wield mode. Secondary fire in this mode shoots the left hand gun.\n" "\n" @@ -2752,22 +3024,22 @@ SWWM_LORETXT_PUNTZERBETA = "\cxManufacturer:\c-\n" "\cf Blackmann Arms Ltd.\c-\n" "\cxClassification:\c-\n" -"\cf Single-Action Revolver\c-\n" +"\cf Semi-Automatic Revolver\c-\n" "\n" "The \cfPuntzer\c- series of weapons from \cfBlackmann Arms\c- are prime examples of the potential of their patented \cfSpin Motion Wedge (SMW)\c- perforating ammunition.\n" "\n" -"The \cfPuntzer Beta\c- is a six-barrel single-action top-break revolver, equipped with very robust parts, ideal for fans of fanning.\n" +"The \cfPuntzer Beta\c- is a six-round semi-automatic top-break revolver, equipped with very robust parts.\n" "\n" "\cfPrimary Fire:\c- Slow, accurate shots.\n" "\n" -"\cfSecondary Fire:\c- Hold to enter fanning mode, release to disengage. While in this mode, you can press/hold primary to shoot much faster, but with lower accuracy.\n" +"\cfSecondary Fire:\c- Engage \"quick unload\" mode, upon which the next pull of the trigger will cause six shots to go off in rapid succession.\n" "\n" "\cfTertiary Fire:\c- Twirl the hell out of the gun, for fun.\n" "\n" "\cfReloading:\c- Reloads the gun. Thanks to the rapid reloading system provided by your \cfHammerspace™ Container\c-, you merely need to hold your open palm over the cylinder, the bullets will be loaded automatically.\n" "\n" "\cxSaya's Notes:\c-\n" -"\cfAh, the revolver, a very classic gun, made famous by all those american \"wild west\" movies. But this one's special, oh yes. Those fucking corkscrew bullets are some serious shit, spinning like crazy and drilling through stuff. Hermann-senpai is feeding us with the \".05\" types specifically, which are the strongest of them all, and supposedly can drill cleanly through walls and everything. That's going to be fun.\c-"; +"\cfAh, the revolver, a very classic gun, made famous by all those american \"wild west\" movies. But this one's special, oh yes. It's a rarity to see a semi-auto revolver already, but one with a full auto mode? And those fucking corkscrew bullets are some serious shit too, spinning like crazy and drilling through stuff. Hermann-senpai is feeding us with the \".05\" types specifically, which are the strongest of them all, and supposedly can drill cleanly through walls and everything. That's going to be fun.\c-"; SWWM_LORETAG_PUNTZERGAMMA = "Puntzer Gamma"; SWWM_LORETAB_PUNTZERGAMMA = "Item"; SWWM_LOREREL_PUNTZERGAMMA = "Blackmann;Saya;Hammerspace"; @@ -2797,29 +3069,6 @@ SWWM_LORETXT_PUNTZERGAMMA = "\cfBy the way I just realized something: SMW bullets are 6.9mm.\c-\n" "\n" "\cfNice.\c-"; -SWWM_LORETAG_PUSHERWEAPON = "Pusher"; -SWWM_LORETAB_PUSHERWEAPON = "Item"; -SWWM_LOREREL_PUSHERWEAPON = "EngineTech;Mixom;UAC"; -SWWM_LORETXT_PUSHERWEAPON = -"\cxDesignation:\c-\n" -"\cf \"Pusher\" Microfusion Rotary Hammer\c-\n" -"\cxManufacturer:\c-\n" -"\cf Tach-Engine Technology Institute\c-\n" -"\cxClassification:\c-\n" -"\cf Mining Tool\c-\n" -"\n" -"The \cfPusher\c- is a somewhat portable rotary hammer meant for mining and construction work. Its portability comes in part from the usage of an internal microfusion battery, also courtesy of \cfTach-Engine Technologies\c-, providing enough power for 300 hours of constant use. Tach-Engine Technologies does not hold itself responsible for any misuse of this tool.\n" -"\n" -"\cfPrimary Fire:\c- Normal operation. Aim the drill bit at whatever you need to break, and hold the upper trigger.\n" -"\n" -"\cfSecondary Fire:\c- For those cases where you find some real tough material that's hard to crack. Twist the side handle until the drill bit has receded to what you feel is the adequate distance, then tap the primary trigger for it to strike at the target, with full force.\n" -"\n" -"\cfWARNING:\c- Inadequate grip during secondary operation may cause the tool to slip off, always keep the area clear to prevent collateral damages.\n" -"\n" -"\cxSaya's Notes:\c-\n" -"\cfYeah, chainsaws are a staple of \"tool turned weapon\", we all know this, but what about goddamn jackhammers?\c-\n" -"\n" -"\cfYou know actually, that reminded me of this one bigass blunder from Mixom. Those UAC nerds had requested a shipment of jackhammers to be sent to Mars City once, and these idiots go and send chainsaws instead. That's one hell of a mixup, don't ya think?\c-"; SWWM_LORETAG_QUADRAVOL = "Quadravol"; SWWM_LORETAB_QUADRAVOL = "Item"; SWWM_LOREREL_QUADRAVOL = "Kmonn;Xekke"; @@ -2942,15 +3191,15 @@ SWWM_LORETXT_RAYKHOM = "\n" "Ever since its creation by \cfProfessor Eushura Kmonn Jr.\c-, the \cfRay-Khom\c- has taken a permanent spot in every \cfXekkian\c- soldier's loadout. Reliable, efficient, needing little to no maintenance due to lacking any moving parts beyond its feeding mechanism. Ammunition is additionally quite easy to come by, at least locally, as exports carry with them heavy taxing.\n" "\n" -"The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, easy to replace when needed. Ammunition is fed from 20-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker).\n" +"The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, providing a plentiful supply of energy. Ammunition is fed from 10-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker).\n" "\n" "\cfPrimary Fire:\c- Steady shooting, quick and precise. Minimal recoil due to the electromagnetic operation, mostly quiet as the projectiles are shot ever so slightly below the speed of sound. Your enemies are guaranteed to not take notice of your attacks until it's too late.\n" "\n" -"\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. It is recommended to only use this sparingly, as it drains the battery quickly.\n" +"\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. Should be noted that this action mustn't be performed willy-nilly, as the capacitors require a long time to fully recharge, also temporarily disabling the main fire function.\n" "\n" -"\cfPrimary Reload:\c- Reloads the weapon.\n" +"\cfReload:\c- Reloads the weapon.\n" "\n" -"\cfSecondary Reload:\c- Swaps the battery. This action can only be performed once the charge is low enough, as it would be wasteful otherwise.\n" +"\cfZoom:\c- Use the scope for long distance shooting. Zoom level is automatically adjusted based on distance probes, and the reticle will furthermore simulate projectile trajectory on the fly, so you can know exactly where to aim.\n" "\n" "\cfTechniques:\c- Secondary fire increases in lethality if used on conductive liquids such as water. Just make sure to not be standing in it yourself.\n" "\n" @@ -3097,7 +3346,7 @@ SWWM_LORETXT_SANKAIDERIHA2 = "\cfOh yeah, first time I went, I met the big god. They're uhhhh... interesting, to say the least. Didn't mind having a chat with some random nobody like me who has super-mediocre magic skills, which was fun. One of these days, when Kirin-kun retires, we're going to move there and study lots of magic together. I'm so looking forward to it...\c-"; SWWM_LORETAG_SAYA = "Miyamoto, Saya"; SWWM_LORETAB_SAYA = "People"; -SWWM_LOREREL_SAYA = "Nana;Ryuji;Taro;Yui;Maidbot;Demolitionist;Kirin;AkariLabs;Ashley;UAC"; +SWWM_LOREREL_SAYA = "Nana;Ryuji;Taro;Yui;Maidbot;Demolitionist;Kirin;AkariLabs;Ashley;UAC;Ibuki"; SWWM_LORETXT_SAYA = " \cxFull Name:\c-\n" " \cf Saya Miyamoto\c-\n" @@ -3239,7 +3488,7 @@ SWWM_LORETXT_SCORESYSTEM = "\n" "Carried items may also be refunded for additional points, allowing you to exchange them for anything else you'd prefer instead. This process is automated when obtaining weapons you already possess, or reach the carry limit for certain items.\n" "\n" -"Please do note that there is an imposed limit of 999,999,999,999,999,999 points, which, in practice, shouldn't even be remotely reachable.\n" +"Please do note that there is an imposed limit of 999999999 points, which, in practice, should take a very, very long time to reach.\n" "\n" "\cxSaya's Notes:\c-\n" "\cfAlright, I'll be honest here: This is more videogamey stuff from nerdboy. But I think it's good, in a way. There's something about the rush of seeing the numbers go up, you know, and you can get something nice out of it too. I can't exactly hide this from you but it's something we both agreed on, for your sake.\c-\n" @@ -3395,14 +3644,12 @@ SWWM_LORETXT_SPREADGUN = "\n" "\cfMetal Slug:\c- Green shells. Very potent slugs that have a decent accuracy, even at longer ranges. Due to their size and weight, they can potentially penetrate multiple small targets.\n" "\n" -"\cfDragon's Breath:\c- White shells. A burst of flame in each shot, has considerable range. Ineffective underwater, for obvious reasons.\n" -"\n" "\cfKinylum Saltshot:\c- Teal shells. Small chunks of Kinylum in its natural \"salt\" form. Once shot, they leave a trail of boiling hot plasma that remains in the air for a few moments before finally dissipating. In addition, the chunks will explode violently on contact with any surface, or once they \"destabilize\" (which unfortunately makes this type of ammunition ineffective at longer distances).\n" "\n" -"\cfTelebrium Flechettes:\c- Black shells. Dozens of piercing projectiles tipped with pure Telebrium, an exotic element known for its potent corrosive effects when heated. Targets hit by these projectiles will experience a very painful discharge of corrosive toxins through their bodies (even non-organic ones), although the effects of this will dissipate in a couple seconds. Use of this ammunition is highly restricted, but you have been granted permission to use it against the invading forces.\n" -"\n" "\cfLead Ball:\c- Purple shells. Coming from \cfPlutoni Incorporated\c-, these rounds shoot out a heavy ball of pure hurt. Despite the fact it's made of lead, it tends to keep its shape no matter how hard it hits something (some wonder if it actually IS made of lead, or if it's something else entirely). Having come out of such a place, it's no surprise that they also have some rather odd effects. It appears that, on certain occasions, the balls may emit odd sounds on impact, which in addition cause some form of potent shockwave around itself, increasing its speed in the process. This odd happening is listed as \"Random Crits\" in the store page.\n" "\n" +"\cfTelebrium Flechettes:\c- Black shells. Dozens of piercing projectiles tipped with pure Telebrium, an exotic element known for its potent corrosive effects when heated. Targets hit by these projectiles will experience a very painful discharge of corrosive toxins through their bodies (even non-organic ones), although the effects of this will dissipate in a couple seconds. Use of this ammunition is highly restricted, but you have been granted permission to use it against the invading forces.\n" +"\n" "\cfGolden Shell:\c- Gold-plated shells with a heavy metal body. A highly rare and expensive type of ammunition, with unmatched destructive power. Each round fires a sabot packing a high-grade, high-density \cfExplodium\c- charge, along with gold glitter (which is apparently just for show). Anything directly hit by it is guaranteed to be completely vaporized by the ensuing blast.\n" "\n" "The wide range of compatible ammunition types makes the Spreadgun a rather versatile weapon, once you look past its tedious manual reloading. There are however plans to make a much more comfortable semi-automatic, recoil operated variant of this weapon, with prototypes already being tested.\n" @@ -3754,7 +4001,7 @@ SWWM_LORETXT_WALLBUSTER = "\n" "The internal mechanisms driving this weapon have such a degree of complexity that they've been described as \cf\"Kraut Deep Space Magic\"\c- by some. Only \cfHermann E. Ischer\c- himself knows every detail about their operation. With each twist of the main trigger, the topmost barrel is primed, and then its cylinder spins counter-clockwise, with the next round ready for shooting. On a complete rotation, or when the secondary trigger is used, the main body spins afterwards, switching to another cylinder.\n" "\n" -"The Wallbuster is compatible with most types of 6ga shells distributed by Blackmann, although there are safety restrictions on some, namely dragon's breath, flechettes, and golden shells. This limits the range of ammunition usable to only these four types:\n" +"The Wallbuster is compatible with most types of 6ga shells distributed by Blackmann, although there are safety restrictions on some, namely flechettes and golden shells. This limits the range of ammunition usable to only these four types:\n" "\n" "\cfStandard Buckshot:\c- Red shells. Exactly what it says on the tin. Quite lethal at short range, and with some extra reach due to the length of the weapon's barrels.\n" "\n" @@ -3868,7 +4115,7 @@ SWWM_LORETXT_WHITESCAR = "\n" "\cfNukritas 1xx\c- would then, by himself, walk all the way down from the northernmost region of Akane to the imperial capital in Vutaki. His advance could not be stopped, he shrugged off any attempts by imperial soldiers, he destroyed their weapons merely by looking at them. Once he reached the imperial palace, he kicked the doors open and made his way to the throne, there, emperor Ledora Yathai, frozen in terror, received a single punch across the gut from the Mishe ambassador, and was sent flying in a straight line out the window, reaching such a velocity that he completely vanished into the void of space. Then, the University made their announcement, the \cfNos-Kora Ultimatum\c-. The Nukuri race was given eight years to resolve their conflicts and make peace. Should they have failed to do so, the University would close its doors forever, and the Mishe would formally leave the \cfX'Animen Coalition\c-, taking their valuable knowledge with them.\n" "\n" -"This threat was taken very seriously, as the Mishe were one of the most important members of this interplanetary alliance, and so a massive reform followed. Both sides were now united in their mission to rebuild Nahkami in its entirety as a new nation. In 2108, only halfway through the time limit they had set, the \cfNukuri Unified Government\c- was finally established, with \cfZanata Nekuraku II\c- as \"transitional\" prime minister. Following this, an attempt was made to reestablish relations with Earth, but it was useless, they were completely ignored, save for two countries who had not signed the treaty: Scotland and Japan.\n" +"This threat was taken very seriously, as the Mishe were one of the most important members of this interplanetary alliance, and so a massive reform followed. Both sides were now united in their mission to rebuild Nahkami in its entirety as a new nation. In 2108, only halfway through the time limit they had set, the \cfNahkami Unified Government\c- was finally established, with \cfZanata Nekuraku II\c- as \"transitional\" prime minister. Following this, an attempt was made to reestablish relations with Earth, but it was useless, they were completely ignored, save for two countries who had not signed the treaty: Scotland and Japan.\n" "\n" "These two countries were host to powerful corporations that had been long time partners of Zanata's own company, \cfNekuratek\c-, and were fully aware of the truth of the situation, hence why they had refused to break bonds with them. Of note regarding this were various statements on social media from \cfSaya Miyamoto\c-, head of the Japanese \cfAkari Labs\c-, condemning all those who had signed the treaty for their \"gross generalization\" in seeing the entirety of the Nukuri as an enemy.\n" "\n" @@ -3912,7 +4159,7 @@ SWWM_LORETXT_XANIMEN = "\n" "\cfBuran:\c- A formerly lush planet teeming with wildlife, which is now entirely covered by a matryoshka brain superstructure known as the \cfBleaknet\c-. It is the homeworld of the \cfBurakan\c- race, of which only one surviving member remains: the lead engineer of the Bleaknet project. This oddly named structure in addition serves as a nexus of information for the entire coalition, linking together their various networks through complex space-time distortion technology.\n" "\n" -"\cfSora, Yasakuna, Sunkaeze:\c- Two gast giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that \cfSunkaeze\c- once housed a facility owned by \cfDecade Mechanics\c-.\n" +"\cfSora, Yasakuna, Sunkaeze:\c- Two gas giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that \cfSunkaeze\c- once housed a facility owned by \cfDecade Mechanics\c-.\n" "\n" "\cxZenna:\c-\n" "The second most populated system, and with the most inhabited planetary bodies. It is located within the Triangulum galaxy.\n" @@ -4006,7 +4253,7 @@ SWWM_LORETXT_XANIMEN2 = "\n" "\cfBuran:\c- A formerly lush planet teeming with wildlife, which is now entirely covered by a matryoshka brain superstructure known as the \cfBleaknet\c-. It is the homeworld of the \cfBurakan\c- race, of which only one surviving member remains: the lead engineer of the Bleaknet project. This oddly named structure in addition serves as a nexus of information for the entire coalition, linking together their various networks through complex space-time distortion technology.\n" "\n" -"\cfSora, Yasakuna, Sunkaeze:\c- Two gast giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that \cfSunkaeze\c- once housed a facility owned by \cfDecade Mechanics\c-.\n" +"\cfSora, Yasakuna, Sunkaeze:\c- Two gas giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that \cfSunkaeze\c- once housed a facility owned by \cfDecade Mechanics\c-.\n" "\n" "\cxZenna:\c-\n" "The second most populated system, and with the most inhabited planetary bodies. It is located within the Triangulum galaxy.\n" @@ -4245,7 +4492,7 @@ SWWM_LORETXT_ZANAVETH2 = "\n" "In the wake of the \cfNukuri Seventh World War\c- of 2068, Zanaveth II fled with her wife and child to \cfSankaideriha\c- with the help of Nukuri witch \cfSaniuke Okusainaya\c-, old friend of her family. Two years later, after showing notable difficulties settling in, the family decided to leave Zanaveth III in Saya's care. This would last until 2077, when the \cfWhite Scar\c- incident prompted the expulsion of all Nukuri on Earth. Zanaveth III was then sent to live with her grandparents for the time being, until the end of the war in 2104, when her parents returned to Nahkami once again.\n" "\n" -"Since the formation of the \cfNukuri Unified Government\c- in 2108, Zanaveth II holds the position of \"Minister of Interspecies Relations\", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora.\n" +"Since the formation of the \cfNahkami Unified Government\c- in 2108, Zanaveth II holds the position of \"Minister of Interspecies Relations\", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora.\n" "\n" "\cxSaya's Notes:\c-\n" "\cfAhhhhhh, damn. She really is the sweetest and cutest gal I've ever met, let me tell ya. And it's one hell of an achievement for me to get this alien cutie to become a complete weeb too, heh...\c-\n" @@ -4280,7 +4527,7 @@ SWWM_LORETXT_ZANAVETH22 = "\n" "In the wake of the \cfNukuri Seventh World War\c- of 2068, Zanaveth II fled with her wife and child to \cfSankaideriha\c- with the help of Nukuri witch \cfSaniuke Okusainaya\c-, old friend of her family. Two years later, after showing notable difficulties settling in, the family decided to leave Zanaveth III in Saya's care. This would last until 2077, when the \cfWhite Scar\c- incident prompted the expulsion of all Nukuri on Earth. Zanaveth III was then sent to live with her grandparents for the time being, until the end of the war in 2104, when her parents returned to Nahkami once again.\n" "\n" -"Since the formation of the \cfNukuri Unified Government\c- in 2108, Zanaveth II holds the position of \"Minister of Interspecies Relations\", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora.\n" +"Since the formation of the \cfNahkami Unified Government\c- in 2108, Zanaveth II holds the position of \"Minister of Interspecies Relations\", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora.\n" "\n" "As of 2171, Zanaveth II has also been involved in negotiations with the \cfAnarukon\c- people, as part of a \"multiversal expansion\" of the \cfBleaknet\c-. In addition, through a deal with \cfAkari Labs\c-, Earth will also receive its own node to the Bleaknet Nexus. This last action is part of a greater plan to restore relations between Humans and Nukuri, putting an end to the White Scar Treaty.\n" "\n" diff --git a/language.def_menu b/language.def_menu index 47522c3f4..f8ad6c0f4 100644 --- a/language.def_menu +++ b/language.def_menu @@ -23,8 +23,9 @@ SWWM_MINIMAPOUT = "Minimap Zoom Out"; SWWM_SKEASY = "\cvJust Blasting\c-"; SWWM_SKNORMAL = "\cdDemolition Day\c-"; SWWM_SKHARD = "\ciMostly Harmful\c-"; +SWWM_SKHARDCONFIRM = "\ciNot your usual Ultra-Violence.\nThings will be slightly tougher.\c-\n\n\cf1.25x monster health & damage\n25% extra aggressiveness\c-\n\n(Press Y to go fight)"; SWWM_SKHARDCORE = "\cgPain Sandwich\c-"; -SWWM_SKHARDCORECONFIRM = "\cgThis is the Nightmare equivalent.\nPrepare to get your ass kicked.\c-\n\n\cfFast monsters\n1.5x monster health & damage\n25% extra aggressiveness\nCheats are disabled\nCoop monsters will spawn\nThe store is disabled\nCan only revive once\c-\n\n(Press Y for a challenge)"; +SWWM_SKHARDCORECONFIRM = "\cgThis is the Nightmare equivalent.\nPrepare to get your ass kicked.\c-\n\n\cfFast monsters\n1.5x monster health & damage\n50% extra aggressiveness\nCheats are disabled\nCoop monsters will spawn\nThe store is disabled\nCan only revive once\c-\n\n(Press Y for a challenge)"; SWWM_SKLUNATIC = "\crDemo Must Die\c-"; SWWM_SKLUNATICCONFIRM = "\crAre you sure you want that?\nYou're gonna have a REAL bad time.\c-\n\n\cfAll changes from \cgPain Sandwich\cf\n+\n2x speedup for all enemy actions\nEnemy projectiles will multiply\nAdditional enemies may spawn\nEnemies react instantly\nEnemies don't flinch\nInfighting is disabled\c-\n\n(Press Y to die instantly)"; // mod menu @@ -77,18 +78,15 @@ SWWM_MAXTARGETDIST = "Max. Healthbar Distance"; SWWM_MAXTARGETS = "Max. Displayed Healthbars"; SWWM_MAXDAMNUMS = "Max. Displayed Damage/Heal Numbers"; SWWM_MAXSCORENUMS = "Max. Displayed Score Numbers"; -SWWM_HUDSCALE = "HUD Scaling"; SWWM_BARSCALE = "Healthbar Scaling"; SWWM_NUMSCALE = "Number Scaling"; SWWM_SCRSCALE = "Score Scaling"; SWWM_POISCALE = "POI Scaling"; SWWM_DETSCALE = "Item Sense Scaling"; -SWWM_TFITSCALE = "Tight Fit"; -SWWM_LFITSCALE = "Loose Fit"; SWWM_BLOOD = "Enable Custom Blood"; SWWM_FUZZ = "Enable Animated Menu BG"; SWWM_BUSTERPAUSE = "Pause on Wallbuster Reload"; -SWWM_CBTALL = "Unlimited Wallbuster Destruction"; +SWWM_CBTALL = "Unrestricted Busting"; SWWM_DOOMFALL = "Force Monster Fall Damage"; SWWM_CAPMCRANGE = "Cap Ynykron Chain Reaction"; SWWM_RESETSCORE = "Reset Score on Pistol Start"; @@ -207,6 +205,10 @@ SWWM_VOICEAMP = "Voice Amplification"; SWWM_CLEARFX = "Clear All Effects"; SWWM_OLDLOGO = "Old Branding"; SWWM_NODEATHEXIT = "Disable Death Exits"; +SWWM_EXTENDEDPICKUP = "Extend Item Size"; +SWWM_VOICELOG = "Log Player Comments"; +SWWM_SKIPSKILL = "Skip Skill Confirmation"; +SWWM_ALTHUD = "Alternate HUD Style"; SWWM_MMTITLE = "Minimap Settings"; SWWM_MM_ENABLE = "Show Minimap"; SWWM_MM_ROTATE = "Rotate Minimap"; @@ -286,7 +288,6 @@ TOOLTIP_SWWM_MAXTARGETDIST = "Limit the farthest distance at which healthbars fo TOOLTIP_SWWM_MAXTARGETS = "Limit the amount of healthbars to display on-screen. Helps keep the screen less cluttered."; TOOLTIP_SWWM_MAXDAMNUMS = "Limit the amount of damage/healing numbers to display on-screen. Helps keep the screen less cluttered."; TOOLTIP_SWWM_MAXSCORENUMS = "Limit the amount of score numbers to display on-screen. Helps keep the screen less cluttered."; -TOOLTIP_SWWM_HUDSCALE = "Scaling factor of the HUD. \"Tight\" scales to fit the width of the full HUD, while \"Loose\" is recommended for ultrawide to avoid overlaps."; TOOLTIP_SWWM_BARSCALEREL = "Relative scaling factor for targetter healthbars. A factor of 0 matches the HUD scale."; TOOLTIP_SWWM_NUMSCALEREL = "Relative scaling factor for damage/healing numbers. A factor of 0 matches the HUD scale."; TOOLTIP_SWWM_SCRSCALEREL = "Relative scaling factor for score numbers. A factor of 0 matches the HUD scale."; @@ -295,7 +296,7 @@ TOOLTIP_SWWM_DETSCALEREL = "Relative scaling factor for sensed items. A factor o TOOLTIP_SWWM_BLOOD = "Enable custom blood and gore effects, adapted from Soundless Mound. I'd honestly recommend Nashgore instead, it's better."; TOOLTIP_SWWM_FUZZ = "Toggling this off is recommended if you're recording/streaming as this effect can harm video quality."; TOOLTIP_SWWM_CBTPAUSE = "The game will pause while the Wallbuster reload menu is open (only in singleplayer)."; -TOOLTIP_SWWM_CBTALL = "Allows the Wallbuster to break pretty much anything, not just doors and platforms. Note that this can break some maps, which is why this option is here."; +TOOLTIP_SWWM_CBTALL = "Allows the Wallbuster and other weapons capable of map geometry destruction to break pretty much anything, not just doors and platforms. Note that this can break some maps, which is why this option is here."; TOOLTIP_SWWM_DOOMFALL = "Makes monsters take fall damage outside of Hexen. Requires map reload if previously disabled."; TOOLTIP_SWWM_CAPMCRANGE = "By default the Ynykron's chain reactions will propagate until no more targets can be reached. This option limits this spread, making it at least somewhat more \"balanced\"."; TOOLTIP_SWWM_RESETSCORE = "Whenever a map transition or script resets the player inventory, also reset the score back to zero."; @@ -317,7 +318,7 @@ TOOLTIP_SWWM_ENEMYDROPS = "By default, enemies only drop ammo for a better progr TOOLTIP_SWWM_SHOTGIB = "Some people don't like this for some reason, so here it is as an option."; TOOLTIP_SWWM_COLLECTANIM = "Play special first person animations when picking up collectibles."; TOOLTIP_SWWM_SHADOWS = "Enables round shadows for various entities, combine with sprite shadows for best effect. Requires a map restart."; -TOOLTIP_SWWM_PRECISECROSSHAIR = "Projects crosshair onto the spot the weapon will actually hit, rather than staying in the center of the screen."; +TOOLTIP_SWWM_PRECISECROSSHAIR = "Projects crosshair onto the spot the weapon will actually hit, rather than staying in the center of the screen. (\"Always\" will draw the crosshair even if it's normally toggled off, useful if you regularly switch to other mods where it's recommended to be disabled)"; TOOLTIP_SWWM_LDSPOIL = "[LegenDoom] Always show the \"Legendary\" prefix on healthbar tags, rather than after the monster has transformed. Disable if you'd rather not spoil the surprise."; TOOLTIP_SWWM_CAMHUD = "By default, when the player is looking through a camera, most HUD elements excluding messages will be hidden. Set this to keep the full HUD."; TOOLTIP_SWWM_UNCAPALERT = "If enabled, all weapons and projectiles will have infinite noise radius. May fix maps that employ vanilla-style teleport traps."; @@ -366,6 +367,10 @@ TOOLTIP_SWWM_VOICEAMP = "At their default volume, the Demolitionist's voice line TOOLTIP_NETEVENT_SWWMCLEAREFFECTS = "Fades out any active blood, gore, debris and casings."; TOOLTIP_SWWM_OLDLOGO = "For those who miss the days of SWWM GZ, you can restore the old title screen and main menu with this."; TOOLTIP_SWWM_NODEATHEXIT = "This option completely negates the effects of death exits, if you don't like losing all your stuff."; +TOOLTIP_SWWM_EXTENDEDPICKUP = "Gives all items a vanilla-sized \"virtual hitbox\" that allows picking them up from farther away. Requires a map restart if changed."; +TOOLTIP_SWWM_VOICELOG = "Subtitled player comments will be saved to the Messages tab of the Demolitionist Menu."; +TOOLTIP_SWWM_SKIPSKILL = "Skips confirmation of skill selection, if you get tired of seeing it every time."; +TOOLTIP_SWWM_ALTHUD = "Switches the HUD style to one akin to the Demolitionist Side Mods."; TOOLTIP_SWWMMINIMAPMENU = "Configure the minimap."; TOOLTIP_SWWMACHIEVEMENTMENU = "View your achievements."; TOOLTIP_SWWM_MM_ENABLE = "Displays a minimap under the score counter."; @@ -403,7 +408,7 @@ TOOLTIP_SWWM_MM_THINGCOLOR_VIPITEM = "Color for very important items."; TOOLTIP_SWWM_MM_THINGCOLOR_SHOOTABLE = "Color for things that can be damaged."; TOOLTIP_SWWM_MM_THINGCOLOR_MISSILE = "Color for projectiles."; // main menu poses (do not localize) -SWWM_NMENUPOSE = "21"; +SWWM_NMENUPOSE = "20"; SWWM_MENUPOSE1 = "graphics/M_DEMOCHAN_DEEPIMPACT.png"; SWWM_MENUPOSE2 = "graphics/M_DEMOCHAN_EXPLOGUN.png"; SWWM_MENUPOSE3 = "graphics/M_DEMOCHAN_SPREADGUN.png"; @@ -414,17 +419,16 @@ SWWM_MENUPOSE7 = "graphics/M_DEMOCHAN_BIOSPARK.png"; SWWM_MENUPOSE8 = "graphics/M_DEMOCHAN_SILVERBULLET.png"; SWWM_MENUPOSE9 = "graphics/M_DEMOCHAN_CANDYGUN.png"; SWWM_MENUPOSE10 = "graphics/M_DEMOCHAN_YNYKRON.png"; -SWWM_MENUPOSE11 = "graphics/M_DEMOCHAN_PUSHER.png"; -SWWM_MENUPOSE12 = "graphics/M_DEMOCHAN_DAB.png"; -SWWM_MENUPOSE13 = "graphics/M_DEMOCHAN_DOUBLEV.png"; -SWWM_MENUPOSE14 = "graphics/M_DEMOCHAN_HEALTH.png"; -SWWM_MENUPOSE15 = "graphics/M_DEMOCHAN_LOVE.png"; -SWWM_MENUPOSE16 = "graphics/M_DEMOCHAN_RAGEKIT.png"; -SWWM_MENUPOSE17 = "graphics/M_DEMOCHAN_SANDWICH.png"; -SWWM_MENUPOSE18 = "graphics/M_DEMOCHAN_SHELLS.png"; -SWWM_MENUPOSE19 = "graphics/M_DEMOCHAN_SKULL.png"; -SWWM_MENUPOSE20 = "graphics/M_DEMOCHAN_THONK.png"; -SWWM_MENUPOSE21 = "graphics/M_DEMOCHAN_THUMBUP.png"; +SWWM_MENUPOSE11 = "graphics/M_DEMOCHAN_DAB.png"; +SWWM_MENUPOSE12 = "graphics/M_DEMOCHAN_DOUBLEV.png"; +SWWM_MENUPOSE13 = "graphics/M_DEMOCHAN_HEALTH.png"; +SWWM_MENUPOSE14 = "graphics/M_DEMOCHAN_LOVE.png"; +SWWM_MENUPOSE15 = "graphics/M_DEMOCHAN_RAGEKIT.png"; +SWWM_MENUPOSE16 = "graphics/M_DEMOCHAN_SANDWICH.png"; +SWWM_MENUPOSE17 = "graphics/M_DEMOCHAN_SHELLS.png"; +SWWM_MENUPOSE18 = "graphics/M_DEMOCHAN_SKULL.png"; +SWWM_MENUPOSE19 = "graphics/M_DEMOCHAN_THONK.png"; +SWWM_MENUPOSE20 = "graphics/M_DEMOCHAN_THUMBUP.png"; // credits SWWM_MCREDS = "DEMOLITIONIST Credits"; SWWM_CSTITLE = "UnSX Side Story: Demolitionist"; diff --git a/language.def_voice b/language.def_voice index 287263ba6..ef4ba5636 100644 --- a/language.def_voice +++ b/language.def_voice @@ -273,7 +273,6 @@ SWWM_SUBS_DEFAULT_KORAXMASTERS9 = "Urgh... Please just shut the fuck up."; /// Extra lines that wouldn't be possible without original voice acting // per-weapon lines (alternative) SWWM_SUBS_DEFAULT_GETDEEPIMPACT = "I'll huff and I'll puff... and I'll blow your house in."; -SWWM_SUBS_DEFAULT_GETPUSHERWEAPON = "Anyone wants their cavities removed?"; SWWM_SUBS_DEFAULT_GETEXPLODIUMGUN1 = "Ah, my trusty old friend."; SWWM_SUBS_DEFAULT_GETEXPLODIUMGUN2 = "Twice the knee-exploding power."; SWWM_SUBS_DEFAULT_GETSPREADGUN = "Look at this pocket shotty."; diff --git a/language.es_base b/language.es_base index bedf919b0..33bed7fb5 100644 --- a/language.es_base +++ b/language.es_base @@ -1,7 +1,6 @@ [es] // tags, pickups T_DEMOLITIONIST = "Demolicionista"; -I_PUSHER = "Taladro Percutor de Microfusión \"Pusher\""; I_DEEPIMPACT = "Pistola de Aire \"Deep Impact\""; T_EXPLODIUM = "Pistola de Explodium"; T_EXPLODIUM2 = "Pistolas de Explodium"; @@ -32,8 +31,6 @@ T_REDSHELL = "Cartucho"; T_REDSHELLS = "Cartuchos"; T_GREENSHELL = "Slug"; T_GREENSHELLS = "Slugs"; -T_WHITESHELL = "Cartucho Dragon's Breath"; -T_WHITESHELLS = "Cartuchos Dragon's Breath"; T_BLUESHELL = "Cartucho de Sal de Kinylum"; T_BLUESHELLS = "Cartuchos de Sal de Kinylum"; T_BLACKSHELL = "Cartucho Corrosivo"; @@ -87,18 +84,16 @@ T_SPARKBAMMO = "Célula de Kinylum"; T_SPARKBAMMOS = "Células de Kinylum"; T_SPARKRAMMO = "Célula de Nokron"; T_SPARKRAMMOS = "Células de Nokron"; +T_RAYBOLT = "Proyectil de Ray-Khom"; +T_RAYBOLTS = "Proyectiles de Ray-Khom"; +T_RAYAMMO = "Cargador de Ray-Khom"; +T_RAYAMMOS = "Cargadores de Ray-Khom"; T_MRROUND = "Bala Mortal"; T_MRROUNDS = "Balas Mortales"; T_MRAMMO = "Cargador Mortal"; T_MRAMMOS = "Cargadores Mortales"; T_MRGRENADE = "Granada Mortal"; T_MRGRENADES = "Granadas Mortales"; -T_RAYBOLT = "Proyectil de Ray-Khom"; -T_RAYBOLTS = "Proyectiles de Ray-Khom"; -T_RAYAMMO = "Cargador de Ray-Khom"; -T_RAYAMMOS = "Cargadores de Ray-Khom"; -T_RAYBATTERY = "Batería de Ray-Khom"; -T_RAYBATTERYS = "Baterías de Ray-Khom"; T_ULTIMATEPOD = "Cápsula de Rafan-Kos"; T_ULTIMATEPODS = "Cápsulas de Rafan-Kos"; T_ULTIMATEAMMO = "Cargador de Rafan-Kos"; @@ -381,13 +376,11 @@ FN_ELITEZOMBIE_FUN1 = "Zomborápido"; FN_ELITEZOMBIE_FUN2 = "Te Dispara"; FN_ELITEZOMBIE_FUN3 = "Rubiales"; // obituaries -O_PUSHER = "%k le quitó cuidadosamente las caries a %o."; O_DEEPIMPACT = "%o fue impactad@[ao_esp] profundamente por %k."; O_DEEPIMPACT_WEAK = "%k tosió en la dirección general de %o."; O_EXPLODIUM = "%k infligió explosiones de rodilla severas a %o."; O_SPREADGUN_RED = "%k le dio a %o un bocado de perdigones."; O_SPREADGUN_GREEN = "%o fue sluggead@[ao_esp] por %k."; -O_SPREADGUN_WHITE = "%k incendificó a %o."; O_SPREADGUN_BLUE = "%k puso a %o muy salad@[ao_esp]."; O_SPREADGUN_BLACK = "%o recibió un trato muy puntiagudo de %k."; O_SPREADGUN_BLACK_DEBUFF = "%k dejó a %o hech@[ao_esp] un desastre corroído."; @@ -413,10 +406,10 @@ O_SHEENHMG = "%k ahogó a %o en balas."; O_QUADRAVOL = "%k hizo deliciosa barbacoa de %o."; O_QUADRAVOL2 = "%o fue ensartad@[ao_esp] por %k."; O_NEWSPARKSTER = "%o fue testigo del poder de la artillería de plasma de %k."; -O_MORTALRIFLE = "%k mató a %o bien muert@[ao_esp]."; -O_MORTALRIFLEALT = "%o atrapó una granada muy mortal de %k."; O_RAYKHOM = "%o recibió un envío exprés de plasma mortal de parte de %k."; O_RAYKHOM2 = "%o presenció el PODER ILIMITADO de %k."; +O_MORTALRIFLE = "%k mató a %o bien muert@[ao_esp]."; +O_MORTALRIFLEALT = "%o atrapó una granada muy mortal de %k."; O_RAFANKOS = "%o no pudo hacer nada contra el arma definitiva de %k."; O_POUND = "%o se llevó una gran impresión del aterrizaje de %k."; O_DASH = "%o fue descuajeringad@[ao_esp] a todo gas por %k."; @@ -560,16 +553,16 @@ SWWM_SWAPWEAPON = "\cjPulsa \cfUsar\cj para cambiar \cf%s\cj por \cf%s\cj.\c-"; SWWM_TITLEPRESENTSB = "presenta"; SWWM_TITLEPRESENTS = "presenta"; SWWM_TITLEMODBYA = "un mod de"; -SWWM_TITLEMODBY = "un mod de \cxMarisa Kirisame"; +SWWM_TITLEMODBY = "un mod de \cxMarisa the Magician"; SWWM_TITLEINTROA = "Ese día, la humanidad se vió en peligro, enfrentándose a su propia perdición."; SWWM_TITLEINTROB = "Pero una máquina se alzó, decidida a luchar, y poner fin a toda esta invasión."; SWWM_TITLEINTROC = "Los demonios aprenderían a temer la máquina, la cual conocen por un solo nombre..."; -SWWM_TITLESCROLL2 = "Un maravilleante mod de gameplay para GZDoom por Marisa Kirisame de UnSX Team"; +SWWM_TITLESCROLL2 = "Un maravilleante mod de gameplay para GZDoom por Marisa the Magician de UnSX Team"; SWWM_TITLESCROLL3 = "Modelos 3D diseñados con cariño con texturas pintadas a mano de 256 colores con dithering"; SWWM_TITLESCROLL4 = "Más de 60 mil líneas de ZScript, y aun contando (dios me ayude)"; SWWM_TITLESCROLL5 = "El lore más profundo a este lado del Modiverso de Doom"; SWWM_TITLESCROLL6 = "¡Y mucho mucho más!"; -SWWM_TITLESCROLL7 = "Saludos a Mub, Ribbed, Slemg, Bunr, Kegbine, Term-kun, Hype64, Bartendy, Skelly, Mr. BIG SHOT WildWeasel, Endy, Mima-sama, Sinkie, BillowPlaster, Disgusting Dog Water, Dangle Logo, Lämp Paipu, Leek Spah, Boingy, MarTREE, Dusty Demon Bread, Roasted Rock, Ed the Netcode Boy, Thirst Cactus, JimJam, Cappy Jay, A Nom, Missy Fits, Minor Cookie, Squid Kid, YukiCute, MafSulk, FineRaff25, NetroRutcase, ShudTheFugUpRyan, Kobl, Cacous Seriodemon, Zomb, Man of Chins, Bun Pun, Zikeous Shadestructor, Blimyot, Baja Blast Tittums, DrySpy.py, Typo Gem, Wantopus, Morf, Daedalus, Popato, SpengRob, Sgt. Shellpost, Loud M, Snk, Donut, C.Kid, Emit Birb, You Go To Sleep, Rach, Le No Chicken, Murasa, Smart Cactus Dude, Phantomboobs, Sanae Kochiya, Gardeboy, Cat, HK417, Smol Koa, Joe Mama, Jahn, Guta, Glue, Atan, Schweet Prints, Angury Teeth Practitioner, Sell Her, MiSiFu, Portuguese Sausage, Scoob Stub, Actually Jabba, Very Honest Cat, Chiaki's Tit Mole, Homie, Snacks, Tubz, Toof, Teef, Frisp, Trashkat, Succ 'n Spicy, Melissa Follower When, Shokku, Scummyboi, Kat Gravity Rush, John Romero, John Carmack, Tim Allen, Tim Sweeney y por último pero no menos importante mi querido dragón mascota"; +SWWM_TITLESCROLL7 = "Saludos a Mub, Ribbed, Slemg, Bunr, Kegbine, Term-kun, Hype64, Bartendy, Skelly, Mr. BIG SHOT WildWeasel, Endy, Mima-sama, Sinkie, BillowPlaster, Disgusting Dog Water, Dangle Logo, Lämp Paipu, Leek Spah, Boingy, FrettyBist, MarTREE, Dusty Demon Bread, Roasted Rock, Ed the Netcode Boy, Thirst Cactus, JimJam, Cappy Jay, A Nom, Missy Fits, Minor Cookie, Squid Kid, YukiCute, MafSulk, FineRaff25, NetroRutcase, ShudTheFugUpRyan, Kobl, Cacous Seriodemon, Zomb, Man of Chins, Bun Pun, Zikeous Shadestructor, Blimyot, Baja Blast Tittums, DrySpy.py, Typo Gem, Wantopus, Morf, Daedalus, Popato, SpengRob, Sgt. Shellpost, Loud M, Snk, Donut, C.Kid, Emit Birb, You Go To Sleep, Rach, Le No Chicken, Murasa, Smart Cactus Dude, Phantomboobs, Sanae Kochiya, Gardeboy, Cat, HK417, Smol Koa, Joe Mama, Jahn, Guta, Glue, Atan, Schweet Prints, Angury Teeth Practitioner, Sell Her, MiSiFu, Portuguese Sausage, Scoob Stub, Actually Jabba, Very Honest Cat, Chiaki's Tit Mole, Homie, Snacks, Tubz, Toof, Teef, Frisp, Trashkat, Succ 'n Spicy, Melissa Follower When, Shokku, Scummyboi, Kat Gravity Rush, John Romero, John Carmack, Tim Allen, Tim Sweeney y por último pero no menos importante mi querido dragón mascota"; SWWM_TITLESCROLL8 = "He intentado estrujar todos los nombres que he podido ahí, que haya podido recordar, por lo menos, así que si no estás ahí y quieres entrar, solo pídelo"; SWWM_TITLESCROLL9 = "Ya no queda nada más que ver aquí, el scroll ahora hará bucle, see you again, have a nice day"; SWWM_TITLESUB1 = "El Mundo Está En Peligro Y Acabamos De Mandar\nEste Robot Culogordo Guasón Para Salvarlo!?"; @@ -609,9 +602,6 @@ SWWM_PLACE3_GENDER1 = "3ª"; SWWM_PAUSE = "PAUSA"; // weapon tooltips SWWM_TTNOTE = "Nota: La ayuda de armas se puede desactivar en Opciones de DEMOLITIONIST."; -TT_PUSHER = -"\cfPrimario:\c- Taladrar.\n" -"\cfSecundario:\c- Ataque cargado."; TT_DEEPIMPACT = "\cfPrimario:\c- Impulso de aire.\n" "\cfSecundario:\c- Disparo cargado.\n" @@ -700,16 +690,16 @@ TT_NEWSPARKSTER = "\cfPrimario+Secundario:\c- Disparo combinado.\n" "\cfRecarga:\c- Cargar Kinylum.\n" "\cfZoom:\c- Cargar Nokron."; +TT_RAYKHOM = +"\cfPrimario:\c- Disparar arma.\n" +"\cfSecundario:\c- Ataque de rayo.\n" +"\cfRecarga:\c- Recargar arma.\n" +"\cfZoom:\c- Usar mira."; TT_MORTALRIFLE = "\cfPrimario:\c- Disparar arma.\n" "\cfSecundario:\c- Disparar granada.\n" "\cfZoom:\c- Cambiar modo de disparo.\n" "\cfRecarga:\c- Recargar arma."; -TT_RAYKHOM = -"\cfPrimario:\c- Disparar arma.\n" -"\cfSecundario:\c- Ataque de rayo.\n" -"\cfRecarga:\c- Recargar arma.\n" -"\cfZoom:\c- Recargar batería."; TT_RAFANKOS = "\cfPrimario:\c- Haz singular.\n" "\cfSecundario:\c- Haz múltiple.\n" @@ -775,14 +765,21 @@ SWWM_PARRY = "Parada"; SWWM_PPARRY = "Parada Perfecta"; SWWM_TRESPAWN = "\cu[\cf%ds\c- para reaparecer\cu]\c-"; // score messages -SWWM_FINDSECRET = "\cf%s\cf encontró un secreto. +%d\c-"; -SWWM_FINDKEY = "\cf%s\cf obtuvo la %s\cf. +%d\c-"; -SWWM_LASTSECRET = "\cf%s\cf encontró el último secreto. +%d\c-"; -SWWM_LASTITEM = "\cf%s\cf obtuvo el último ítem. +%d\c-"; -SWWM_LASTMONSTER = "\cf%s\cf mató al último enemigo. +%d\c-"; +SWWM_FINDSECRET = "\cfEncontraste un secreto. +%d\c-"; +SWWM_FINDSECRETREM = "\cf%s\cf encontró un secreto. +%d\c-"; +SWWM_FINDKEY = "\cfObtuviste la %s\cf. +%d\c-"; +SWWM_FINDKEYREM = "\cf%s\cf obtuvo la %s\cf. +%d\c-"; +SWWM_LASTSECRET = "\cfEncontraste el último secreto. +%d\c-"; +SWWM_LASTSECRETREM = "\cf%s\cf encontró el último secreto. +%d\c-"; +SWWM_LASTITEM = "\cfObtuviste el último ítem. +%d\c-"; +SWWM_LASTITEMREM = "\cf%s\cf obtuvo el último ítem. +%d\c-"; +SWWM_LASTMONSTER = "\cfMataste al último enemigo. +%d\c-"; +SWWM_LASTMONSTERREM = "\cf%s\cf mató al último enemigo. +%d\c-"; SWWM_NEWLORE = "Hay nuevas entradas disponibles en la Biblioteca."; -SWWM_SELLEXTRA = "\cf%s\cf vendió un %s\cf extra. +%d\c-"; -SWWM_SELLEXTRA_FEM = "\cf%s\cf vendió una %s\cf extra. +%d\c-"; +SWWM_SELLEXTRA = "\cfVendiste un %s\cf extra. +%d\c-"; +SWWM_SELLEXTRA_FEM = "\cfVendiste una %s\cf extra. +%d\c-"; +SWWM_SELLEXTRAREM = "\cf%s\cf vendió un %s\cf extra. +%d\c-"; +SWWM_SELLEXTRAREM_FEM = "\cf%s\cf vendió una %s\cf extra. +%d\c-"; SWWM_ALLCLEAR = "\cx¡Nivel despejado! \cf+%d\c-"; SWWM_NOTCLEAR = "\cx¿Nivel no despejado?\c-"; SWWM_ALLCLEARAGAIN = "\cx¿¡Nivel despejado... otra vez!? \cf+%d\c-"; @@ -795,13 +792,13 @@ SWWM_INTERTIP = "Consejo #%d:"; SWWM_INTERTIP1 = "La Demolicionista es inmune al ahogamiento, veneno e incluso daño por caída (excluyendo hoyos de muerte instantánea)."; SWWM_INTERTIP2 = "El fuego secundario de la Pistola de Explodium tiene una carga explosiva proporcional al número de balas restantes en el cargador."; SWWM_INTERTIP3 = "Tu combustible se regenera con el tiempo, pero cuanto más uses el propulsor, más tardará."; -SWWM_INTERTIP4 = "El Pusher puede resbalarse de tus manos con el fuego secundario si no le da a nada, sin embargo esto puede ser efectivo como ataque a distancia."; +SWWM_INTERTIP4 = "El Deep Impact parecerá un juguete, pero es muy útil para mantener la distancia con los enemigos, y puede hasta librarte de bombardeos de proyectiles de un soplido."; SWWM_INTERTIP5 = "Se guardarán copias extra de ítems en tu inventario si no pueden ser usados inmediatamente, esto incluye hasta salud y armadura."; SWWM_INTERTIP6 = "La Omnivisión facilita encontrar llaves y salidas secretas en los mapas."; SWWM_INTERTIP7 = "Tal como su nombre indica, la Wallbuster puede cargarse paredes y otros obstáculos, dependiendo de su tamaño y el número de cañones que dispares."; SWWM_INTERTIP8 = "El Eviscerator puede despejar salas y pasillos enteros, pero ten en cuenta que los fragmentos pueden rebotarte de vuelta si no tienes cuidado."; SWWM_INTERTIP9 = "Mientras caminas, los jets compensadores del Silver Bullet reducirán la mayoría del retroceso al disparar, pero puede que hagan algo de daño si no llevas armadura."; -SWWM_INTERTIP10 = "Al igual que otras armas de energía de funcionamiento similar, los fuegos primario y secundario del Sparkster se pueden combinar con resultados letales."; +SWWM_INTERTIP10 = "Al igual que otras armas de energía de funcionamiento similar, los fuegos primario y secundario de la Carabina Biospark se pueden combinar con resultados letales."; SWWM_INTERTIP11 = "La Lämpara puede atraer un tipo poco común de polilla que es mucho más agresiva que otras en sus ataques. Se reconoce fácilmente por su color blanco y mayor tamaño."; SWWM_INTERTIP12 = "El Refrescador siempre se autoactivará si estás a punto de morir, aunque a veces puede que no sea suficiente para salvarte..."; SWWM_INTERTIP13 = "El Artefacto Ynykron mata instantáneamente todo lo que tengas en el punto de mira, a menos que sea realmente indestructible, aunque normalmente eso solo puede ser si es un dios. ¿No estarás pensando en enfrentarte a algún dios, verdad?"; @@ -819,7 +816,7 @@ SWWM_INTERTIP24 = "Puedes embestir contra enemigos para empujarlos fuera de tu c SWWM_INTERTIP25 = "Si haces una embestida en el aire apuntando directamente al suelo, puede que aterrices con la fuerza suficiente para causar una onda de choque, apartando a la mayoría de enemigos a tu alrededor."; SWWM_INTERTIP26 = "Puedes activar objetos y abrir puertas a puñetazos. Esto también se puede hacer con la munición de Bola de Plomo del Trabuco, a excepción de los botones de salida."; SWWM_INTERTIP27 = "Los efectos corrosivos de los Cartuchos Negros del Trabuco pueden acoplarse, hasta un grado letal si alcanzas un objetivo de lleno. Además de eso, otros objetivos cercanos puede que también noten cierto dolor extra de los humos nocivos que se desprenderán, y dispersen sus efectos incluso más allá."; -SWWM_INTERTIP28 = "La munición incendiaria es inefectiva bajo el agua, por razones obvias."; +SWWM_INTERTIP28 = "La Demolicionista pesa demasiado para nadar y se hundirá rápidamente. Pero no te preocupes, los jets propulsores también funcionan bajo el agua."; SWWM_INTERTIP29 = "El amor es lo más poderoso que existe en el mundo. No odies a los que son diferentes. Todos debemos permanecer unidos."; SWWM_INTERTIP30 = "El Silver Bullet dispara con una fuerza tal que sus balas liberan ondas de choque al atravesar el aire (y los enemigos), causando daño adicional. También puede atravesar algunas paredes."; SWWM_INTERTIP31 = "Al tumbarte con el Silver Bullet se desacoplarán los compensadores de retroceso, librándote de su calor dañino, a costa de movilidad."; @@ -857,8 +854,8 @@ SWWM_INTERTIP62 = "\"La Ametralladora Sheen es tal festival delicioso de dakka q SWWM_INTERTIP63 = "Pulsando disparo inmediatamente después de golpear algo con las bayonetas del Quadravol resultará en una explosión aumentada a bocajarro que mandará a lo que sea que esté al otro lado volando."; SWWM_INTERTIP64 = "Mantener los gatillos del Rifle Sparkster pulsados incrementará gradualmente la potencia de disparo al soltarlos. Afortunadamente, no existe la posibilidad de que el arma explote si los mantienes demasiado tiempo, solo un arma mal diseñada por humanos podría ser tan disfuncional."; SWWM_INTERTIP65 = "El Rifle Sparkster puede disparar ambos tipos de munición simultáneamente, mezclando todo en un mortífero proyectil combinado."; -SWWM_INTERTIP66 = "El Rifle Mortal (\"Míster\" para los amigos) fue ideado como un posible rifle de batalla \"estándar\" para la Coalición X'Animen que \"incluso los Xekkian considerarían poderoso\". Parece que en ese aspecto ha sido un éxito, considerando lo verdaderamente mortal que es, aunque no tiene mucha adopción... Por ahora."; -SWWM_INTERTIP67 = "Siendo principalmente una pistola de bobina, la Ray-Khom es casi completamente silenciosa y perfecta para matar sigilosamente. Ten en cuenta sin embargo que el impacto del proyectil en sí será muy ruidoso."; +SWWM_INTERTIP66 = "Siendo principalmente una pistola de bobina, la Ray-Khom es casi completamente silenciosa y perfecta para matar sigilosamente. Ten en cuenta sin embargo que el impacto del proyectil en sí será muy ruidoso."; +SWWM_INTERTIP67 = "El Rifle Mortal (\"Míster\" para los amigos) fue ideado como un posible rifle de batalla \"estándar\" para la Coalición X'Animen que \"incluso los Xekkian considerarían poderoso\". Parece que en ese aspecto ha sido un éxito, considerando lo verdaderamente mortal que es, aunque no tiene mucha adopción... Por ahora."; SWWM_INTERTIP68 = "La Rafan-Kos es ciertamente un Arma Definitiva, como su nombre implica."; SWWM_INTERTIP70 = "¿Sabíais que incluso con cinturones de seguridad la gente muere todo el tiempo en accidentes de coche? Pensé que era interesante."; SWWM_INTERTIP71 = "\"En internet nadie puede escucharte ser sutil.\" — Linus Torvalds"; @@ -939,6 +936,36 @@ SWWM_INTERTIP147 = "¿Ayuda! ¡Estoy atrapada en una fábrica de consejos!"; SWWM_INTERTIP148 = "La Marca de Devastación y el Ragekit se pueden combinar. Ya sabes, si quieres matar un Ciberdemonio con un solo puñetazo. Realmente hace que te sientas como cierto hombre calvo con capa."; SWWM_INTERTIP149 = "Toma siempre descansos durante sesiones de juego largas. Jugarás mejor y tendrás que soportar menos estrés."; SWWM_INTERTIP150 = "Este es el consejo número 150. No me puedo creer que haya escrito tantos."; +SWWM_INTERTIP151 = "No eres inmune a la propaganda."; +SWWM_INTERTIP152 = "Es aconsejable no intentar meter un clavo cuadrado en un agujero redondo. Aun así, hay gente que la clava en cualquier agujero."; +SWWM_INTERTIP153 = "Cuando todo lo que tienes es un arma, cualquier problema parece algo a lo que disparar. Cuando todo el mundo tiene un arma..."; +SWWM_INTERTIP154 = "No puede ser que haya alguien que sepa de verdad como funciona el dinero. Es más probable que todo el mundo haya pretendido saberlo durante miles de años."; +SWWM_INTERTIP155 = "Tal vez deberías limpiar a los ricos a conciencia antes de comértelos. He oído que están llenos de mierda."; +SWWM_INTERTIP156 = "Sé gay, haz crímenes."; +SWWM_INTERTIP157 = "Perdonar el mal comportamiento de los ricos porque son solo \"excéntricos\" es como hemos acabado teniendo una invasión demoníaca, así que ten eso en cuenta, no dejes que se salgan con la suya."; +SWWM_INTERTIP158 = "Parásito: Organismo que se beneficia de vivir a costa de otros, sin contribuir lo suficiente a cambio como para compensar el coste de esta relación.\n\nVéase también: Casero."; +SWWM_INTERTIP159 = "No dejes que otros te silencien. Denuncia la intolerancia, lo más alto que puedas. Si no dices nada, les estás dando poder."; +SWWM_INTERTIP160 = "¡No me puedo creer que estén metiendo política en nuestros videojuegos! ¡¿Como se atreve esta gente?!"; +SWWM_INTERTIP161 = "Tonto el que lo lea."; +SWWM_INTERTIP162 = "¿Ves esos recuentos ahí en el centro de la pantalla? Hay gente que da mucha importancia a que las bajas y secretos lleguen al 100%, pero nunca los ítems. ¿A que viene todo eso?"; +SWWM_INTERTIP163 = "Los niveles de dificultad existen para algo. Si crees que solo un nivel es válido, te invito cordialmente a ingerir un puercoespín entero."; +SWWM_INTERTIP164 = "No todo lo calentito es para sentarse."; +SWWM_INTERTIP165 = "Ten cuidado con la gente que postea enlaces de YouTube con el código \"dQw4w9WgXcQ\"."; +SWWM_INTERTIP166 = "El efecto Mandela no es real, es que recuerdas las cosas mal."; +SWWM_INTERTIP167 = "GZDoom no está mal optimizado, es que tiene mucho código. A ver si nos enteramos."; +SWWM_INTERTIP168 = "Puedes desactivar estos consejos en el menú de opciones del mod."; +SWWM_INTERTIP169 = "Este mod no te hará burla si usas trucos. Si un mapa te mete mierdas, está justificado."; +SWWM_INTERTIP170 = "Un héroe suele definirse por cuantas vidas puede salvar a costa de acabar con otras."; +SWWM_INTERTIP171 = "¿Te has quedado sin monos? Pues me alegro."; +SWWM_INTERTIP172 = "Mira a donde hemos llegado. Justo cuando pensábamos que el futuro no podía ponerse peor... Se ha puesto peor."; +SWWM_INTERTIP173 = "¿Alguna vez de has preguntado por que cuando se va todo a la mierda, siempre es la clase obrera la que tiene que arreglarlo todo?"; +SWWM_INTERTIP174 = "Los billonarios \"hechos a si mismos\" no existen."; +SWWM_INTERTIP175 = "Siempre tendrás el derecho a decirle a los haters que te pueden comer el culo."; +SWWM_INTERTIP176 = "No necesitas las mejores tecnologías de última generación para crear algo digno de jugar."; +SWWM_INTERTIP177 = "Los pechos pequeños son un símbolo de estatus."; +SWWM_INTERTIP178 = "Las personas bajas tienen muchas ventajas tácticas."; +SWWM_INTERTIP179 = "Dadas \"circunstancias no especificadas\", Saya es considerada intocable por la Yakuza. Tal vez es mejor no hacerla enfadar."; +SWWM_INTERTIP180 = "¿Te hartan las salidas de muerte? Entonces estás de suerte, porque hay una opción para sobrepasarlas."; // intermission fanart SWWM_FANART = "Arte: "; // achievements @@ -993,7 +1020,7 @@ SWWM_ACHIEVEMENT_CYBULLY_TXT = "Mata a un Ciberdemonio con su propio cohete"; SWWM_ACHIEVEMENT_CUM_TAG = "Soltando Todo el Chorro"; SWWM_ACHIEVEMENT_CUM_TXT = "Melt a grand total of %d enemies with the Rafan-Kos"; SWWM_ACHIEVEMENT_DAB_TXT = "Revienta %d enemigos con el Mazo Itamex"; -SWWM_ACHIEVEMENT_DAKKA_TXT = "Mantén el fuego secundario de la Ametralladora Sheen durante un minuto entero"; +SWWM_ACHIEVEMENT_DAKKA_TXT = "Mantén el disparo de la Ametralladora Sheen durante un minuto entero"; SWWM_ACHIEVEMENT_DEADEYE_TAG = "En el Blanco"; SWWM_ACHIEVEMENT_DEADEYE_TXT = "Realiza %d disparos consecutivos con la Pistola de Explodium sin fallar"; SWWM_ACHIEVEMENT_DEVA_TXT = "Usa %d Marcas de Devastación"; @@ -1117,8 +1144,6 @@ SWWM_ACHIEVEMENT_STOMP_TXT = "Mata %d enemigos saltando encima"; SWWM_ACHIEVEMENT_SUNNY_TXT = "Usa %d Invincibolas"; SWWM_ACHIEVEMENT_TELE_TAG = "Pasatiempo de Soldado"; SWWM_ACHIEVEMENT_TELE_TXT = "Teletransporta pan (un sandwich también vale)"; -SWWM_ACHIEVEMENT_TENDER_TAG = "Eficiente Enternecido"; -SWWM_ACHIEVEMENT_TENDER_TXT = "Mata %d enemigos con el Pusher"; SWWM_ACHIEVEMENT_THICC_TAG = "El Culo era Gordo"; SWWM_ACHIEVEMENT_THICC_TXT = "Mata %d enemigos a base de estampidas en el suelo"; SWWM_ACHIEVEMENT_THRUWALL_TAG = "Toc Toc"; diff --git a/language.es_dlg b/language.es_dlg index 4559c3ed1..b07847a57 100644 --- a/language.es_dlg +++ b/language.es_dlg @@ -158,7 +158,7 @@ SWWM_SAYACLERICC2 = "Los clérigos son una puta mierda..."; SWWM_SAYAMAGE1 = "La guarida de Menelkir, eh... ...\nOh dios, no se lo digas a \cxKirin-kun\c-, aquí hay puzzles."; SWWM_SAYAMAGE2 = "Sí, está ya más que cansado de todo este tema. Y aparentemente ahora los tenemos de coincidir dibujos."; SWWM_SAYAMAGE3 = "Bueno, al menos estos son puzzles de verdad, y no lo que coño sea que fuera todo aquello."; -SWWM_SAYAMAGE4 = "Aun que sean... Ya sabes... De los que son todo cutres y chupadísimos."; +SWWM_SAYAMAGE4 = "Aunque sean... Ya sabes... De los que son todo cutres y chupadísimos."; // Dark Crucible SWWM_SAYAKORAXA1 = "Aquí estamos, \cdDemo\c-. El gran bastardo feo apestoso ese espera."; SWWM_SAYAKORAXB1 = "Al fin, el reinado maligno del vil conspirador encontrará su fin."; // Kirin reply @@ -241,3 +241,9 @@ SWWM_SAYAWASTED1 = "Es casi como si le estuvieras haciendo una paja, o algo..."; SWWM_SAYAWASTED2 = "Ehm, olvida lo que he dicho."; SWWM_SAYAWASTEE1 = "Y sigue... Dándole a la manivela."; SWWM_SAYAWASTEF1 = "Vale, te prometo que voy a dejar de mensajearte ya con todo esto. Tú a lo tuyo, supongo."; +// april fools +SWWM_SAYAFOOL1 = "Eh... ¿Que hace el texto ese ahí?"; +SWWM_SAYAFOOL2 = "Mierda, espera... ¿En serio olvidé activar una licencia?"; +SWWM_SAYAFOOL3 = "... ... Un momento... Espera un puto momento... ¿Que puñetas es Ultracam?"; +SWWM_SAYAFOOL4 = "Ay la puta hostia. Esto tiene que ser cosa de Taro-nii. No me puedo creer que haya picado. Hostia puta."; +SWWM_SAYAFOOL5 = "Bueno, no sé como quitarlo así que... Tú haz como si nada, supongo. Ya veré que hacer."; diff --git a/language.es_lore b/language.es_lore index f3f62a168..41796c24b 100644 --- a/language.es_lore +++ b/language.es_lore @@ -1346,9 +1346,9 @@ SWWM_LORETXT_HEAVYMAHSHEENGUN = "\n" "Aunque generalmente ideada para el uso montado, la operación al paso es posible, siempre y cuando el usuario tenga una servoarmadura de grado plata como mínimo para manejar el potente retroceso.\n" "\n" -"\cfFuego Primario:\c- Operación a 700 RPM. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.\n" +"\cfFuego Primario:\c- Operación a 300 RPM. Velocidad lenta. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones.\n" "\n" -"\cfFuego Secundario:\c- Operación a 1050 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.\n" +"\cfFuego Secundario:\c- Operación a 700 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto.\n" "\n" "\cfFuego Terciario:\c- Operación a 2100 RPM. Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto.\n" "\n" @@ -1516,12 +1516,14 @@ SWWM_LORETXT_IBUKI = "\n" "\cfIbuki\c- es el resultado del programa de supersoldado \cfOni Rojo\c-, ideado por \cfSaya Miyamoto\c- de \cfAkari Labs\c-. La existencia de este proyecto se mantuvo en secreto hasta su revelación pública en Junio de 2077. Hubo considerable controversia alrededor del programa Oni Rojo, incluyendo la implicación personal de Saya en él, habiendo aceptado un pago de 40 mil millones de dólares a cambio (lo cual se descubrió tener relación con la anterior venta del estado de Texas a México semanas antes). A pesar de su claro potencial y extraordinarias habilidades de combate, fue enviada demasiado tarde, ya que solo momentos después, la \cfCicatriz Blanca\c- ocurrió, y con ella, la devastación total de los \cfEstados Unidos\c-.\n" "\n" -"Muchos años después del incidente, Ibuki fue recuperada con éxito del incendiado yermo, habiendo pasado la mayor parte del tiempo como una especie de \"mercenaria ambulante\". Regresó a Japón en Junio de 2091, y una vez instalada, pasó por varios pequeños empleos hasta encontrar su verdadera vocación como modelo de desnudos.\n" +"Muchos años después del incidente, Ibuki fue recuperada con éxito del incendiado yermo, habiendo pasado la mayor parte del tiempo como una especie de \"mercenaria ambulante\". Regresó a Japón en Junio de 2091, y una vez instalada, pasó por varios pequeños empleos hasta encontrar su verdadera vocación como modelo de desnudos. Otros hobbies incluyen el vlogging (sobre varios temas), junto con algún que otro trabajo independiente como mercenaria.\n" "\n" "Al haber sido creada desde el ADN de Saya, ha efectivamente heredado la inmortalidad total de la familia Miyamoto, es más, también ha recibido varias mejoras por encima las cuales han aumentado su fuerza y reflejos, junto con hacer que su piel sea a prueba de balas. Saya ha comentado que esto último significa que no necesita llevar ropa.\n" "\n" "Citando adicionalmente las \"interesantes\" decisiones de Saya, está el hecho de sus particulares rasgos físicos aparte de su fuerza, incluyendo su obviamente obsceno tamaño de busto, que muchos consideran poco práctico, totalmente en desacuerdo con Saya. Al preguntarle por más detalles, comenzó una extensa diatriba en Twitter centrada sobre \"waifus\".\n" "\n" +"Aunque Ibuki es legalmente parte de la familia Miyamoto, optó por vivir por su cuenta. Comparte una casa con otras dos mercenarias, y también con varias parejas sexuales. Algunas de sus compañeras son personajes de renombre, como la desarrolladora de videojuegos \cfKris Danae\c-, o la guerrera-bruja demi-Anarukon \cfMarisa Azanth\c-.\n" +"\n" "\cxNotas de Saya:\c-\n" "\cfOK vale sí, me encantan los pechotes. Pero ¿por que todo dios tiene que soltarme mierda por eso? ¿Acaso hay ALGO malo en eso, eh? Ya, eso pensaba.\c-\n" "\n" @@ -1609,7 +1611,7 @@ SWWM_LORETXT_ITAMEXHAMMER = "\n" "\cfFuego Primario:\c- Golpes rápidos, de lado a lado. Bueno para cargar a través de hordas enemigas.\n" "\n" -"\cfFuego Secundario:\c- Mantén para preparar un golpe vertical, suelta para dejar caer el martillo sobre cualquier pobre insensato que se te ponga delante. Cuanto más lo mantengas, más fuerte será el golpe.\n" +"\cfFuego Secundario:\c- Mantén para preparar un golpe vertical, suelta para dejar caer el martillo sobre cualquier pobre insensato que se te ponga delante. Cuanto más lo mantengas, más fuerte será el golpe. Este ataque puede potencialmente echar abajo puertas, entre otras cosas.\n" "\n" "\cfFuego Terciario\c- Mantén para preparar un largo golpe vertical, suelta para ejecutar un potente ataque giratorio, destrozando todo a tu alrededor. Las pulsaciones consecutivas del fuego terciario mientras giras harán que se mantenga el movimiento durante más tiempo. Siendo un robot de combate, deberías estar libre de cualquier mareo por el movimiento que un humano típicamente desarrollaría haciendo algo así.\n" "\n" @@ -1899,6 +1901,165 @@ SWWM_LORETXT_LUNA = "\cfEn fin, la vida era buena y tal entonces, con todas esas preciosidades Nukuri viviendo por aquí. Podías ver tantos por la calle, y bueno, también fue entonces cuando conocí a Zana-sama, mejor regalo de Navidad de mi vida, je. En serio que REALMENTE echo de menos esos días, sabes, quedando con ella prácticamente todos los findes y tal. Ahora, la vida es una mierda, y lo único que puedo hacer (a veces) es, mandar y recibir mensajes casi nunca pasándolos por la Embajada Lunar (cuando los estúpidos conejos hacen su trabajo).\c-\n" "\n" "\cfOjalá todo volviese a como era antes. A ver, ya, como nuestro país no firmó la mierda esa del tratado de la Cicatriz Blanca podemos seguir usando sus cosas, pero no pueden venir ellos aquí, ni se nos permite ir allá tampoco. Puta mierda todo.\c-"; +SWWM_LORETXT_MADCAT = +" \cxNombre Completo:\c-\n" +" \cf Kris \"MADCAT\" Danae\c-\n" +" \cxNacionalidad:\c-\n" +" \cf Alemana\c-\n" +" \cxFecha de Nacimiento:\c-\n" +" \cf 2124-06-07\c-\n" +" \cxOcupación:\c-\n" +" \cf Fundadora, Programadora Jefe (MADCAT Studio)\c-\n" +" \cf Ingeniera de Software Senior (Akari Labs)\c-\n" +" \cxTwitter:\c-\n" +" \cf @danae_kris\c-\n" +"\n" +"\cfKris Danae\c- nació en 2124, como hermana menor de \cfStefan Danae\c-. No se sabe mucho de sus padres, pero ha comentado que son científicos de Bavaria, Alemania, involucrados en investigación genética. De esto, se puede deducir que tanto ella como su hermano se encuentran entre las muchas \cfGentes Gato de Ingeniería Genética\c- documentadas que han ido apareciendo desde los años 2090.\n" +"\n" +"A diferencia de su poco hábil hermano, Kris posee una alta inteligencia, y sobresale en tareas relacionadas con ordenadores. Tiene un don para la programación, lo cual le ha permitido ganar fama publicando juegos retro a través de la marca de \cfMADCAT Studio\c-. El simple, pero adictivo \cfCat Catcher\c- ha sido instalado en más de 10 mil millones de dispositivos móviles y de sobremesa desde su salida en 2140. Ese mismo año, fue abordada por \cfHamsick Co-op\c- para co-desarrollar el resurgimiento de la popular serie \cfRed Roger\c-, publicándose en su sexagésimo aniversario, dos años después.\n" +"\n" +"Su popularidad finalmente atrajo la atención de \cfSaya Miyamoto\c-, de \cfAkari Labs\c-, quien en 2143 le ofreció una posición como ingeniera de software senior, asistiendo en varios aspectos de diseño de interfaces. Adicionalmente, se le daría luego la tarea de crear juegos con temática de \cfDemolicionista\c- para promover el programa (sospechosamente al mismo tiempo que el shooter en primera persona \cfDoom\c-, basado en el muy famoso marine de la \cfUAC\c-, fue anunciado).\n" +"\n" +"No se sabe mucho de la vida personal de Kris. Vive con su hermano en una pequeña casa en Aoshima, Japón, rodeados de una multitud de gatos callejeros hacia los que sienten afinidad. En cuanto a relaciones, se ha dado a conocer que Kris está saliendo con el \cfOni Rojo\c-, \cfIbuki Miyamoto\c-, a quien visita cada fin de semana. A pesar de su nueva posición en Akari Labs, sigue desarrollando títulos independientes.\n" +"\n" +"Cuerpo de trabajo:\n" +"\n" +"- MADCAT Minigames (2135)\n" +"- Stray Cat (2137)\n" +"- Stray Cat 2 (2137)\n" +"- Bandit Fang (2138)\n" +"- Nekoprint Solitaire (2138)\n" +"- Stray Cat 3: Catastrophe (2139)\n" +"- Cat Catcher (2140)\n" +"- Stray Cat Collection (2141)\n" +"- Red Roger Returns (2142, con Hamsick Co-op)\n" +"- Nekopocalypse (2143)\n" +"- Nekopocalypse EX (2144)\n" +"- Red Roger in Capital Struggle (2145, con Hamsick Co-op)\n" +"- DemolitionOS (2148, con Saya y Taro Miyamoto)\n" +"- MADCAT Minigames for DemolitionOS (2148)\n" +"- Demo Land Adventure (2148)\n" +"\n" +"\cxNotas de Saya:\c-\n" +"\n" +"\cfLa buena de Kris-san. Es que una no se cansa de lo buena que es, vaya que sí. Ya la conoces, en cuanto le surge una idea, tiene que convertirla en un juego, es que es así. Y la mayor parte de sus proyectos obviamente van de gatos. Nyaa y tal.\c-\n" +"\n" +"\cfPor cierto, ¿todas las interfaces visuales que ves por tus ojos? Las ha diseñado ella. Bastante simples, sí, pero funcionan de maravilla. Sabía que sería capaz de trabajar perfectamente para una resolución objetivo de 640x400. Ya me conoces, siempre seré partidaria de la superioridad de 16:10. A la porra el ultrawide, esa estúpida moda no se ha muerto ni en este siglo.\c-\n" +"\n" +"\cfUh, y que más queda por decir... Las dos casi pensamos igual a veces, lo cual es gracioso. Hay gente que dice que hasta nos PARECEMOS, pero sinceramente, yo no lo veo. Pero oye, al menos, a diferencia de ella, no voy por ahí sin bragas todo el tiempo (y lo hace con una falda, encima, hay que tenerlos cuadrados).\c-"; +SWWM_LORETXT_MADCAT2 = +" \cxNombre Completo:\c-\n" +" \cf Kris \"MADCAT\" Danae\c-\n" +" \cxNacionalidad:\c-\n" +" \cf Alemana\c-\n" +" \cxFecha de Nacimiento:\c-\n" +" \cf 2124-06-07\c-\n" +" \cxOcupación:\c-\n" +" \cf Fundadora, Programadora Jefe (MADCAT Studio)\c-\n" +" \cf Ingeniera de Software Senior (Akari Labs)\c-\n" +" \cxTwitter:\c-\n" +" \cf @danae_kris\c-\n" +"\n" +"\cfKris Danae\c- nació en 2124, como hermana menor de \cfStefan Danae\c-. No se sabe mucho de sus padres, pero ha comentado que son científicos de Bavaria, Alemania, involucrados en investigación genética. De esto, se puede deducir que tanto ella como su hermano se encuentran entre las muchas \cfGentes Gato de Ingeniería Genética\c- documentadas que han ido apareciendo desde los años 2090.\n" +"\n" +"A diferencia de su poco hábil hermano, Kris posee una alta inteligencia, y sobresale en tareas relacionadas con ordenadores. Tiene un don para la programación, lo cual le ha permitido ganar fama publicando juegos retro a través de la marca de \cfMADCAT Studio\c-. El simple, pero adictivo \cfCat Catcher\c- ha sido instalado en más de 10 mil millones de dispositivos móviles y de sobremesa desde su salida en 2140. Ese mismo año, fue abordada por \cfHamsick Co-op\c- para co-desarrollar el resurgimiento de la popular serie \cfRed Roger\c-, publicándose en su sexagésimo aniversario, dos años después.\n" +"\n" +"Su popularidad finalmente atrajo la atención de \cfSaya Miyamoto\c-, de \cfAkari Labs\c-, quien en 2143 le ofreció una posición como ingeniera de software senior, asistiendo en varios aspectos de diseño de interfaces. Adicionalmente, se le daría luego la tarea de crear juegos con temática de \cfDemolicionista\c- para promover el programa (sospechosamente al mismo tiempo que el shooter en primera persona \cfDoom\c-, basado en el muy famoso marine de la \cfUAC\c-, fue anunciado).\n" +"\n" +"No se sabe mucho de la vida personal de Kris. Vive con su hermano en una pequeña casa en Aoshima, Japón, rodeados de una multitud de gatos callejeros hacia los que sienten afinidad. En cuanto a relaciones, se ha dado a conocer que Kris está saliendo con el \cfOni Rojo\c-, \cfIbuki Miyamoto\c-, a quien visita cada fin de semana. A pesar de su nueva posición en Akari Labs, sigue desarrollando títulos independientes.\n" +"\n" +"Cuerpo de trabajo:\n" +"\n" +"- MADCAT Minigames (2135)\n" +"- Stray Cat (2137)\n" +"- Stray Cat 2 (2137)\n" +"- Bandit Fang (2138)\n" +"- Nekoprint Solitaire (2138)\n" +"- Stray Cat 3: Catastrophe (2139)\n" +"- Cat Catcher (2140)\n" +"- Stray Cat Collection (2141)\n" +"- Red Roger Returns (2142, con Hamsick Co-op)\n" +"- Nekopocalypse (2143)\n" +"- Nekopocalypse EX (2144)\n" +"- Red Roger in Capital Struggle (2145, con Hamsick Co-op)\n" +"- DemolitionOS (2148, con Saya y Taro Miyamoto)\n" +"- MADCAT Minigames for DemolitionOS (2148)\n" +"- Demo Land Adventure (2148)\n" +"- Felix Arcana (2150)\n" +"- Red Roger and the Demon Deed (2151, con Hamsick Co-op)\n" +"- Felix Arcana 2 (2153)\n" +"- Felix Arcana 2: Sky Crown (2154)\n" +"- Felix Arcana 2: Blade Soul (2154)\n" +"- Cat Catcher Revolution (2158)\n" +"- Felix Arcana: Radiant Edition (2160)\n" +"- Red Roger vs. Blue Baron (2161, con Hamsick Co-op)\n" +"- Felix Arcana 3 (2163)\n" +"- Interstellar Demolitionist (2171)\n" +"\n" +"\cxNotas de Saya:\c-\n" +"\n" +"\cfLa buena de Kris-san. Es que una no se cansa de lo buena que es, vaya que sí. Ya la conoces, en cuanto le surge una idea, tiene que convertirla en un juego, es que es así. Y la mayor parte de sus proyectos obviamente van de gatos. Nyaa y tal.\c-\n" +"\n" +"\cfPor cierto, ¿todas las interfaces visuales que ves por tus ojos? Las ha diseñado ella. Bastante simples, sí, pero funcionan de maravilla. Sabía que sería capaz de trabajar perfectamente para una resolución objetivo de 640x400. Ya me conoces, siempre seré partidaria de la superioridad de 16:10. A la porra el ultrawide, esa estúpida moda no se ha muerto ni en este siglo.\c-\n" +"\n" +"\cfUh, y que más queda por decir... Las dos casi pensamos igual a veces, lo cual es gracioso. Hay gente que dice que hasta nos PARECEMOS, pero sinceramente, yo no lo veo. Pero oye, al menos, a diferencia de ella, no voy por ahí sin bragas todo el tiempo (y lo hace con una falda, encima, hay que tenerlos cuadrados).\c-"; +SWWM_LORETXT_MADCAT3 = +" \cxNombre Completo:\c-\n" +" \cf Kris \"MADCAT\" Danae\c-\n" +" \cxNacionalidad:\c-\n" +" \cf Alemana\c-\n" +" \cxFecha de Nacimiento:\c-\n" +" \cf 2124-06-07\c-\n" +" \cxOcupación:\c-\n" +" \cf Fundadora, Programadora Jefe (MADCAT Studio)\c-\n" +" \cf Ingeniera de Software Senior (Akari Labs)\c-\n" +" \cxTwitter:\c-\n" +" \cf @danae_kris\c-\n" +"\n" +"\cfKris Danae\c- nació en 2124, como hermana menor de \cfStefan Danae\c-. No se sabe mucho de sus padres, pero ha comentado que son científicos de Bavaria, Alemania, involucrados en investigación genética. De esto, se puede deducir que tanto ella como su hermano se encuentran entre las muchas \cfGentes Gato de Ingeniería Genética\c- documentadas que han ido apareciendo desde los años 2090.\n" +"\n" +"A diferencia de su poco hábil hermano, Kris posee una alta inteligencia, y sobresale en tareas relacionadas con ordenadores. Tiene un don para la programación, lo cual le ha permitido ganar fama publicando juegos retro a través de la marca de \cfMADCAT Studio\c-. El simple, pero adictivo \cfCat Catcher\c- ha sido instalado en más de 10 mil millones de dispositivos móviles y de sobremesa desde su salida en 2140. Ese mismo año, fue abordada por \cfHamsick Co-op\c- para co-desarrollar el resurgimiento de la popular serie \cfRed Roger\c-, publicándose en su sexagésimo aniversario, dos años después.\n" +"\n" +"Su popularidad finalmente atrajo la atención de \cfSaya Miyamoto\c-, de \cfAkari Labs\c-, quien en 2143 le ofreció una posición como ingeniera de software senior, asistiendo en varios aspectos de diseño de interfaces. Adicionalmente, se le daría luego la tarea de crear juegos con temática de \cfDemolicionista\c- para promover el programa (sospechosamente al mismo tiempo que el shooter en primera persona \cfDoom\c-, basado en el muy famoso marine de la \cfUAC\c-, fue anunciado).\n" +"\n" +"No se sabe mucho de la vida personal de Kris. Vive con su hermano en una pequeña casa en Aoshima, Japón, rodeados de una multitud de gatos callejeros hacia los que sienten afinidad. En cuanto a relaciones, se ha dado a conocer que Kris está saliendo con el \cfOni Rojo\c-, \cfIbuki Miyamoto\c-, a quien visita cada fin de semana. A pesar de su nueva posición en Akari Labs, sigue desarrollando títulos independientes.\n" +"\n" +"Cuerpo de trabajo:\n" +"\n" +"- MADCAT Minigames (2135)\n" +"- Stray Cat (2137)\n" +"- Stray Cat 2 (2137)\n" +"- Bandit Fang (2138)\n" +"- Nekoprint Solitaire (2138)\n" +"- Stray Cat 3: Catastrophe (2139)\n" +"- Cat Catcher (2140)\n" +"- Stray Cat Collection (2141)\n" +"- Red Roger Returns (2142, con Hamsick Co-op)\n" +"- Nekopocalypse (2143)\n" +"- Nekopocalypse EX (2144)\n" +"- Red Roger in Capital Struggle (2145, con Hamsick Co-op)\n" +"- DemolitionOS (2148, con Saya y Taro Miyamoto)\n" +"- MADCAT Minigames for DemolitionOS (2148)\n" +"- Demo Land Adventure (2148)\n" +"- Felix Arcana (2150)\n" +"- Red Roger and the Demon Deed (2151, con Hamsick Co-op)\n" +"- Felix Arcana 2 (2153)\n" +"- Felix Arcana 2: Sky Crown (2154)\n" +"- Felix Arcana 2: Blade Soul (2154)\n" +"- Cat Catcher Revolution (2158)\n" +"- Felix Arcana: Radiant Edition (2160)\n" +"- Red Roger vs. Blue Baron (2161, con Hamsick Co-op)\n" +"- Felix Arcana 3 (2163)\n" +"- Interstellar Demolitionist (2171)\n" +"- Demolition Quest (2171)\n" +"\n" +"\cxNotas de Saya:\c-\n" +"\n" +"\cfLa buena de Kris-san. Es que una no se cansa de lo buena que es, vaya que sí. Ya la conoces, en cuanto le surge una idea, tiene que convertirla en un juego, es que es así. Y la mayor parte de sus proyectos obviamente van de gatos. Nyaa y tal.\c-\n" +"\n" +"\cfPor cierto, ¿todas las interfaces visuales que ves por tus ojos? Las ha diseñado ella. Bastante simples, sí, pero funcionan de maravilla. Sabía que sería capaz de trabajar perfectamente para una resolución objetivo de 640x400. Ya me conoces, siempre seré partidaria de la superioridad de 16:10. A la porra el ultrawide, esa estúpida moda no se ha muerto ni en este siglo.\c-\n" +"\n" +"\cfUh, y que más queda por decir... Las dos casi pensamos igual a veces, lo cual es gracioso. Hay gente que dice que hasta nos PARECEMOS, pero sinceramente, yo no lo veo. Pero oye, al menos, a diferencia de ella, no voy por ahí sin bragas todo el tiempo (y lo hace con una falda, encima, hay que tenerlos cuadrados).\c-"; SWWM_LORETXT_MAIDBOT = " \cxNombre Completo:\c-\n" " \cf Meido Miyamoto\c-\n" @@ -1967,6 +2128,111 @@ SWWM_LORETXT_MAIDBOT2 = "\cfJeje... Desde luego me alegro mucho de hacerla \"completa\", por cierto... Mejor decisión de mi vida. Deja que te diga, cuando hacemos \"cositas\" las dos... es como estar en el cielo~\c- \cg♥\c-\n" "\n" "\cfActualización: Por cierto, me alegro de que Kirin-kun consiguiera que volviese a cantar. Por supuesto, es que ¿como podría resistirse a sus encantos? ¿verdad?\c-"; +SWWM_LORETXT_MARISA = +" \cxNombre Completo:\c-\n" +" \cf Marisa Azanth\c-\n" +" \cf Hija de Ceniza (apodo)\c-\n" +" \cxNacionalidad:\c-\n" +" \cf Japonesa\c-\n" +" \cxFecha de Nacimiento:\c-\n" +" \cf 1989-10-04\c-\n" +" \cxOcupación:\c-\n" +" \cf Mercenaria (Cazadora de Demonios)\c-\n" +" \cxTwitter\c-\n" +" \cf @marisa_ashen\c-\n" +"\n" +"Nacida en \cfSankaideriha\c- de la unión de la \cfDemoníaca\c- parca \cfAkari Shiroko\c- y la piromante nómada \cfAnarukon\c- \cfSarkha Azanth\c-, \cfMarisa\c- es el resultado de una relación blasfema entre miembros de dos civilizaciones en conflicto, las de Demonios y Anarukon. A pesar de sus diferencias y la clara pertenencia a dos facciones en guerra, el amor entre sus padres es innegable, demostrando que ambos bandos pueden poner sus diferencias aparte y disfrutar de una fructuosa vida juntos.\n" +"\n" +"Habiendo sido criada por tal peculiar pareja de proscritos, Marisa carece de ciertas aptitudes sociales, pero destaca en otras habilidades, tales como la magia y el manejo de la espada. Tras alcanzar la edad adulta, comenzó a hacer encargos como mercenaria, asesinando demonios errantes y otras bestias entre varios lugares. Cerca del 2084, uno de estos encargos la trajo a la \cfTierra*. Específicamente, a la zona de exclusión de \c-Washington DC\cf. Al ser ajena a los eventos de la \c-Cicatriz Blanca\cf, se encontró visiblemente confusa ante el estado arruinado de la ciudad, pero aun así, siguió buscando su objetivo. Para su sorpresa, sin embargo, alguien ya le había dado muerte, nadie más que el \c-Oni Rojo\cf, \c-Ibuki Miyamoto\cf.\n" +"\n" +"Las dos pasaron un tiempo trabajando juntas, y surgió una peculiar amistad. Desafortunadamente, cuando llegó el momento de volver a casa, se dio cuenta de que el portal que había usado solo podía usarlo una persona. Ibuki la dejó marchar, con la promesa de que ciertamente se volverían a encontrar cuando acabara todo. Y así, casi 10 años después, tras el retorno del Oni Rojo a \c-Japón\cf, su esperada reunión tuvo lugar. Marísa se había asentado en su propia casa en \c-Kasukabe\cf, y planeó que Ibuki se mudara a vivir con ella también. Por el camino, su espaciosa casa compartida se volvería aparentemente más apretada con la introducción de varios otros inquilinos, junto con las visitas ocasionales del novio de Marisa, un explorador \c-Odmorian\cf llamado \c-Cinnamon Valentine\cf.\n" +"\n" +"Hasta fecha de hoy, Marisa continúa cazando demonios como ocupación principal, así que, como es de esperar, la actual invasión la ha mantenido a ella y muchos otros ocupados. Sin embargo, al conocer la misión de la \c-Demolicionista\cf, se lo está \"tomando un poco con calma\". Al momento de escribir este artículo, fue vista por última vez dirigiéndose a \c-Nagoya\cf, uno de los principales puntos calientes de invasión en Japón, gracias en parte a la existencia de varias instalaciones de la \c-UAC\cf allí.\n" +"\n" +"\cxNotas de Saya:\c-\n" +"\cfAh, esta si que es una tía que no has conocido. A ver, con el chollo que tiene que básicamente tiene que estar ahí fuera partiendo la pana a diario. Ibuki me dijo que llegó un momento que estuvo casi a punto de rendirse, pero cuando le contó lo de tu misión, se vino arriba. Y claro, tanto ella como Ibuki andan por ahí ahora dándole al tema. Me apuesto a que han convertido todo esto en una competición ahora que formas parte de todo este asunto. Típico de ellas.\c-\n" +"\n" +"\cf¿Y que más puedo decir sobre ella? Bueno, es de las que hablan poco, la verdad. Menos hablar, más actuar, ya sabes. Deja que su espada lo diga todo, más o menos. Y madre, cacho espada. Es ENORME, la cosa que lleva. He oído que tiene otra más grande en reserva, una especie de premio por ser súper-fuerte o algo así. Que la puta cosa es un gigantesco trozo de cacho de puro metal, muy... Tipo Guts.\c-\n" +"\n" +"\cfEn serio espero que la puedas conocer algún día, seguro que te va a encontrar adorable. Y hablando de cosas adorables, conozco su punto débil: Capibara. Sí, le pones uno delante y es que se derrite de cuquismo. Un pequeño truco que aprendí de su novio.\c-\n" +"\n" +"\cfOh, ¿y el novio? Bueno, un tío muy majo. No hablamos mucho, pero ha servido como mi fuente principal para aprender de la cultura Odmorian. Me ha despejado algunas dudas y malas interpretaciones bastante ráìdo, y todo siendo muy amable, también. Su nombre también es mono. Cinnamon, jeje. Mari-san lo llama Cinnabun, lo cual es más adorable. Pero que no te engañe, a pesar de tanto cuquismo, también es un duro y fuerte guerrero como ella, un tipo duro de verdad, hasta tiene un rifle ENORME y todo.\c-\n" +"\n" +"\cfEs que VAMOS, necesitas conocerlos, en serio.\c-"; +SWWM_LORETXT_MARISA2 = +" \cxNombre Completo:\c-\n" +" \cf Marisa Azanth\c-\n" +" \cf Hija de Ceniza (apodo)\c-\n" +" \cxNacionalidad:\c-\n" +" \cf Japonesa\c-\n" +" \cxFecha de Nacimiento:\c-\n" +" \cf 1989-10-04\c-\n" +" \cxOcupación:\c-\n" +" \cf Mercenaria (Cazadora de Demonios)\c-\n" +" \cxTwitter\c-\n" +" \cf @marisa_ashen\c-\n" +"\n" +"Nacida en \cfSankaideriha\c- de la unión de la \cfDemoníaca\c- parca \cfAkari Shiroko\c- y la piromante nómada \cfAnarukon\c- \cfSarkha Azanth\c-, \cfMarisa\c- es el resultado de una relación blasfema entre miembros de dos civilizaciones en conflicto, las de Demonios y Anarukon. A pesar de sus diferencias y la clara pertenencia a dos facciones en guerra, el amor entre sus padres es innegable, demostrando que ambos bandos pueden poner sus diferencias aparte y disfrutar de una fructuosa vida juntos.\n" +"\n" +"Habiendo sido criada por tal peculiar pareja de proscritos, Marisa carece de ciertas aptitudes sociales, pero destaca en otras habilidades, tales como la magia y el manejo de la espada. Tras alcanzar la edad adulta, comenzó a hacer encargos como mercenaria, asesinando demonios errantes y otras bestias entre varios lugares. Cerca del 2084, uno de estos encargos la trajo a la \cfTierra*. Específicamente, a la zona de exclusión de \c-Washington DC\cf. Al ser ajena a los eventos de la \c-Cicatriz Blanca\cf, se encontró visiblemente confusa ante el estado arruinado de la ciudad, pero aun así, siguió buscando su objetivo. Para su sorpresa, sin embargo, alguien ya le había dado muerte, nadie más que el \c-Oni Rojo\cf, \c-Ibuki Miyamoto\cf.\n" +"\n" +"Las dos pasaron un tiempo trabajando juntas, y surgió una peculiar amistad. Desafortunadamente, cuando llegó el momento de volver a casa, se dio cuenta de que el portal que había usado solo podía usarlo una persona. Ibuki la dejó marchar, con la promesa de que ciertamente se volverían a encontrar cuando acabara todo. Y así, casi 10 años después, tras el retorno del Oni Rojo a \c-Japón\cf, su esperada reunión tuvo lugar. Marísa se había asentado en su propia casa en \c-Kasukabe\cf, y planeó que Ibuki se mudara a vivir con ella también. Por el camino, su espaciosa casa compartida se volvería aparentemente más apretada con la introducción de varios otros inquilinos, junto con las visitas ocasionales del novio de Marisa, un explorador \c-Odmorian\cf llamado \c-Cinnamon Valentine\cf.\n" +"\n" +"Su participación en la \c-Invasión Demoníaca\cf de 2148 fue admirable, con un recuento de bajas enemigas de decenas de miles, y con un especial premio compartido con Ibuki Miyamoto por el eficiente trabajo de limpieza de las instalaciones infestadas de demonios de la \c-UAC\cf en \c-Nagoya\cf.\n" +"\n" +"\cxNotas de Saya:\c-\n" +"\cfAh, esta si que es una tía que no has conocido. A ver, con el chollo que tiene que básicamente tiene que estar ahí fuera partiendo la pana a diario. Ibuki me dijo que llegó un momento que estuvo casi a punto de rendirse, pero cuando le contó lo de tu misión, se vino arriba. Y claro, tanto ella como Ibuki andan por ahí ahora dándole al tema. Me apuesto a que han convertido todo esto en una competición ahora que formas parte de todo este asunto. Típico de ellas.\c-\n" +"\n" +"\cf¿Y que más puedo decir sobre ella? Bueno, es de las que hablan poco, la verdad. Menos hablar, más actuar, ya sabes. Deja que su espada lo diga todo, más o menos. Y madre, cacho espada. Es ENORME, la cosa que lleva. He oído que tiene otra más grande en reserva, una especie de premio por ser súper-fuerte o algo así. Que la puta cosa es un gigantesco trozo de cacho de puro metal, muy... Tipo Guts.\c-\n" +"\n" +"\cfEn serio espero que la puedas conocer algún día, seguro que te va a encontrar adorable. Y hablando de cosas adorables, conozco su punto débil: Capibara. Sí, le pones uno delante y es que se derrite de cuquismo. Un pequeño truco que aprendí de su novio.\c-\n" +"\n" +"\cfOh, ¿y el novio? Bueno, un tío muy majo. No hablamos mucho, pero ha servido como mi fuente principal para aprender de la cultura Odmorian. Me ha despejado algunas dudas y malas interpretaciones bastante ráìdo, y todo siendo muy amable, también. Su nombre también es mono. Cinnamon, jeje. Mari-san lo llama Cinnabun, lo cual es más adorable. Pero que no te engañe, a pesar de tanto cuquismo, también es un duro y fuerte guerrero como ella, un tipo duro de verdad, hasta tiene un rifle ENORME y todo.\c-\n" +"\n" +"\cfEs que VAMOS, necesitas conocerlos, en serio.\c-\n" +"\n" +"\cfActualización: Ay madre, menudo encuentro. Sabes, es que lo he dicho muchas veces, ojalá pudiera haber sacado una foto de la cara que pusiste cuando viste la pistola que tiene. Sí, debería haberte dicho que no solo le van las espadas enormes, también las armas enormes. Pero oye, también te admira, y eso mola mucho. Joder, apuesto a que en cuanto te mandemos a la misión en Parthoris, también va a querer meterse luego. Es que ella es muy así.\c-\n" +"\n" +"\cfEspero que no cause muchos problemas, porque también planeo enviar a Ibuki para hacer un reconocimiento de algunos sitios.\c-"; +SWWM_LORETXT_MARISA3 = +" \cxNombre Completo:\c-\n" +" \cf Marisa Azanth\c-\n" +" \cf Hija de Ceniza (apodo)\c-\n" +" \cxNacionalidad:\c-\n" +" \cf Japonesa\c-\n" +" \cxFecha de Nacimiento:\c-\n" +" \cf 1989-10-04\c-\n" +" \cxOcupación:\c-\n" +" \cf Mercenaria (Cazadora de Demonios)\c-\n" +" \cxTwitter\c-\n" +" \cf @marisa_ashen\c-\n" +"\n" +"Nacida en \cfSankaideriha\c- de la unión de la \cfDemoníaca\c- parca \cfAkari Shiroko\c- y la piromante nómada \cfAnarukon\c- \cfSarkha Azanth\c-, \cfMarisa\c- es el resultado de una relación blasfema entre miembros de dos civilizaciones en conflicto, las de Demonios y Anarukon. A pesar de sus diferencias y la clara pertenencia a dos facciones en guerra, el amor entre sus padres es innegable, demostrando que ambos bandos pueden poner sus diferencias aparte y disfrutar de una fructuosa vida juntos.\n" +"\n" +"Habiendo sido criada por tal peculiar pareja de proscritos, Marisa carece de ciertas aptitudes sociales, pero destaca en otras habilidades, tales como la magia y el manejo de la espada. Tras alcanzar la edad adulta, comenzó a hacer encargos como mercenaria, asesinando demonios errantes y otras bestias entre varios lugares. Cerca del 2084, uno de estos encargos la trajo a la \cfTierra*. Específicamente, a la zona de exclusión de \c-Washington DC\cf. Al ser ajena a los eventos de la \c-Cicatriz Blanca\cf, se encontró visiblemente confusa ante el estado arruinado de la ciudad, pero aun así, siguió buscando su objetivo. Para su sorpresa, sin embargo, alguien ya le había dado muerte, nadie más que el \c-Oni Rojo\cf, \c-Ibuki Miyamoto\cf.\n" +"\n" +"Las dos pasaron un tiempo trabajando juntas, y surgió una peculiar amistad. Desafortunadamente, cuando llegó el momento de volver a casa, se dio cuenta de que el portal que había usado solo podía usarlo una persona. Ibuki la dejó marchar, con la promesa de que ciertamente se volverían a encontrar cuando acabara todo. Y así, casi 10 años después, tras el retorno del Oni Rojo a \c-Japón\cf, su esperada reunión tuvo lugar. Marísa se había asentado en su propia casa en \c-Kasukabe\cf, y planeó que Ibuki se mudara a vivir con ella también. Por el camino, su espaciosa casa compartida se volvería aparentemente más apretada con la introducción de varios otros inquilinos, junto con las visitas ocasionales del novio de Marisa, un explorador \c-Odmorian\cf llamado \c-Cinnamon Valentine\cf.\n" +"\n" +"Su participación en la \c-Invasión Demoníaca\cf de 2148 fue admirable, con un recuento de bajas enemigas de decenas de miles, y con un especial premio compartido con Ibuki Miyamoto por el eficiente trabajo de limpieza de las instalaciones infestadas de demonios de la \c-UAC\cf en \c-Nagoya\cf.\n" +"\n" +"\cxNotas de Saya:\c-\n" +"\cfAh, esta si que es una tía que no has conocido. A ver, con el chollo que tiene que básicamente tiene que estar ahí fuera partiendo la pana a diario. Ibuki me dijo que llegó un momento que estuvo casi a punto de rendirse, pero cuando le contó lo de tu misión, se vino arriba. Y claro, tanto ella como Ibuki andan por ahí ahora dándole al tema. Me apuesto a que han convertido todo esto en una competición ahora que formas parte de todo este asunto. Típico de ellas.\c-\n" +"\n" +"\cf¿Y que más puedo decir sobre ella? Bueno, es de las que hablan poco, la verdad. Menos hablar, más actuar, ya sabes. Deja que su espada lo diga todo, más o menos. Y madre, cacho espada. Es ENORME, la cosa que lleva. He oído que tiene otra más grande en reserva, una especie de premio por ser súper-fuerte o algo así. Que la puta cosa es un gigantesco trozo de cacho de puro metal, muy... Tipo Guts.\c-\n" +"\n" +"\cfEn serio espero que la puedas conocer algún día, seguro que te va a encontrar adorable. Y hablando de cosas adorables, conozco su punto débil: Capibara. Sí, le pones uno delante y es que se derrite de cuquismo. Un pequeño truco que aprendí de su novio.\c-\n" +"\n" +"\cfOh, ¿y el novio? Bueno, un tío muy majo. No hablamos mucho, pero ha servido como mi fuente principal para aprender de la cultura Odmorian. Me ha despejado algunas dudas y malas interpretaciones bastante ráìdo, y todo siendo muy amable, también. Su nombre también es mono. Cinnamon, jeje. Mari-san lo llama Cinnabun, lo cual es más adorable. Pero que no te engañe, a pesar de tanto cuquismo, también es un duro y fuerte guerrero como ella, un tipo duro de verdad, hasta tiene un rifle ENORME y todo.\c-\n" +"\n" +"\cfEs que VAMOS, necesitas conocerlos, en serio.\c-\n" +"\n" +"\cfActualización: Ay madre, menudo encuentro. Sabes, es que lo he dicho muchas veces, ojalá pudiera haber sacado una foto de la cara que pusiste cuando viste la pistola que tiene. Sí, debería haberte dicho que no solo le van las espadas enormes, también las armas enormes. Pero oye, también te admira, y eso mola mucho. Joder, apuesto a que en cuanto te mandemos a la misión en Parthoris, también va a querer meterse luego. Es que ella es muy así.\c-\n" +"\n" +"\cfEspero que no cause muchos problemas, porque también planeo enviar a Ibuki para hacer un reconocimiento de algunos sitios.\c-\n" +"\n" +"\cfActualización 2: No me puedo creer que no hayamos conocido a sus madres hasta nuestra boda con Kirin. Lo has visto, todos lo hemos visto, la tal Sarkha está como una regadera, ya veo a quien sale, al menos en parte, porque su otra madre es sorprendentemente la mujer más generosa y agradable que he conocido. Vamos, incluso con todo el tema ese de ser una asesina y tal... Y lueeeego, tambiñen he aprendido que desciende de realeza del Infierno. No me extraña que los demonios le tengan tanto miedo, tiene bastante sentido.\c-\n" +"\n" +"\cfJuro que entre ella y sus dos madres, parecen todas personajes salidos de Dark Souls.\c-"; SWWM_LORETAG_MILKBREADS = "Panes de Leche"; SWWM_LORETXT_MILKBREADS = "\cxDesignación:\c-\n" @@ -2290,7 +2556,7 @@ SWWM_LORETXT_NOSKORA = "\n" "Al ser parte de los Mishe, los dos hermanos poseen lo que solo puede ser descrito como poderes de \"manipulación de la realidad\". Sin embargo, esto solo ha sido presenciado en raras ocasiones, como por ejemplo los momentos finales de la \cfSéptima Guerra Mundial Nukuri\c-, donde uno de ellos consiguió poner fin al conflicto por su cuenta, ignorando los ataques de soldados imperiales mientras se acercaba al trono, y al alcanzarlo, mandar al emperador \cfLedora Yathai\c- volando fuera de su asiento de un puñetazo, lanzándolo a través de la sala en una línea recta hasta una ventana cercana, y enviándolo al espacio exterior. Su cuerpo nunca fue recuperado, y se supone muerto.\n" "\n" -"La popularidad de la universidad se disparó tras este éxito en desmantelar todo un imperio y finalmente traer consigo la creación del \cfGobierno Unificado Nukuri\c-. Mucha gente desea aprender lo que estas extrañas entidades ofrecen enseñar, aunque muchos de los cursos son bastante difíciles para la mayoría de personas.\n" +"La popularidad de la universidad se disparó tras este éxito en desmantelar todo un imperio y finalmente traer consigo la creación del \cfGobierno Unificado de Nahkami\c-. Mucha gente desea aprender lo que estas extrañas entidades ofrecen enseñar, aunque muchos de los cursos son bastante difíciles para la mayoría de personas.\n" "\n" "Algunos de los cursos más populares que uno puede estudiar en la Universidad de Nos-Kora son:\n" "\n" @@ -2387,11 +2653,11 @@ SWWM_LORETXT_NUKURI = "\n" "Los \cfNukuri\c- son una raza humanoide de tez pálida nativos de la luna helada de \cfHebeku\c-, \cfNahkami\c-, en el \cfSistema Xathar\c- (parte de la \cfCoalición X'Animen\c-). Son una de las razas más avanzadas tecnológicamente en toda la Coalición, y son vistos como un gran ejemplo de progreso y dedicación, aunque han tenido una extensa historia de guerra y conflicto, junto con haberse involucrado en notables atrocidades. Este pasado tan oscuro es algo de lo que son plenamente conscientes y de lo que se avergüenzan, desde el fin de su séptima guerra mundial y la masiva reforma política y económica que transcurrió posteriormente.\n" "\n" -"En el pasado, Nahkami fue un cruel imperio belicista liderado con mano dura por la familia real \cfYathai\c-. Sin embargo, tras la reforma, y con el emperador \cfLedora Yathai\c- siendo \"forzado al exilio\" por los fundadores de la \cfUniversidad de Nos-Kora\c-, quienes lideraron dicha reforma, el \cfGobierno Unificado Nukuri\c- fue creado, con \cfZanata Nekuraku II\c- personalmente elegida como primera ministra \"de transición\".\n" +"En el pasado, Nahkami fue un cruel imperio belicista liderado con mano dura por la familia real \cfYathai\c-. Sin embargo, tras la reforma, y con el emperador \cfLedora Yathai\c- siendo \"forzado al exilio\" por los fundadores de la \cfUniversidad de Nos-Kora\c-, quienes lideraron dicha reforma, el \cfGobierno Unificado de Nahkami\c- fue creado, con \cfZanata Nekuraku II\c- personalmente elegida como primera ministra \"de transición\".\n" "\n" "Habiendo sufrido la pérdida de su madre y su marido en anteriores guerras, Zanata siempre se opuso al imperio y sus prácticas, incluyendo la decisión de atacar a la humanidad en el punto álgido de la Séptima Guerra Mundial, en lo que se conoció como el incidente de la \cfCicatriz Blanca\c-. Tras establecerse el nuevo gobierno, intentó compensar lo ocurrido, pero nada se pudo hacer. Pasado esto, renunció no solo a su puesto como primera ministra, sino también al de líder de \cfNekuratek\c-, la compañía que su familia había dirigido durante varias generaciones. A la fecha de escribirse este artículo, la actual primera ministra de Nahkami, elegida por la mayoría, es \cfSaya Kowayanau\c-, quien es también gobernadora de la provincia de \cfSaya\c-.\n" "\n" -"El Gobierno Unificado Nukuri puede verse como uno de los varios ejemplos de transiciones exitosas de regímenes dictatoriales a un sistema más abierto. Su sistema de gobierno es auto-descrito como \"omnicracia comunista\", donde todos son iguales y ninguna voz es ignorada. Su método para permitir que todos sus habitantes formen parte en la toma de decisiones, el \"voto fractal\", ha sido elogiado por otras naciones vecinas. En cierto modo, todo es fundamentalmente decidido por toda la gente de la nación, ninguna voz es ignorada. En cuanto a su economía, no existe el concepto de moneda, o de propiedad privada. Todos los negocios anteriormente privados son ahora públicos, aunque sus fundadores siguen manteniendo una posición de liderazgo \"simbólico\", estando todavía involucrados en su manejo, bajo supervisión del gobierno.\n" +"El Gobierno Unificado de Nahkami puede verse como uno de los varios ejemplos de transiciones exitosas de regímenes dictatoriales a un sistema más abierto. Su sistema de gobierno es auto-descrito como \"omnicracia comunista\", donde todos son iguales y ninguna voz es ignorada. Su método para permitir que todos sus habitantes formen parte en la toma de decisiones, el \"voto fractal\", ha sido elogiado por otras naciones vecinas. En cierto modo, todo es fundamentalmente decidido por toda la gente de la nación, ninguna voz es ignorada. En cuanto a su economía, no existe el concepto de moneda, o de propiedad privada. Todos los negocios anteriormente privados son ahora públicos, aunque sus fundadores siguen manteniendo una posición de liderazgo \"simbólico\", estando todavía involucrados en su manejo, bajo supervisión del gobierno.\n" "\n" "Se sabe también que los Nukuri todavía poseen una potente fuerza militar, aunque solo sirva para defender la nación de amenazas externas (algo que raramente ha ocurrido). Adicionalmente, la fabricación y uso de armas está estrictamente supervisado, también.\n" "\n" @@ -2506,7 +2772,7 @@ SWWM_LORETXT_PLASMABLAST = "\n" "\cfFuego Secundario:\c- Disparo cargado. Mantener y soltar. Un proyectil más lento, pero mucho más fuerte y destructivo, especialmente si se carga con una célula completa. El arma debe ser sujeta con ambas manos, ya que la inestabilidad inducida por la carga interna de plasma puede dificultar el apuntar con una sola mano.\n" "\n" -"\cfRecarga:\c- Reemplaza la célula de munición del arma. Cada una puede potenciar hasta 15 disparos.\n" +"\cfRecarga:\c- Reemplaza la célula de munición del arma. Cada una puede potenciar hasta 8 disparos.\n" "\n" "\cfTécnicas:\c- Obtener un segundo Blaster de Plasma permite alternar a modo dual. El fuego secundario en este modo dispara el arma a mano izquierda.\n" "\n" @@ -2541,22 +2807,22 @@ SWWM_LORETXT_PUNTZERBETA = "\cxFabricante:\c-\n" "\cf Blackmann Arms S.L.\c-\n" "\cxClasificación:\c-\n" -"\cf Revólver de Acción Simple\c-\n" +"\cf Revólver Semiautomático\c-\n" "\n" "La serie \cfPuntzer\c- de armas de \cfBlackmann Arms\c- son el principal ejemplo del potencial de su patentada munición perforadora \cfSpin Motion Wedge (SMW)\c-.\n" "\n" -"El \cfPuntzer Beta\c- es un revólver de acción simple con cañón basculante de seis disparos, equipado con partes muy robustas, ideales para fanáticos del disparo en abanico.\n" +"El \cfPuntzer Beta\c- es un revólver semiautomático con cañón basculante de seis disparos, equipado con partes muy robustas.\n" "\n" "\cfFuego Primario:\c- Disparos lentos y precisos.\n" "\n" -"\cfFuego Secundario:\c- Mantén para entrar en modo abanico, suelta para salir. En este modo, puedes pulsar/mantener el fuego primario para disparar mucho más rápido, pero con menor precisión.\n" +"\cfFuego Secundario:\c- Activa el modo de \"descarga rápida\", tras lo cual apretar el gatillo causará que seis disparos se realicen en rápida sucesión.\n" "\n" "\cfFuego Terciario:\c- Gira el arma desenfrenadamente, por diversión.\n" "\n" "\cfRecarga:\c- Recarga el arma. Gracias al sistema de recarga rápida provisto por tu \cfContenedor de Hammerspace™\c-, simplemente tienes que mantener la palma abierta sobre el tambor, las balas serán cargadas automáticamente.\n" "\n" "\cxNotas de Saya:\c-\n" -"\cfAh, el revólver, un arma muy clásica, famoso por todas esas películas americanas del \"salvaje oeste\". Pero este es especial, oh sí. Esas putas balas espirales son un puto desmadre, girando a lo bestia y taladrando a través de todo. Hermann-senpai nos manda las de tipo \".05\" específicamente, que son las más potentes de todas, y supuestamente pueden taladrar a través de las paredes y todo. Eso va a ser divertido.\c-"; +"\cfAh, el revólver, un arma muy clásica, famoso por todas esas películas americanas del \"salvaje oeste\". Pero este es especial, oh sí. Es bastante raro ya encontrar un revólver semiautomático, ¿pero además uno con un modo automático? Y esas putas balas espirales son un puto desmadre también, girando a lo bestia y taladrando a través de todo. Hermann-senpai nos manda las de tipo \".05\" específicamente, que son las más potentes de todas, y supuestamente pueden taladrar a través de las paredes y todo. Eso va a ser divertido.\c-"; SWWM_LORETXT_PUNTZERGAMMA = "\cxDesignación:\c-\n" "\cf Carabina de Asalto Puntzer \"Gamma\"\c-\n" @@ -2583,26 +2849,6 @@ SWWM_LORETXT_PUNTZERGAMMA = "\cfPor cierto me acabo de dar cuenta de algo: Las balas SMW son de 6.9mm.\c-\n" "\n" "\cfNice.\c-"; -SWWM_LORETXT_PUSHERWEAPON = -"\cxDesignación:\c-\n" -"\cf Taladro Percutor de Microfusión \"Pusher\"\c-\n" -"\cxFabricante:\c-\n" -"\cf Instituto Tecnológico Tach-Engine\c-\n" -"\cxClasificación:\c-\n" -"\cf Herramienta de Minería\c-\n" -"\n" -"El \cfPusher\c- es un taladro percutor relativamente portátil hecho para tareas de minería y construcción. Su portabilidad viene en parte por el uso de una batería interna de microfusión, también cortesía de \cfTecnologías Tach-Engine\c-, ofreciendo suficiente potencia para 300 horas de uso constante. Tecnologías Tach-Engine no se hace responsable por el uso indebido de esta herramienta.\n" -"\n" -"\cfFuego Primario:\c- Operación normal. Apunta la broca hacia lo que necesites romper, y mantén pulsado el gatillo superior.\n" -"\n" -"\cfFuego Secundario:\c- Para aquellos casos en los que encuentres un material realmente duro y difícil de romper. Gira el mango lateral hasta que la broca haya retrocedido hasta una distancia que consideres adecuada, y luego pulsa el gatillo principal para golpear el objetivo, con la fuerza cargada.\n" -"\n" -"\cfADVERTENCIA:\c- La sujeción indebida durante la operación secundaria puede causar que la herramienta se resbale, mantén siempre el área libre para evitar daños colaterales.\n" -"\n" -"\cxNotas de Saya:\c-\n" -"\cfSí, las motosierras son lo típico en cuanto a \"herramienta hecha arma\", todos lo sabemos, pero, ¿y un puto martillo neumático?\c-\n" -"\n" -"\cfAhora que lo pienso, eso me recuerda a aquella metedura de pata tremenda de Mixom. Los frikis de la UAC pidieron un monte de martillos neumáticos para Mars City una vez, y los burros esos van y mandan motosierras. Pues vaya lío ese, ¿no crees?\c-"; SWWM_LORETXT_QUADRAVOL = "\cxDesignación:\c-\n" "\cf Quadravol (\"Cruz Ardiente\")\c-\n" @@ -2713,15 +2959,15 @@ SWWM_LORETXT_RAYKHOM = "\n" "Desde su creación por el \cfProfesor Eushura Kmonn Jr.\c-, la \cfRay-Khom\c- se ha quedado con un puesto permanente en el equipamiento de cada soldado \cfXekkian\c-. Fiable, eficiente, necesitando casi ningún mantenimiento al carecer de partes móviles a excepción de su mecanismo de carga. La munición es adicionalmente muy fácil de conseguir, al menos localmente, ya que la exportación lleva consigo severos impuestos.\n" "\n" -"El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, fácil de reemplazar cuando se necesite. La munición viene en cargadores de 20. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil).\n" +"El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, proporcionando un abundante suministro energético. La munición viene en cargadores de 10. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil).\n" "\n" "\cfFuego Primario:\c- Fuego continuo, rápido y preciso. Retroceso mínimo dada la operación electromagnética, mayormente silencioso ya que los proyectiles son disparados a una velocidad poco menor que la del sonido. Tus enemigos tienen la garantía de no enterarse de tu ataque hasta ser demasiado tarde.\n" "\n" -"\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se recomienda usar con moderación, ya que consume rápidamente la batería.\n" +"\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se ha de tener en cuenta que esta acción no se debe realizar así porque sí, ya que los condensadores requieren mucho tiempo para recargarse por completo, temporalmente desactivando también la función de fuego primario.\n" "\n" -"\cfRecarga Primaria:\c- Recarga el arma.\n" +"\cfRecarga:\c- Recarga el arma.\n" "\n" -"\cfRecarga Secundaria:\c- Cambia la batería. Esta acción solo puede hacerse en cuanto la carga sea lo suficientemente baja, ya que sería un derroche de otro modo.\n" +"\cfZoom:\c- Usa la mira para disparos a distancia. El nivel de aumento se ajusta automáticamente en base al sondeo de distancia, y la mira además simulará la trayectoria del proyectil sobre la marcha, para que puedas saber exactamente donde apuntar.\n" "\n" "\cfTécnicas:\c- El fuego secundario incrementa en letalidad al usarse en líquidos conductivos tales como el agua. Simplemente asegúrate de no estar en contacto con ella.\n" "\n" @@ -2993,7 +3239,7 @@ SWWM_LORETXT_SCORESYSTEM = "\n" "Los ítems obtenidos pueden también reembolsarse por puntos adicionales, permitiendo intercambiarlos por cualquier otra cosa que prefieras en su lugar. El proceso es automatizado al obtener armas que ya tengas, o alcances el límite de carga de ciertos ítems.\n" "\n" -"Por favor ten en cuenta que hay un límite impuesto de 999.999.999.999.999.999 puntos, el cual, en la práctica, no debería ser posible alcanzar.\n" +"Por favor ten en cuenta que hay un límite impuesto de 999999999 puntos, el cual, en la práctica, tomaría mucho, mucho tiempo alcanzar.\n" "\n" "\cxNotas de Saya:\c-\n" "\cfVale, voy a ser sincera: Esto es otra cosa de videojuego del friki ese. Pero creo que es algo bueno, en cierto modo. Hay algo en esa sensación tan estimulante de ver los números crecer, sabes, y además puedes pillarte cosas bonitas con eso. A ver es que no puedo ocultártelo pero esto es algo en lo que coincidimos los dos, por tu bien.\c-\n" @@ -3137,14 +3383,12 @@ SWWM_LORETXT_SPREADGUN = "\n" "\cfSlug Metálico:\c- Cartuchos verdes. Slugs muy potentes con una puntería decente, incluso en distancias largas. Dado su tamaño y peso, tienen el potencial de penetrar varios objetivos pequeños.\n" "\n" -"\cfAliento de Dragón:\c- Cartuchos blancos. Un estallido de llamas con cada disparo, con rango considerable. Ineficaz bajo el agua, por razones obvias.\n" -"\n" "\cfSal de Kinylum:\c- Cartuchos cian. Pequeños trozos de Kinylum en su forma natural de \"sal\". Ya disparados, dejan un rastro de plasma ardiente que permanece en el aire durante unos momentos hasta disiparse. Adicionalmente, los trozos explotarán violentamente en contacto con cualquier superficie, o una vez se \"desestabilicen\" (lo cual desafortunadamente hace que este tipo de munición pierda efectividad a larga distancia).\n" "\n" -"\cfDardos de Telebrium:\c- Cartuchos negros. Docenas de proyectiles penetrantes cargados de Telebrium puro, un elemento exótico conocido por sus potentes efectos corrosivos al ser calentado. Los objetivos alcanzados por estos proyectiles experimentarán una muy dolorosa descarga de toxinas corrosivas por sus cuerpos (incluso los no orgánicos), aunque estos efectos se despejarán en cuestión de segundos. El uso de esta munición está altamente restringido, pero has obtenido permiso para usarla contra las fuerzas invasoras.\n" -"\n" "\cfBola de Plomo:\c- Cartuchos violetas. Viniendo de \cfPlutoni Incorporated\c-, estos cartuchos disparan una bola pesada de dolor puro. A pesar del hecho de que son de plomo, tiende a mantener la forma da igual la fuerza de impacto contra algo (algunos dudan de que realmente sean de plomo, siendo más bien de cualquier otro material). Habiendo salido de tal lugar, no es sorprendente que tengan efectos extraños. Al parecer, en ciertas ocasiones, las bolas pueden emitir sonidos extraños al impactar, los cuales adicionalmente provocan potentes ondas de choque, incrementando su velocidad en el proceso. Este suceso extraño está listado como \"Golpes Críticos Aleatorios\" en la página de la tienda.\n" "\n" +"\cfDardos de Telebrium:\c- Cartuchos negros. Docenas de proyectiles penetrantes cargados de Telebrium puro, un elemento exótico conocido por sus potentes efectos corrosivos al ser calentado. Los objetivos alcanzados por estos proyectiles experimentarán una muy dolorosa descarga de toxinas corrosivas por sus cuerpos (incluso los no orgánicos), aunque estos efectos se despejarán en cuestión de segundos. El uso de esta munición está altamente restringido, pero has obtenido permiso para usarla contra las fuerzas invasoras.\n" +"\n" "\cfCartucho Dorado:\c- Cartuchos cubiertos de oro con un fuerte cuerpo metálico. Un tipo de munición caro y muy poco común, con un poder destructor sin par. Cada cartucho dispara un proyectil que contiene una carga de \cfExplodium\c- de alta densidad y pureza, junto con brillantina dorada (que es aparentemente solo para quedar bonito). Se garantiza que cualquier cosa que reciba un impacto directo será vaporizada completamente por la explosión resultante.\n" "\n" "El amplio rango de munición compatible hace del Trabuco un arma bastante versátil, una vez acostumbrado a su tediosa recarga manual. Hay sin embargo planes para crear una variante semiautomática más cómoda de usar, con prototipos ya probándose.\n" @@ -3475,7 +3719,7 @@ SWWM_LORETXT_WALLBUSTER = "\n" "Los mecanismos internos que empujan el funcionamiento de este arma tienen tal grado de complejidad que han sido descritos por algunos como \cfIngeniería Loca Alemana\c-. Solamente el propio \cfHermann E. Ischer\c- conoce todos los detalles de su operación. Con cada accionamiento del gatillo principal, el cañón superior es disparado, y luego su tambor gira a contrarreloj, con el siguiente cartucho listo para dispararse. Con una rotación completa, o cuando se usa el gatillo secundario, el cuerpo principal gira después, alternando a otro tambor.\n" "\n" -"La Wallbuster es compatible con la mayor parte de cartuchos de calibre 6, aunque hay restricciones de seguridad para algunas, específicamente los cartuchos dragon's breath, flechette y dorados. Esto limita el rango de munición utilizable a sólo estos cuatro tipos:\n" +"La Wallbuster es compatible con la mayor parte de cartuchos de calibre 6, aunque hay restricciones de seguridad para algunas, específicamente los cartuchos de flechette y dorados. Esto limita el rango de munición utilizable a sólo estos cuatro tipos:\n" "\n" "\cfPerdigones Estándar:\c- Cartuchos rojos. Exactamente lo que pone. Bastante letal a corto rango, y con cierto alcance extra dada la longitud de los cañones del arma.\n" "\n" @@ -3583,7 +3827,7 @@ SWWM_LORETXT_WHITESCAR = "\n" "Entonces, \cfNukritas 1xx\c-, por su cuenta, caminaría desde la punta norte de Akane hasta la capital imperial en Vutaki. Su avance no pudo ser detenido, ignoró todo intento por los soldados imperiales, destruyó sus armas solo con mirarlas. En cuanto llegó al palacio imperial, abrió las puertas de una patada y se aproximó al trono, donde el emperador Ledora Yathai, paralizado por el terror, recibió un puñetazo en el estómago del embajador Mishe, y salió despedido en una línea recta por la ventana, alcanzando tal velocidad que desapareció completamente en el vacío del espacio exterior. Luego, la Universidad hizo su anuncio, el \cfUltimátum de Nos-Kora\c-. Dieron a la raza Nukuri ocho años para resolver sus conflictos y hacer las paces. De no hacerlo, la Universidad cerraría sus puertas para siempre, y los Mishe abandonarían formalmente la \cfCoalición X'Animen\c-, llevándose consigo sus valiosos conocimientos.\n" "\n" -"Esta amenaza fue tomada muy en serio, ya que los Mishe eran los miembros más importantes de esta alianza interplanetaria, y por lo tanto una reforma masiva tuvo lugar. Ambos bandos estaban ahora unidos en su misión de reconstruir todo Nahkami como una nueva nación. En 2108, solo a la mitad del límite de tiempo que se les dio, el \cfGobierno Unificado Nukuri\c- fue establecido, con \cfZanata Nekuraku II\c- como primera ministra \"de transición\". Tras esto, hubo un intento de restablecer relaciones con la Tierra, pero fue inútil, siendo ignorados por completo, excepto por dos países que no firmaron el tratado: Escocia y Japón.\n" +"Esta amenaza fue tomada muy en serio, ya que los Mishe eran los miembros más importantes de esta alianza interplanetaria, y por lo tanto una reforma masiva tuvo lugar. Ambos bandos estaban ahora unidos en su misión de reconstruir todo Nahkami como una nueva nación. En 2108, solo a la mitad del límite de tiempo que se les dio, el \cfGobierno Unificado de Nahkami\c- fue establecido, con \cfZanata Nekuraku II\c- como primera ministra \"de transición\". Tras esto, hubo un intento de restablecer relaciones con la Tierra, pero fue inútil, siendo ignorados por completo, excepto por dos países que no firmaron el tratado: Escocia y Japón.\n" "\n" "Estos dos países eran el hogar de poderosas corporaciones aliadas desde hace tiempo con la propia compañía de Zanata, \cfNekuratek\c-, y eran plenamente conscientes de la verdad de toda esta situación, razón por la que habían rechazado romper su alianza con ellos. Ha de notarse que hubo mucho revuelo en redes sociales por parte de \cfSaya Miyamoto\c-, jefa de la Japonesa \cfAkari Labs\c-, quien condenaba a todos aquellos que habían firmado el tratado por su \"asquerosa generalización\" al ver a toda la raza Nukuri como un enemigo.\n" "\n" @@ -3946,7 +4190,7 @@ SWWM_LORETXT_ZANAVETH2 = "\n" "A principios de la \cfSéptima Guerra Mundial Nukuri\c- de 2068, Zanaveth II huyó con su mujer y su hija a \cfSankaideriha\c-, ayudada de la bruja Nukuri \cfSaniuke Okusainaya\c-, vieja amiga de la familia. Dos años después, tras demostrar no poder acostumbrarse a vivir allí, la familia decidió dejar a Zanaveth III al cuidado de Saya. Esto duraría hasta 2077, cuando el incidente de la \cfCicatriz Blanca\c- dio lugar a la expulsión de todos los Nukuri en la Tierra. Zanaveth III fue enviada entonces a vivir con sus abuelos, hasta el final de la guerra en 2104, cuando sus padres regresaron de nuevo a Nahkami.\n" "\n" -"Desde la formación del \cfGobierno Unificado Nukuri\c- en 2108, Zanaveth II mantiene el puesto de \"Ministra de Relaciones Interespecie\", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora.\n" +"Desde la formación del \cfGobierno Unificado de Nahkami\c- en 2108, Zanaveth II mantiene el puesto de \"Ministra de Relaciones Interespecie\", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora.\n" "\n" "\cxNotas de Saya:\c-\n" "\cfAhhhhhh, joder. Es la tipa más dulce y mona que he conocido jamás, te lo digo en serio. Y es un puto superlogro que haya convertido a esta monada alienígena en toda una otaku también, jeje...\c-\n" @@ -3981,7 +4225,7 @@ SWWM_LORETXT_ZANAVETH22 = "\n" "A principios de la \cfSéptima Guerra Mundial Nukuri\c- de 2068, Zanaveth II huyó con su mujer y su hija a \cfSankaideriha\c-, ayudada de la bruja Nukuri \cfSaniuke Okusainaya\c-, vieja amiga de la familia. Dos años después, tras demostrar no poder acostumbrarse a vivir allí, la familia decidió dejar a Zanaveth III al cuidado de Saya. Esto duraría hasta 2077, cuando el incidente de la \cfCicatriz Blanca\c- dio lugar a la expulsión de todos los Nukuri en la Tierra. Zanaveth III fue enviada entonces a vivir con sus abuelos, hasta el final de la guerra en 2104, cuando sus padres regresaron de nuevo a Nahkami.\n" "\n" -"Desde la formación del \cfGobierno Unificado Nukuri\c- en 2108, Zanaveth II mantiene el puesto de \"Ministra de Relaciones Interespecie\", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora.\n" +"Desde la formación del \cfGobierno Unificado de Nahkami\c- en 2108, Zanaveth II mantiene el puesto de \"Ministra de Relaciones Interespecie\", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora.\n" "\n" "Desde 2171, Zanaveth II ha estado envuelta en negociaciones con los \cfAnarukon\c-, como parte de una \"expansión multiversal\" de la \cfBleaknet\c-. Adicionalmente, a partir de un trato con \cfAkari Labs\c-, la Tierra tendrá también su propio nodo con el Nexo de Bleaknet. Este último acto siendo parte de un plan mayor para restaurar las relaciones entre Humanos y Nukuri, poniendo fin al Tratado de la Cicatriz Blanca.\n" "\n" diff --git a/language.es_menu b/language.es_menu index 3ba59dd1f..1505fa77a 100644 --- a/language.es_menu +++ b/language.es_menu @@ -23,8 +23,9 @@ SWWM_MINIMAPOUT = "Alejar Zoom de Minimapa"; SWWM_SKEASY = "\cvSimple Reventamiento\c-"; SWWM_SKNORMAL = "\cdDía De Demolición\c-"; SWWM_SKHARD = "\ciMayormente Dañino\c-"; +SWWM_SKHARDCONFIRM = "\ciNo es la típica Ultra-Violencia.\nLas cosas se pondrán algo más duras.\c-\n\n\cf1.25x salud y daño de monstruos\n25% de agresividad extra\c-\n\n(Pulsa Y para luchar)"; SWWM_SKHARDCORE = "\cgBocata De Dolor\c-"; -SWWM_SKHARDCORECONFIRM = "\cgEsta dificultad equivale a Pesadilla.\nPrepárate para una patada en el culo.\c-\n\n\cfMonstruos rápidos\n1.5x salud y daño de monstruos\n25% de agresividad extra\nTrucos deshabilitados\nMonstruos de cooperativo\nLa tienda está desactivada\nSolo se puede revivir una vez\c-\n\n(Pulsa Y para un desafío)"; +SWWM_SKHARDCORECONFIRM = "\cgEsta dificultad equivale a Pesadilla.\nPrepárate para una patada en el culo.\c-\n\n\cfMonstruos rápidos\n1.5x salud y daño de monstruos\n50% de agresividad extra\nTrucos deshabilitados\nMonstruos de cooperativo\nLa tienda está desactivada\nSolo se puede revivir una vez\c-\n\n(Pulsa Y para un desafío)"; SWWM_SKLUNATIC = "\crDemo Debe Morir\c-"; SWWM_SKLUNATICCONFIRM = "\cr¿Seguro que quieres eso?\nLo vas a pasar MUY mal.\c-\n\n\cfTodos los cambios de \cgBocata De Dolor\cf\n+\nDoble velocidad de enemigos\nProyectiles enemigos duplicados\nPueden aparecer enemigos extra\nReflejos instantáneos de enemigo\nLos enemigos no se estremecen\nLos enemigos no pelean entre si\c-\n\n(Pulsa Y para morir al instante)"; // mod menu @@ -77,18 +78,15 @@ SWWM_MAXTARGETDIST = "Máx. Distancia de Barras de Salud"; SWWM_MAXTARGETS = "Máx. Barras de Salud en Pantalla"; SWWM_MAXDAMNUMS = "Máx. Números de Daño/Cura en Pantalla"; SWWM_MAXSCORENUMS = "Máx. Números de Puntuación en Pantalla"; -SWWM_HUDSCALE = "Escala de HUD"; SWWM_BARSCALE = "Escala de Barras de Salud"; SWWM_NUMSCALE = "Escala de Números"; SWWM_SCRSCALE = "Escala de Puntuaciones"; SWWM_POISCALE = "Escala de Puntos de Interés"; SWWM_DETSCALE = "Escala de Sensor de Ítems"; -SWWM_TFITSCALE = "Escalado Ajustado"; -SWWM_LFITSCALE = "Escalado Holgado"; SWWM_BLOOD = "Habilitar Sangre Personalizada"; SWWM_FUZZ = "Habilitar Fondo Animado de Menú"; SWWM_BUSTERPAUSE = "Pausar en Recarga de Wallbuster"; -SWWM_CBTALL = "Destrucción Ilimitada de Wallbuster"; +SWWM_CBTALL = "Reventamiento sin Restricciones"; SWWM_DOOMFALL = "Forzar Daño por Caída en Monstruos"; SWWM_CAPMCRANGE = "Limitar Reacción en Cadena de Ynykron"; SWWM_RESETSCORE = "Resetear Puntuación en Pistol Starts"; @@ -206,6 +204,10 @@ SWWM_VOICEAMP = "Amplificación de Voz"; SWWM_CLEARFX = "Limpiar todos los Efectos"; SWWM_OLDLOGO = "Marca Antigua"; SWWM_NODEATHEXIT = "Desactivar Salidas de Muerte"; +SWWM_EXTENDEDPICKUP = "Extender Tamaño de Ítem"; +SWWM_VOICELOG = "Registrar Comentarios de Jugador"; +SWWM_SKIPSKILL = "Saltar Confirmación de Dificultad"; +SWWM_ALTHUD = "Estilo de HUD Alternativo"; SWWM_MMTITLE = "Opciones de Minimapa"; SWWM_MM_ENABLE = "Mostrar Minimapa"; SWWM_MM_ROTATE = "Rotar Minimapa"; @@ -289,7 +291,6 @@ TOOLTIP_SWWM_MAXTARGETDIST = "Limita la distancia máxima a la que se muestran l TOOLTIP_SWWM_MAXTARGETS = "Limita la cantidad de barras de salud a mostrar en pantalla. Ayuda a mantener la pantalla más despejada."; TOOLTIP_SWWM_MAXDAMNUMS = "Limita la cantidad de números de daño/curación a mostrar en pantalla. Ayuda a mantener la pantalla más despejada."; TOOLTIP_SWWM_MAXSCORENUMS = "Limita la cantidad de números de puntuación a mostrar en pantalla. Ayuda a mantener la pantalla más despejada."; -TOOLTIP_SWWM_HUDSCALE = "Factor de escalado del HUD. El escalado \"Ajustado\" intenta que quepa todo el HUD en el ancho de la pantalla, mientras que el \"Holgado\" está recomendado para pantallas ultrawide."; TOOLTIP_SWWM_BARSCALEREL = "Factor de escalado relativo para las barras de salud. Un factor de 0 es igual al escalado del HUD."; TOOLTIP_SWWM_NUMSCALEREL = "Factor de escalado relativo para los números de daño/salud. Un factor de 0 es igual al escalado del HUD."; TOOLTIP_SWWM_SCRSCALEREL = "Factor de escalado relativo para los números de puntuación. Un factor de 0 es igual al escalado del HUD."; @@ -298,7 +299,7 @@ TOOLTIP_SWWM_DETSCALEREL = "Factor de escalado relativo para los ítems detectad TOOLTIP_SWWM_BLOOD = "Activa efectos de sangre y vísceras personalizados, adaptados de Soundless Mound. Sinceramente, recomendaría usar Nashgore, es mejor."; TOOLTIP_SWWM_FUZZ = "Desactivar esto es recomendado si estás grabando o haciendo streaming, ya que este effecto puede dañar la calidad del vídeo."; TOOLTIP_SWWM_CBTPAUSE = "El juego será pausado mientras el menú de recarga de Wallbuster está abierto (sólo en modo de un jugador)."; -TOOLTIP_SWWM_CBTALL = "Permite a la Wallbuster romper casi cualquier cosa, no solo puertas y plataformas. Ten en cuenta que esto puede romper algunos mapas, razón de que haya esta opción."; +TOOLTIP_SWWM_CBTALL = "Permite a la Wallbuster y otras armas capaces de reventar geometría del mapa destruír casi cualquier cosa, no solo puertas y plataformas. Ten en cuenta que esto puede romper algunos mapas, razón de que haya esta opción."; TOOLTIP_SWWM_DOOMFALL = "Hace que los monstruos reciban daño por caída fuera de Hexen. Requiere reinicio de mapa si fue desactivado anteriormente."; TOOLTIP_SWWM_CAPMCRANGE = "Por defecto las reacciones en cadena del Ynykron se propagarán hasta que no se puedan alcanzar más objetivos. Esta opción limita su extensión, haciéndolo al menos un poco más \"balanceado\"."; TOOLTIP_SWWM_RESETSCORE = "Cuando un cambio de mapa o script resetea tu inventario, tu puntuación también es reseteada a cero."; @@ -320,7 +321,7 @@ TOOLTIP_SWWM_ENEMYDROPS = "Por defecto, los enemigos solo dropean munición para TOOLTIP_SWWM_SHOTGIB = "Hay gente a la que no le gusta esto por alguna razón, así que aquí está como opción."; TOOLTIP_SWWM_COLLECTANIM = "Muestra animaciones especiales en primera persona al recoger coleccionables."; TOOLTIP_SWWM_SHADOWS = "Activa sombras redondas para varias entidades, combina con sombras de sprites para un mejor efecto. Requiere un reinicio de mapa."; -TOOLTIP_SWWM_PRECISECROSSHAIR = "Proyecta la mira en el punto que el arma alcanzará, en vez de quedarse en el centro de la pantalla."; +TOOLTIP_SWWM_PRECISECROSSHAIR = "Proyecta la mira en el punto que el arma alcanzará, en vez de quedarse en el centro de la pantalla. (\"Siempre\" dibuja la mira aunque esté normalmente desactivada, útil si alternas regularmente con jugar mods en los que se recomienda desactivarla)"; TOOLTIP_SWWM_LDSPOIL = "[LegenDoom] Muestra siempre el sufijo de \"Legendario\" en las etiquetas de barra de vida, en lugar de despues de que el enemigo se haya transformado. Desactiva si prefieres no estropear la sorpresa."; TOOLTIP_SWWM_CAMHUD = "Por defecto, cuando el jugador está mirando por una cámara, la mayor parte de elementos del HUD excluyendo mensajes son ocultados. Activa esto para mantener el HUD completo."; TOOLTIP_SWWM_UNCAPALERT = "Si se activa, todas las armas y proyectiles tendrán un rango de ruido ilimitado. Puede arreglar mapas que usan trampas de teletransporte estilo vanilla."; @@ -370,6 +371,10 @@ TOOLTIP_SWWM_VOICEAMP = "A su volumen normal, las voces de la Demolicionista pue TOOLTIP_NETEVENT_SWWMCLEAREFFECTS = "Desvanece cualquier sangre, vísceras, escombros y casquillos activos."; TOOLTIP_SWWM_OLDLOGO = "Para quienes echan de menos los viejos tiempos de SWWM GZ, podeis restaurar la antigua pantalla de inicio y menú principal con esto."; TOOLTIP_SWWM_NODEATHEXIT = "Esta opción invalida completamente los efectos de las salidas de muerte, si no te gusta perder todas tus cosas."; +TOOLTIP_SWWM_EXTENDEDPICKUP = "Da a todos los ítems una \"hitbox virtual\" de tamaño vanilla que permite recogerlos a mayor distancia. Requiere reinicio de mapa si se cambia."; +TOOLTIP_SWWM_VOICELOG = "Los comentarios de jugador subtitulados se guardarán en la pestaña de Mensajes del Menú de Demolicionista."; +TOOLTIP_SWWM_SKIPSKILL = "Salta la confirmación de selección de dificultad, si te has cansado de verla todo el tiempo."; +TOOLTIP_SWWM_ALTHUD = "Cambia el estilo de HUD a uno parecido al de los Mods Paralelos de Demolicionista."; TOOLTIP_SWWMMINIMAPMENU = "Configura el minimapa."; TOOLTIP_SWWMACHIEVEMENTMENU = "Revisa tus logros."; TOOLTIP_SWWM_MM_ENABLE = "Muestra un minimapa bajo el contador de puntuación."; diff --git a/language.es_voice b/language.es_voice index e6e8b708e..462e26ef0 100644 --- a/language.es_voice +++ b/language.es_voice @@ -245,7 +245,6 @@ SWWM_SUBS_DEFAULT_KORAXMASTERS9 = "Urgh... Por favor cállate la puta boca ya."; /// Extra lines that wouldn't be possible without original voice acting // per-weapon lines (alternative) SWWM_SUBS_DEFAULT_GETDEEPIMPACT = "Soplaré y soplaré... y vuestra casa derribaré."; -SWWM_SUBS_DEFAULT_GETPUSHERWEAPON = "¿Alguien quiere que le quite las caries?"; SWWM_SUBS_DEFAULT_GETEXPLODIUMGUN1 = "Ah, mi fiel amigo."; SWWM_SUBS_DEFAULT_GETEXPLODIUMGUN2 = "Doble poder revienta-rodillas."; SWWM_SUBS_DEFAULT_GETSPREADGUN = "Mira que escopetita."; @@ -328,7 +327,7 @@ SWWM_SUBS_DEFAULT_DSPARILA2 = "¿Por que no te bajas de esa cosa y hablamos?"; SWWM_SUBS_DEFAULT_DSPARILA3 = "Voy a fregar el suelo contigo, friki."; SWWM_SUBS_DEFAULT_DSPARILB1 = "¿Pero que os pasa a todos con lo de hablar al revés?"; SWWM_SUBS_DEFAULT_DSPARILB2 = "Lo siento, ¿podrías repetir eso?"; -SWWM_SUBS_DEFAULT_DSPARILB3 = "séver la ralbah odeup néibmat oY."; // record this line normally then just reverse it, really +SWWM_SUBS_DEFAULT_DSPARILB3 = ".séver la ralbah odeup néibmat oY"; // record this line normally then just reverse it, really // (H-Doom compat) Demon girl petting SWWM_SUBS_DEFAULT_PETHDOOM1 = "Buena chica~"; SWWM_SUBS_DEFAULT_PETHDOOM2 = "Eh, no tienes por qué pelear."; diff --git a/language.version b/language.version index fe1e18839..bf25020f6 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.2pre r203 \cu(Sat 26 Mar 20:40:04 CET 2022)\c-"; -SWWM_SHORTVER="\cw1.2pre r203 \cu(2022-03-26 20:40:04)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.2.31 \cu(Thu 23 Jun 00:14:36 CEST 2022)\c-"; +SWWM_SHORTVER="\cw1.2.31 \cu(2022-06-23 00:14:36)\c-"; diff --git a/lore/default/heavymahsheengun.txt b/lore/default/heavymahsheengun.txt index 8067790c5..c97b10103 100644 --- a/lore/default/heavymahsheengun.txt +++ b/lore/default/heavymahsheengun.txt @@ -18,9 +18,9 @@ The ammunition employed by this weapon are AP rounds of 14.5x114mm caliber. Unli While generally meant for mounted use, on-the-go operation is possible, provided the user is equipped with silver-rated power armor at minimum in order to handle its heavy recoil. -\cfPrimary Fire:\c- 700 RPM operation. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations. +\cfPrimary Fire:\c- 300 RPM operation. A slow spin. Sustained fire in this mode is theoretically endless, as the heat produced can be efficiently nullified by the internal cooling systems, it is therefore the recommended mode for most situations. -\cfSecondary Fire:\c- 1050 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this. +\cfSecondary Fire:\c- 700 RPM operation. Much faster spin, with moderate heat buildup. It's still possible to keep firing in this mode for about a minute or so from a cold start. If you need to deliver more pain and have the ammunition to spare, choose this. \cfTertiary Fire:\c- 2100 RPM operation. Extremely fast, with the highest heat potential. Sustained fire in this mode may quickly trigger the weapon's safety lock should the rising heat get too close to non-operational temperature. If you want things dead fast and don't care about running out of ammo in a matter of seconds, do pick this. diff --git a/lore/default/ibuki.txt b/lore/default/ibuki.txt index 993048604..0d27a102d 100644 --- a/lore/default/ibuki.txt +++ b/lore/default/ibuki.txt @@ -3,7 +3,7 @@ Miyamoto, Ibuki TAB People REL -AkariLabs;WhiteScar;Taro;Saya +AkariLabs;WhiteScar;Taro;Saya;Madcat;Marisa TXT \cxFull Name:\c- \cf Ibuki Miyamoto\c- @@ -20,12 +20,14 @@ TXT **Ibuki** is the result of the **Red Oni** supersoldier program, devised by **Saya Miyamoto** of **Akari Labs**. The existence of this project was kept completely secret until her public reveal in June of 2077. There was much controversy surrounding the Red Oni program, including Saya's personal involvement in it, having accepted a 40 billion USD payment in exchange for it (which was found to be related to Texas having been sold back to Mexico many weeks before). Despite her clear potential and outstanding combat abilities, she was deployed too late, as only moments later, the **White Scar** happened, and with it, the complete devastation of the **United States**. -Many years after the incident, Ibuki was successfully retrieved from the scorched wastelands, having spent a long time as a sort of "roaming mercenary". She returned to Japan in June of 2091, and once settled in, began working odd jobs until finding her true vocation as a nude model. +Many years after the incident, Ibuki was successfully retrieved from the scorched wastelands, having spent a long time as a sort of "roaming mercenary". She returned to Japan in June of 2091, and once settled in, began working odd jobs until finding her true vocation as a nude model. Other hobbies include vlogging (with varied topics), as well as still occasionally performing independent mercenary work. Having been created from Saya's own DNA, she has effectively inherited the total immortality of the Miyamoto family, on top of this, further enhancements were performed which have given her increased strength and reflexes, along with effectively making her skin bulletproof. Saya has remarked that this last fact means she does not need to wear any clothing. Additionally citing Saya's rather "interesting" decisions, there is the fact of her particular physical traits beyond those of her strength, including her blatantly obscene bust size, which some deem impractical, much to Saya's disagreement. When asked for further details, she went on a rather lengthy rant on Twitter about the subject of "waifus". +Although Ibuki is legally part of the Miyamoto family, she opted to live on her own. She shares a house with two other mercenaries, as well as various sexual partners. Some of her companions are individuals of renown, such as game developer **Kris Danae**, or the demi-Anarukon witch-warrior **Marisa Azanth**. + \cxSaya's Notes:\c- \cfOK yes sure, I love giga-tiddies. But why does everyone have to call me out for it? Is there really ANYTHING wrong with that, huh? Yeah, thought so.\c- diff --git a/lore/default/itamexhammer.txt b/lore/default/itamexhammer.txt index 3fbe43e4b..525904e0b 100644 --- a/lore/default/itamexhammer.txt +++ b/lore/default/itamexhammer.txt @@ -18,7 +18,7 @@ The Reinforced Combat Hammer is primarily meant to be used in quickly dismantlin \cfPrimary Fire:\c- Rapid swings, from side to side. Good for quickly plowing through enemy hordes. -\cfSecondary Fire:\c- Hold to ready up a vertical swing, release to let the hammer drop on whatever poor fool is standing in front of you. The longer you hold, the stronger the hit. +\cfSecondary Fire:\c- Hold to ready up a vertical swing, release to let the hammer drop on whatever poor fool is standing in front of you. The longer you hold, the stronger the hit. This attack can potentially break down doors, among other things. \cfTertiary Fire:\c- Hold to ready up a wide horizontal swing, release to perform a potent spin attack, smashing away everything around you. Consecutive presses of tertiary fire while spinning will keep the motion going for longer. Being a combat robot, you should be free from any motion sickness that a human would typically develop while performing this action. diff --git a/lore/default/madcat.txt b/lore/default/madcat.txt new file mode 100644 index 000000000..2f8e92f97 --- /dev/null +++ b/lore/default/madcat.txt @@ -0,0 +1,165 @@ +TAG +MADCAT +TAB +People +REL +Saya;AkariLabs;Demolitionist;UAC;Ibuki +TXT + \cxFull Name:\c- + \cf Kris "MADCAT" Danae\c- + \cxNationality:\c- + \cf German\c- + \cxDate of Birth:\c- + \cf 2124-06-07\c- + \cxOccupation:\c- + \cf Founder, Lead Programmer (MADCAT Studio)\c- + \cf Senior Software Engineer (Akari Labs)\c- + \cxTwitter:\c- + \cf @danae_kris\c- + +**Kris Danae** was born in 2124, as the younger sister of **Stefan Danae**. Not much is known about her parents, but she has stated they're scientists from Bavaria, Germany, involved in genetic research. From this, it can be deduced that both herself and her brother are among the many documented **Genetically Engineered Catfolk** that have been appearing since the 2090s. + +Unlike her less skilled brother, Kris is highly intelligent, and excels in computer-related tasks. She has a knack for programming, which allowed her to earn quite a fame releasing retro games under the label of **MADCAT Studio**. The simple, yet addictive **Cat Catcher** has been installed in over 10 billion mobile and desktop devices worldwide since its release in 2140. That same year, she was approached by **Hamsick Co-op** in order to co-develop a revival of the popular **Red Roger** series, to be released on its 60th anniversary, two years later. + +Her popularity eventually drew the attention of **Saya Miyamoto**, of **Akari Labs**, who in 2143 offered her a position as senior software engineer, assisting in various aspects of interface design. In addition, she would later be given the task of creating **Demolitionist**-themed games in order to promote the program (suspiciously around the same time the first person shooter **Doom**, themed after the **UAC**'s most famous marine, was announced). + +Not much is known of Kris's personal life. She lives with her brother in a small house in Aoshima, Japan, surrounded by many stray cats they feel a kinship towards. In regards to relationships, Kris has been found to be dating the **Red Oni**, **Ibuki Miyamoto**, whom she pays visits to every weekend. Despite her new position at Akari Labs, she continues to develop independent titles. + +Body of Work: + +- MADCAT Minigames (2135) +- Stray Cat (2137) +- Stray Cat 2 (2137) +- Bandit Fang (2138) +- Nekoprint Solitaire (2138) +- Stray Cat 3: Catastrophe (2139) +- Cat Catcher (2140) +- Stray Cat Collection (2141) +- Red Roger Returns (2142, w/ Hamsick Co-op) +- Nekopocalypse (2143) +- Nekopocalypse EX (2144) +- Red Roger in Capital Struggle (2145, w/ Hamsick Co-op) +- DemolitionOS (2148, w/ Saya and Taro Miyamoto) +- MADCAT Minigames for DemolitionOS (2148) +- Demo Land Adventure (2148) + +\cxSaya's Notes:\c- + +\cfGood ol' Kris-san. Can't have enough of her mad skills, for sure. You know her, when she gets an idea, she has to make it into a game, that's just how it is. And most of her projects obviously have to be cat-themed. Nyaa and all that stuff.\c- + +\cfBy the way, all the visual interfaces you see through your eyes? She designed them. Pretty simplistic, sure, but it works nicely. I knew she'd be able to work flawlessly for a target resolution of 640x400. You know me, I'll forever be an advocate for the superiority of 16:10. Ultrawide be damned, that stupid fad hasn't died even in this century.\c- + +\cfUh, so what else is there to say... The two of us kinda think alike at times, and that amuses me. People even say we LOOK alike, but honestly, I ain't seeing it. But hey, at least, unlike her, I don't go commando all the time (and she does it with a skirt, no less, the courage on this one).\c- +TXT + \cxFull Name:\c- + \cf Kris "MADCAT" Danae\c- + \cxNationality:\c- + \cf German\c- + \cxDate of Birth:\c- + \cf 2124-06-07\c- + \cxOccupation:\c- + \cf Founder, Lead Programmer (MADCAT Studio)\c- + \cf Senior Software Engineer (Akari Labs)\c- + \cxTwitter:\c- + \cf @danae_kris\c- + +**Kris Danae** was born in 2124, as the younger sister of **Stefan Danae**. Not much is known about her parents, but she has stated they're scientists from Bavaria, Germany, involved in genetic research. From this, it can be deduced that both herself and her brother are among the many documented **Genetically Engineered Catfolk** that have been appearing since the 2090s. + +Unlike her less skilled brother, Kris is highly intelligent, and excels in computer-related tasks. She has a knack for programming, which allowed her to earn quite a fame releasing retro games under the label of **MADCAT Studio**. The simple, yet addictive **Cat Catcher** has been installed in over 10 billion mobile and desktop devices worldwide since its release in 2140. That same year, she was approached by **Hamsick Co-op** in order to co-develop a revival of the popular **Red Roger** series, to be released on its 60th anniversary, two years later. + +Her popularity eventually drew the attention of **Saya Miyamoto**, of **Akari Labs**, who in 2143 offered her a position as senior software engineer, assisting in various aspects of interface design. In addition, she would later be given the task of creating **Demolitionist**-themed games in order to promote the program (suspiciously around the same time the first person shooter **Doom**, themed after the **UAC**'s most famous marine, was announced). + +Not much is known of Kris's personal life. She lives with her brother in a small house in Aoshima, Japan, surrounded by many stray cats they feel a kinship towards. In regards to relationships, Kris has been found to be dating the **Red Oni**, **Ibuki Miyamoto**, whom she pays visits to every weekend. Despite her new position at Akari Labs, she continues to develop independent titles. + +Body of Work: + +- MADCAT Minigames (2135) +- Stray Cat (2137) +- Stray Cat 2 (2137) +- Bandit Fang (2138) +- Nekoprint Solitaire (2138) +- Stray Cat 3: Catastrophe (2139) +- Cat Catcher (2140) +- Stray Cat Collection (2141) +- Red Roger Returns (2142, w/ Hamsick Co-op) +- Nekopocalypse (2143) +- Nekopocalypse EX (2144) +- Red Roger in Capital Struggle (2145, w/ Hamsick Co-op) +- DemolitionOS (2148, w/ Saya and Taro Miyamoto) +- MADCAT Minigames for DemolitionOS (2148) +- Demo Land Adventure (2148) +- Felix Arcana (2150) +- Red Roger and the Demon Deed (2151, w/ Hamsick Co-op) +- Felix Arcana 2 (2153) +- Felix Arcana 2: Sky Crown (2154) +- Felix Arcana 2: Blade Soul (2154) +- Cat Catcher Revolution (2158) +- Felix Arcana: Radiant Edition (2160) +- Red Roger vs. Blue Baron (2161, w/ Hamsick Co-op) +- Felix Arcana 3 (2163) +- Interstellar Demolitionist (2171) + +\cxSaya's Notes:\c- + +\cfGood ol' Kris-san. Can't have enough of her mad skills, for sure. You know her, when she gets an idea, she has to make it into a game, that's just how it is. And most of her projects obviously have to be cat-themed. Nyaa and all that stuff.\c- + +\cfBy the way, all the visual interfaces you see through your eyes? She designed them. Pretty simplistic, sure, but it works nicely. I knew she'd be able to work flawlessly for a target resolution of 640x400. You know me, I'll forever be an advocate for the superiority of 16:10. Ultrawide be damned, that stupid fad hasn't died even in this century.\c- + +\cfUh, so what else is there to say... The two of us kinda think alike at times, and that amuses me. People even say we LOOK alike, but honestly, I ain't seeing it. But hey, at least, unlike her, I don't go commando all the time (and she does it with a skirt, no less, the courage on this one).\c- +TXT + \cxFull Name:\c- + \cf Kris "MADCAT" Danae\c- + \cxNationality:\c- + \cf German\c- + \cxDate of Birth:\c- + \cf 2124-06-07\c- + \cxOccupation:\c- + \cf Founder, Lead Programmer (MADCAT Studio)\c- + \cf Senior Software Engineer (Akari Labs)\c- + \cxTwitter:\c- + \cf @danae_kris\c- + +**Kris Danae** was born in 2124, as the younger sister of **Stefan Danae**. Not much is known about her parents, but she has stated they're scientists from Bavaria, Germany, involved in genetic research. From this, it can be deduced that both herself and her brother are among the many documented **Genetically Engineered Catfolk** that have been appearing since the 2090s. + +Unlike her less skilled brother, Kris is highly intelligent, and excels in computer-related tasks. She has a knack for programming, which allowed her to earn quite a fame releasing retro games under the label of **MADCAT Studio**. The simple, yet addictive **Cat Catcher** has been installed in over 10 billion mobile and desktop devices worldwide since its release in 2140. That same year, she was approached by **Hamsick Co-op** in order to co-develop a revival of the popular **Red Roger** series, to be released on its 60th anniversary, two years later. + +Her popularity eventually drew the attention of **Saya Miyamoto**, of **Akari Labs**, who in 2143 offered her a position as senior software engineer, assisting in various aspects of interface design. In addition, she would later be given the task of creating **Demolitionist**-themed games in order to promote the program (suspiciously around the same time the first person shooter **Doom**, themed after the **UAC**'s most famous marine, was announced). + +Not much is known of Kris's personal life. She lives with her brother in a small house in Aoshima, Japan, surrounded by many stray cats they feel a kinship towards. In regards to relationships, Kris has been found to be dating the **Red Oni**, **Ibuki Miyamoto**, whom she pays visits to every weekend. Despite her new position at Akari Labs, she continues to develop independent titles. + +Body of Work: + +- MADCAT Minigames (2135) +- Stray Cat (2137) +- Stray Cat 2 (2137) +- Bandit Fang (2138) +- Nekoprint Solitaire (2138) +- Stray Cat 3: Catastrophe (2139) +- Cat Catcher (2140) +- Stray Cat Collection (2141) +- Red Roger Returns (2142, w/ Hamsick Co-op) +- Nekopocalypse (2143) +- Nekopocalypse EX (2144) +- Red Roger in Capital Struggle (2145, w/ Hamsick Co-op) +- DemolitionOS (2148, w/ Saya and Taro Miyamoto) +- MADCAT Minigames for DemolitionOS (2148) +- Demo Land Adventure (2148) +- Felix Arcana (2150) +- Red Roger and the Demon Deed (2151, w/ Hamsick Co-op) +- Felix Arcana 2 (2153) +- Felix Arcana 2: Sky Crown (2154) +- Felix Arcana 2: Blade Soul (2154) +- Cat Catcher Revolution (2158) +- Felix Arcana: Radiant Edition (2160) +- Red Roger vs. Blue Baron (2161, w/ Hamsick Co-op) +- Felix Arcana 3 (2163) +- Interstellar Demolitionist (2171) +- Demolition Quest (2171) + +\cxSaya's Notes:\c- + +\cfGood ol' Kris-san. Can't have enough of her mad skills, for sure. You know her, when she gets an idea, she has to make it into a game, that's just how it is. And most of her projects obviously have to be cat-themed. Nyaa and all that stuff.\c- + +\cfBy the way, all the visual interfaces you see through your eyes? She designed them. Pretty simplistic, sure, but it works nicely. I knew she'd be able to work flawlessly for a target resolution of 640x400. You know me, I'll forever be an advocate for the superiority of 16:10. Ultrawide be damned, that stupid fad hasn't died even in this century.\c- + +\cfUh, so what else is there to say... The two of us kinda think alike at times, and that amuses me. People even say we LOOK alike, but honestly, I ain't seeing it. But hey, at least, unlike her, I don't go commando all the time (and she does it with a skirt, no less, the courage on this one).\c- diff --git a/lore/default/marisa.txt b/lore/default/marisa.txt new file mode 100644 index 000000000..78b85c6e8 --- /dev/null +++ b/lore/default/marisa.txt @@ -0,0 +1,111 @@ +TAG +Azanth, Marisa +TAB +People +REL +Ibuki;WhiteScar;Sankaideriha;Saya;Hell;Anarukon;UAC;XAnimen;Parthoris;Kirin;Demolitionist +TXT + \cxFull Name:\c- + \cf Marisa Azanth\c- + \cf Child of Ash (nickname)\c- + \cxNationality:\c- + \cf Japanese\c- + \cxDate of Birth:\c- + \cf 1989-10-04\c- + \cxOccupation:\c- + \cf Mercenary (Demon Hunter)\c- + \cxTwitter\c- + \cf @marisa_ashen\c- + +Born in **Sankaideriha** from the union of the **Demonic** grim reaper **Akari Shiroko** and the nomadic **Anarukon** pyromancer **Sarkha Azanth**, **Marisa** is the result of a blasphemous relationship between members of two conflicting civilizations, those of Demons and Anarukon. Despite their differences and the clear belonging to two factions at war, the love between her parents is undeniable, demonstrating that both sides can set aside their differences and enjoy a fruitful life together. + +Having been raised by such an odd couple of outcasts, Marisa lacks certain social aptitudes, but excels in other skills, such as magic and swordfighting. Upon reaching adulthood, she began to take odd jobs as a mercenary, slaying stray demons and other beasts throughout various locations. Around 2084, one of these jobs brought her to **Earth**. Specifically, to the **Washington DC** exclusion zone. While oblivious to the events of the **White Scar**, she was visibly confused by the ruined state of the city, but nevertheless, she tracked down her target. To her surprise, however, the kill had already been claimed, by none other than the **Red Oni**, **Ibuki Miyamoto**. + +The two spent some time working together, and a peculiar friendship bloomed. Unfortunately, when it was time for her to return home, she realized that the warp gate she had used could only take one person. Ibuki let her go, with the promise that they'd surely meet again once all was over. And so, almost 10 years later, following the Red Oni's return to **Japan**, their awaited reunion took place. Marisa had settled down at her own home in **Kasukabe**, and arranged for Ibuki to move there too. Along the way, their spacious shared home would seemingly grow more cramped with the introduction of various other roommates, as well as the occasional visits of Marisa's boyfriend, an **Odmorian** ranger called **Cinnamon Valentine**. + +To this day, Marisa continues to slay demons as her main occupation, so, as expected, the ongoing invasion has kept her and many others busy. Aware of the **Demolitionist**'s mission, she's somewhat "taking it easy", however. As of this article's writing, she was last seen heading to **Nagoya**, one of the main invasion hotspots in Japan, thanks in part to the existence of various **UAC** installations within. + +\cxSaya's Notes:\c- +\cfAh, now this is one gal you haven't personally met. I mean, what with her job basically keeping her out there slicing and dicing all day. Ibuki told me that she almost gave up at one point, but when she told her about you and your mission, she got a huge confidence boost. Of course, both her and Ibuki are out in the wild doing their work. I'm sure they turned this into a competition now that you've factored in on the whole situation. That's typical of them.\c- + +\cfAnd what can I say about her? Well, she's the quiet type, really. Less talking, more acting, you know. Lets her sword do the speaking, kinda. And boy, is it a sword. It's HUGE, the thing she has. I heard she even got a bigger one in reserve, a sort of award she got for being super-strong or whatever. Fucking thing is just a massive, raw hunk of metal, very... Gutsy.\c- + +\cfReally hope you get to meet her someday, bet she'll find you cute. Speaking of which, I know her weakness: Capybara. Yeah, put one of 'em in front of her and she'll melt away from cuteness. Little trick I learned from her boyfriend.\c- + +\cfOh, and the boyfriend? Well, a really cool guy. We don't talk much, but he's been my main source for learning about Odmorian culture. Cleared some misconceptions real fast, and was very nice about it, too. His name is cute, too. Cinnamon, heh. Mari-san calls him Cinnabun, which is even cuter. But don't be deceived, despite all the cuteness, he's also a battle-hardened warrior like her, real tough guy, even has this HUGE gun too.\c- + +\cfYou REALLY need to meet them, seriously.\c- +TXT + \cxFull Name:\c- + \cf Marisa Azanth\c- + \cf Child of Ash (nickname)\c- + \cxNationality:\c- + \cf Japanese\c- + \cxDate of Birth:\c- + \cf 1989-10-04\c- + \cxOccupation:\c- + \cf Mercenary (Demon Hunter)\c- + \cxTwitter\c- + \cf @marisa_ashen\c- + +Born in **Sankaideriha** from the union of the **Demonic** grim reaper **Akari Shiroko** and the nomadic **Anarukon** pyromancer **Sarkha Azanth**, **Marisa** is the result of a blasphemous relationship between members of two conflicting civilizations, those of Demons and Anarukon. Despite their differences and the clear belonging to two factions at war, the love between her parents is undeniable, demonstrating that both sides can set aside their differences and enjoy a fruitful life together. + +Having been raised by such an odd couple of outcasts, Marisa lacks certain social aptitudes, but excels in other skills, such as magic and swordfighting. Upon reaching adulthood, she began to take odd jobs as a mercenary, slaying stray demons and other beasts throughout various locations. Around 2084, one of these jobs brought her to **Earth**. Specifically, to the **Washington DC** exclusion zone. While oblivious to the events of the **White Scar**, she was visibly confused by the ruined state of the city, but nevertheless, she tracked down her target. To her surprise, however, the kill had already been claimed, by none other than the **Red Oni**, **Ibuki Miyamoto**. + +The two spent some time working together, and a peculiar friendship bloomed. Unfortunately, when it was time for her to return home, she realized that the warp gate she had used could only take one person. Ibuki let her go, with the promise that they'd surely meet again once all was over. And so, almost 10 years later, following the Red Oni's return to **Japan**, their awaited reunion took place. Marisa had settled down at her own home in **Kasukabe**, and arranged for Ibuki to move there too. Along the way, their spacious shared home would seemingly grow more cramped with the introduction of various other roommates, as well as the occasional visits of Marisa's boyfriend, an **Odmorian** ranger called **Cinnamon Valentine**. + +Her participation in the **Demon Invasion** of 2148 was commendable, with a body count in the tens of thousands, and a special, shared accolade with Ibuki Miyamoto for the swift cleanup of the demon-infested **UAC** installations in **Nagoya**. + +\cxSaya's Notes:\c- +\cfAh, now this is one gal you haven't personally met. I mean, what with her job basically keeping her out there slicing and dicing all day. Ibuki told me that she almost gave up at one point, but when she told her about you and your mission, she got a huge confidence boost. Of course, both her and Ibuki are out in the wild doing their work. I'm sure they turned this into a competition now that you've factored in on the whole situation. That's typical of them.\c- + +\cfAnd what can I say about her? Well, she's the quiet type, really. Less talking, more acting, you know. Lets her sword do the speaking, kinda. And boy, is it a sword. It's HUGE, the thing she has. I heard she even got a bigger one in reserve, a sort of award she got for being super-strong or whatever. Fucking thing is just a massive, raw hunk of metal, very... Gutsy.\c- + +\cfReally hope you get to meet her someday, bet she'll find you cute. Speaking of which, I know her weakness: Capybara. Yeah, put one of 'em in front of her and she'll melt away from cuteness. Little trick I learned from her boyfriend.\c- + +\cfOh, and the boyfriend? Well, a really cool guy. We don't talk much, but he's been my main source for learning about Odmorian culture. Cleared some misconceptions real fast, and was very nice about it, too. His name is cute, too. Cinnamon, heh. Mari-san calls him Cinnabun, which is even cuter. But don't be deceived, despite all the cuteness, he's also a battle-hardened warrior like her, real tough guy, even has this HUGE gun too.\c- + +\cfYou REALLY need to meet them, seriously.\c- + +\cfUpdate: Oh boy, what an encounter. You know, I said it many times, I wish I could have snapped a pic of the face you made when you saw that gun she has. Yeah, should've told you she's not just about big swords, but also big guns. But hey, she admires you too, and that's pretty neat. Hell, I bet that once we put you into the mission to Parthoris, she'll want to go in right after. That's just how she is.\c- + +\cfI hope she doesn't cause too much trouble, because I also plan on sending Ibuki to do some scouting in a couple places.\c- +TXT + \cxFull Name:\c- + \cf Marisa Azanth\c- + \cf Child of Ash (nickname)\c- + \cxNationality:\c- + \cf Japanese\c- + \cxDate of Birth:\c- + \cf 1989-10-04\c- + \cxOccupation:\c- + \cf Mercenary (Demon Hunter)\c- + \cxTwitter\c- + \cf @marisa_ashen\c- + +Born in **Sankaideriha** from the union of the **Demonic** grim reaper **Akari Shiroko** and the nomadic **Anarukon** pyromancer **Sarkha Azanth**, **Marisa** is the result of a blasphemous relationship between members of two conflicting civilizations, those of Demons and Anarukon. Despite their differences and the clear belonging to two factions at war, the love between her parents is undeniable, demonstrating that both sides can set aside their differences and enjoy a fruitful life together. + +Having been raised by such an odd couple of outcasts, Marisa lacks certain social aptitudes, but excels in other skills, such as magic and swordfighting. Upon reaching adulthood, she began to take odd jobs as a mercenary, slaying stray demons and other beasts throughout various locations. Around 2084, one of these jobs brought her to **Earth**. Specifically, to the **Washington DC** exclusion zone. While oblivious to the events of the **White Scar**, she was visibly confused by the ruined state of the city, but nevertheless, she tracked down her target. To her surprise, however, the kill had already been claimed, by none other than the **Red Oni**, **Ibuki Miyamoto**. + +The two spent some time working together, and a peculiar friendship bloomed. Unfortunately, when it was time for her to return home, she realized that the warp gate she had used could only take one person. Ibuki let her go, with the promise that they'd surely meet again once all was over. And so, almost 10 years later, following the Red Oni's return to **Japan**, their awaited reunion took place. Marisa had settled down at her own home in **Kasukabe**, and arranged for Ibuki to move there too. Along the way, their spacious shared home would seemingly grow more cramped with the introduction of various other roommates, as well as the occasional visits of Marisa's boyfriend, an **Odmorian** ranger called **Cinnamon Valentine**. + +Her participation in the **Demon Invasion** of 2148 was commendable, with a body count in the tens of thousands, and a special, shared accolade with Ibuki Miyamoto for the swift cleanup of the demon-infested **UAC** installations in **Nagoya**. + +\cxSaya's Notes:\c- +\cfAh, now this is one gal you haven't personally met. I mean, what with her job basically keeping her out there slicing and dicing all day. Ibuki told me that she almost gave up at one point, but when she told her about you and your mission, she got a huge confidence boost. Of course, both her and Ibuki are out in the wild doing their work. I'm sure they turned this into a competition now that you've factored in on the whole situation. That's typical of them.\c- + +\cfAnd what can I say about her? Well, she's the quiet type, really. Less talking, more acting, you know. Lets her sword do the speaking, kinda. And boy, is it a sword. It's HUGE, the thing she has. I heard she even got a bigger one in reserve, a sort of award she got for being super-strong or whatever. Fucking thing is just a massive, raw hunk of metal, very... Gutsy.\c- + +\cfReally hope you get to meet her someday, bet she'll find you cute. Speaking of which, I know her weakness: Capybara. Yeah, put one of 'em in front of her and she'll melt away from cuteness. Little trick I learned from her boyfriend.\c- + +\cfOh, and the boyfriend? Well, a really cool guy. We don't talk much, but he's been my main source for learning about Odmorian culture. Cleared some misconceptions real fast, and was very nice about it, too. His name is cute, too. Cinnamon, heh. Mari-san calls him Cinnabun, which is even cuter. But don't be deceived, despite all the cuteness, he's also a battle-hardened warrior like her, real tough guy, even has this HUGE gun too.\c- + +\cfYou REALLY need to meet them, seriously.\c- + +\cfUpdate: Oh boy, what an encounter. You know, I said it many times, I wish I could have snapped a pic of the face you made when you saw that gun she has. Yeah, should've told you she's not just about big swords, but also big guns. But hey, she admires you too, and that's pretty neat. Hell, I bet that once we put you into the mission to Parthoris, she'll want to go in right after. That's just how she is.\c- + +\cfI hope she doesn't cause too much trouble, because I also plan on sending Ibuki to do some scouting in a couple places.\c- + +\cfUpdate 2: Can't believe it took until our wedding with Kirin to meet her parents. You saw, we all saw, that Sarkha gal is a total nutcase, I can see who she takes after, at least in part, because her other mom is the surprisingly nicest, kindest woman I've ever met. Like, even with the whole thing of being an assassin and stuff... Aaaaand then I learned, that she's descended from Hell royalty. No wonder the demons are so intimidated by her, makes a lot of sense.\c- + +\cfI swear, between her and her two moms, they all look like Dark Souls characters.\c- diff --git a/lore/default/noskora.txt b/lore/default/noskora.txt index 29a90cfdf..af265a833 100644 --- a/lore/default/noskora.txt +++ b/lore/default/noskora.txt @@ -18,7 +18,7 @@ The **University of Nos-Kora** was founded in 1308 by the brothers **Nukritas 1x Being part of the Mishe, the two brothers have what can only be described as "reality manipulation" powers. This has only been witnessed on rare occasions, however, such as during the final moments of the **Nukuri Seventh World War**, where one of them managed to singlehandedly put a stop to the conflict, shrugging off the attacks of imperial soldiers while making his way to the throne, whereupon reaching it, he punched emperor **Ledora Yathai** off his seat, launching him across the room in a perfectly straight line towards the nearest window, and sending him off into low orbit. His body was never recovered, and he was presumed dead. -The popularity of the university skyrocketed following this success in dismantling a whole empire and ultimately bringing forth the creation of the **Nukuri Unified Government**. Many people wish to learn of what these odd beings have to teach, although the various courses are quite difficult for the average individual. +The popularity of the university skyrocketed following this success in dismantling a whole empire and ultimately bringing forth the creation of the **Nahkami Unified Government**. Many people wish to learn of what these odd beings have to teach, although the various courses are quite difficult for the average individual. Some of the more popular courses one can take at the University of Nos-Kora include: diff --git a/lore/default/nukuri.txt b/lore/default/nukuri.txt index 208961147..3e356c51b 100644 --- a/lore/default/nukuri.txt +++ b/lore/default/nukuri.txt @@ -14,11 +14,11 @@ TXT The **Nukuri** are a pale-skinned humanoid race native to **Hebeku**'s frozen moon of **Nahkami**, in the **Xathar System** (part of the **X'Animen Coalition**). They are among the most technologically advanced within the entire Coalition, and are seen as a shining example of progress and dedication, although they've had an extensive history of war and conflict, along with having been involved in notable atrocities. Such a dark past is something they are well aware and ashamed of, ever since the end of their seventh world war and the massive political and economic reform they underwent afterwards. -In the past, Nahkami was a ruthless warmongering empire ruled with an iron fist by the **Yathai** royal family. However, following the reform, and with emperor **Ledora Yathai** being "forced into exile" by the founders of the **University of Nos-Kora**, who led said reform, the **Nukuri Unified Government** was created, with **Zanata Nekuraku II** personally appointed as "transitional" prime minister. +In the past, Nahkami was a ruthless warmongering empire ruled with an iron fist by the **Yathai** royal family. However, following the reform, and with emperor **Ledora Yathai** being "forced into exile" by the founders of the **University of Nos-Kora**, who led said reform, the **Nahkami Unified Government** was created, with **Zanata Nekuraku II** personally appointed as "transitional" prime minister. As someone who had suffered the loss of her mother and her husband in the previous wars, Zanata had always been opposed to the empire and its practices, including their decision to attack humanity at the peak of WW7, in what was known as the **White Scar** incident. Following the establishment of the new government, she attempted to make amends with us, but nothing came of it. After this had happened, she stepped down both from her position as prime minister, and also as leader of **Nekuratek**, the company her family has run for many generations. As of this article's writing, the current prime minister of Nahkami, elected by the vast majority, is **Saya Kowayanau**, who is also the governor of the province of **Saya**. -The Nukuri Unified Government can be seen as one of the various examples of successful transitions away from dictatorial regimes to something more open. Its form of government is self-described as a "communist omnicracy", where everyone stands in equal terms and no voice is left unheard. Its method of allowing all its inhabitants to take part in decision-making, the "fractal vote", was widely praised by other neighboring nations. In a way, everything is ultimately decided by all people within the nation, no voice is left unheard. In terms of its economy, there are no concepts of currency, or private ownership. All previous businesses are now publicly owned, however with their founders still holding what's basically a "symbolic" position of leadership, being still involved in their management, under government supervision. +The Nahkami Unified Government can be seen as one of the various examples of successful transitions away from dictatorial regimes to something more open. Its form of government is self-described as a "communist omnicracy", where everyone stands in equal terms and no voice is left unheard. Its method of allowing all its inhabitants to take part in decision-making, the "fractal vote", was widely praised by other neighboring nations. In a way, everything is ultimately decided by all people within the nation, no voice is left unheard. In terms of its economy, there are no concepts of currency, or private ownership. All previous businesses are now publicly owned, however with their founders still holding what's basically a "symbolic" position of leadership, being still involved in their management, under government supervision. It's also well known that the Nukuri still possess a very strong military force, but they only serve to defend the nation from external threats (something that has rarely happened). In addition, the manufacture and use of weapons is heavily supervised, too. diff --git a/lore/default/plasmablast.txt b/lore/default/plasmablast.txt index 8ee115391..8b31172c0 100644 --- a/lore/default/plasmablast.txt +++ b/lore/default/plasmablast.txt @@ -18,7 +18,7 @@ Developed by **Nuutek** in their days of old, nowadays discontinued but still be \cfSecondary Fire:\c- Charged shot. Hold and release. A slower, but much stronger and destructive projectile, especially if charged from a full cell. The gun has to be held with both hands, as the instability induced by internal plasma charge may make aiming far more difficult single-handed. -\cfReload:\c- Replace the ammo cell on the weapon. Each can power up to 15 shots. +\cfReload:\c- Replace the ammo cell on the weapon. Each can power up to 8 shots. \cfTechniques:\c- Obtaining a second Plasma Blaster allows switching to dual-wield mode. Secondary fire in this mode shoots the left hand gun. diff --git a/lore/default/puntzerbeta.txt b/lore/default/puntzerbeta.txt index 7e9f23faf..eac2629da 100644 --- a/lore/default/puntzerbeta.txt +++ b/lore/default/puntzerbeta.txt @@ -10,19 +10,19 @@ TXT \cxManufacturer:\c- \cf Blackmann Arms Ltd.\c- \cxClassification:\c- -\cf Single-Action Revolver\c- +\cf Semi-Automatic Revolver\c- The **Puntzer** series of weapons from **Blackmann Arms** are prime examples of the potential of their patented **Spin Motion Wedge (SMW)** perforating ammunition. -The **Puntzer Beta** is a six-barrel single-action top-break revolver, equipped with very robust parts, ideal for fans of fanning. +The **Puntzer Beta** is a six-round semi-automatic top-break revolver, equipped with very robust parts. \cfPrimary Fire:\c- Slow, accurate shots. -\cfSecondary Fire:\c- Hold to enter fanning mode, release to disengage. While in this mode, you can press/hold primary to shoot much faster, but with lower accuracy. +\cfSecondary Fire:\c- Engage "quick unload" mode, upon which the next pull of the trigger will cause six shots to go off in rapid succession. \cfTertiary Fire:\c- Twirl the hell out of the gun, for fun. \cfReloading:\c- Reloads the gun. Thanks to the rapid reloading system provided by your **Hammerspace™ Container**, you merely need to hold your open palm over the cylinder, the bullets will be loaded automatically. \cxSaya's Notes:\c- -\cfAh, the revolver, a very classic gun, made famous by all those american "wild west" movies. But this one's special, oh yes. Those fucking corkscrew bullets are some serious shit, spinning like crazy and drilling through stuff. Hermann-senpai is feeding us with the ".05" types specifically, which are the strongest of them all, and supposedly can drill cleanly through walls and everything. That's going to be fun.\c- +\cfAh, the revolver, a very classic gun, made famous by all those american "wild west" movies. But this one's special, oh yes. It's a rarity to see a semi-auto revolver already, but one with a full auto mode? And those fucking corkscrew bullets are some serious shit too, spinning like crazy and drilling through stuff. Hermann-senpai is feeding us with the ".05" types specifically, which are the strongest of them all, and supposedly can drill cleanly through walls and everything. That's going to be fun.\c- diff --git a/lore/default/pusherweapon.txt b/lore/default/pusherweapon.txt deleted file mode 100644 index ec78a6ee3..000000000 --- a/lore/default/pusherweapon.txt +++ /dev/null @@ -1,26 +0,0 @@ -TAG -Pusher -TAB -Item -REL -EngineTech;Mixom;UAC -TXT -\cxDesignation:\c- -\cf "Pusher" Microfusion Rotary Hammer\c- -\cxManufacturer:\c- -\cf Tach-Engine Technology Institute\c- -\cxClassification:\c- -\cf Mining Tool\c- - -The **Pusher** is a somewhat portable rotary hammer meant for mining and construction work. Its portability comes in part from the usage of an internal microfusion battery, also courtesy of **Tach-Engine Technologies**, providing enough power for 300 hours of constant use. Tach-Engine Technologies does not hold itself responsible for any misuse of this tool. - -\cfPrimary Fire:\c- Normal operation. Aim the drill bit at whatever you need to break, and hold the upper trigger. - -\cfSecondary Fire:\c- For those cases where you find some real tough material that's hard to crack. Twist the side handle until the drill bit has receded to what you feel is the adequate distance, then tap the primary trigger for it to strike at the target, with full force. - -\cfWARNING:\c- Inadequate grip during secondary operation may cause the tool to slip off, always keep the area clear to prevent collateral damages. - -\cxSaya's Notes:\c- -\cfYeah, chainsaws are a staple of "tool turned weapon", we all know this, but what about goddamn jackhammers?\c- - -\cfYou know actually, that reminded me of this one bigass blunder from Mixom. Those UAC nerds had requested a shipment of jackhammers to be sent to Mars City once, and these idiots go and send chainsaws instead. That's one hell of a mixup, don't ya think?\c- diff --git a/lore/default/raykhom.txt b/lore/default/raykhom.txt index 3a00416fa..ff5a1d66d 100644 --- a/lore/default/raykhom.txt +++ b/lore/default/raykhom.txt @@ -14,15 +14,15 @@ TXT Ever since its creation by **Professor Eushura Kmonn Jr.**, the **Ray-Khom** has taken a permanent spot in every **Xekkian** soldier's loadout. Reliable, efficient, needing little to no maintenance due to lacking any moving parts beyond its feeding mechanism. Ammunition is additionally quite easy to come by, at least locally, as exports carry with them heavy taxing. -The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, easy to replace when needed. Ammunition is fed from 20-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker). +The weapon is powered entirely by a compact quad-cell Korberon-Eneiebium battery pack, providing a plentiful supply of energy. Ammunition is fed from 10-round magazines. The ammunition itself, slim 40mm caseless magnetized bolts, fitted with a hyperdense Dyratin ignition charge, releasing potent discharges of ultra-high temperature plasma on impact, capable of melting quickly through anything short of high resonant Almasteel plating and causing strong, stinging burns to Xekkian skin (or severe corrosion of muscle and bone tissue to anything weaker). \cfPrimary Fire:\c- Steady shooting, quick and precise. Minimal recoil due to the electromagnetic operation, mostly quiet as the projectiles are shot ever so slightly below the speed of sound. Your enemies are guaranteed to not take notice of your attacks until it's too late. -\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. It is recommended to only use this sparingly, as it drains the battery quickly. +\cfSecondary Fire:\c- Engages the concentrated pulse emitters along the weapon's blades, emitting a potent discharge of electricity in front of the user, temporarily stunning anything that stands too close. May cause death on weak targets. Should be noted that this action mustn't be performed willy-nilly, as the capacitors require a long time to fully recharge, also temporarily disabling the main fire function. -\cfPrimary Reload:\c- Reloads the weapon. +\cfReload:\c- Reloads the weapon. -\cfSecondary Reload:\c- Swaps the battery. This action can only be performed once the charge is low enough, as it would be wasteful otherwise. +\cfZoom:\c- Use the scope for long distance shooting. Zoom level is automatically adjusted based on distance probes, and the reticle will furthermore simulate projectile trajectory on the fly, so you can know exactly where to aim. \cfTechniques:\c- Secondary fire increases in lethality if used on conductive liquids such as water. Just make sure to not be standing in it yourself. diff --git a/lore/default/saya.txt b/lore/default/saya.txt index dfba3a6ea..ee073243b 100644 --- a/lore/default/saya.txt +++ b/lore/default/saya.txt @@ -3,7 +3,7 @@ Miyamoto, Saya TAB People REL -Nana;Ryuji;Taro;Yui;Maidbot;Demolitionist;Kirin;AkariLabs;Ashley;UAC +Nana;Ryuji;Taro;Yui;Maidbot;Demolitionist;Kirin;AkariLabs;Ashley;UAC;Ibuki TXT \cxFull Name:\c- \cf Saya Miyamoto\c- diff --git a/lore/default/scoresystem.txt b/lore/default/scoresystem.txt index c6095ec5d..20fb40038 100644 --- a/lore/default/scoresystem.txt +++ b/lore/default/scoresystem.txt @@ -18,7 +18,7 @@ Points are earned through the suppression of hostiles (relative to their threat Carried items may also be refunded for additional points, allowing you to exchange them for anything else you'd prefer instead. This process is automated when obtaining weapons you already possess, or reach the carry limit for certain items. -Please do note that there is an imposed limit of 999,999,999,999,999,999 points, which, in practice, shouldn't even be remotely reachable. +Please do note that there is an imposed limit of 999999999 points, which, in practice, should take a very, very long time to reach. \cxSaya's Notes:\c- \cfAlright, I'll be honest here: This is more videogamey stuff from nerdboy. But I think it's good, in a way. There's something about the rush of seeing the numbers go up, you know, and you can get something nice out of it too. I can't exactly hide this from you but it's something we both agreed on, for your sake.\c- diff --git a/lore/default/spreadgun.txt b/lore/default/spreadgun.txt index 799806c49..e2b3155f1 100644 --- a/lore/default/spreadgun.txt +++ b/lore/default/spreadgun.txt @@ -20,14 +20,12 @@ The weapon is chambered for rather sizable 6ga shells, and there's an exclusive \cfMetal Slug:\c- Green shells. Very potent slugs that have a decent accuracy, even at longer ranges. Due to their size and weight, they can potentially penetrate multiple small targets. -\cfDragon's Breath:\c- White shells. A burst of flame in each shot, has considerable range. Ineffective underwater, for obvious reasons. - \cfKinylum Saltshot:\c- Teal shells. Small chunks of Kinylum in its natural "salt" form. Once shot, they leave a trail of boiling hot plasma that remains in the air for a few moments before finally dissipating. In addition, the chunks will explode violently on contact with any surface, or once they "destabilize" (which unfortunately makes this type of ammunition ineffective at longer distances). -\cfTelebrium Flechettes:\c- Black shells. Dozens of piercing projectiles tipped with pure Telebrium, an exotic element known for its potent corrosive effects when heated. Targets hit by these projectiles will experience a very painful discharge of corrosive toxins through their bodies (even non-organic ones), although the effects of this will dissipate in a couple seconds. Use of this ammunition is highly restricted, but you have been granted permission to use it against the invading forces. - \cfLead Ball:\c- Purple shells. Coming from **Plutoni Incorporated**, these rounds shoot out a heavy ball of pure hurt. Despite the fact it's made of lead, it tends to keep its shape no matter how hard it hits something (some wonder if it actually IS made of lead, or if it's something else entirely). Having come out of such a place, it's no surprise that they also have some rather odd effects. It appears that, on certain occasions, the balls may emit odd sounds on impact, which in addition cause some form of potent shockwave around itself, increasing its speed in the process. This odd happening is listed as "Random Crits" in the store page. +\cfTelebrium Flechettes:\c- Black shells. Dozens of piercing projectiles tipped with pure Telebrium, an exotic element known for its potent corrosive effects when heated. Targets hit by these projectiles will experience a very painful discharge of corrosive toxins through their bodies (even non-organic ones), although the effects of this will dissipate in a couple seconds. Use of this ammunition is highly restricted, but you have been granted permission to use it against the invading forces. + \cfGolden Shell:\c- Gold-plated shells with a heavy metal body. A highly rare and expensive type of ammunition, with unmatched destructive power. Each round fires a sabot packing a high-grade, high-density **Explodium** charge, along with gold glitter (which is apparently just for show). Anything directly hit by it is guaranteed to be completely vaporized by the ensuing blast. The wide range of compatible ammunition types makes the Spreadgun a rather versatile weapon, once you look past its tedious manual reloading. There are however plans to make a much more comfortable semi-automatic, recoil operated variant of this weapon, with prototypes already being tested. diff --git a/lore/default/wallbuster.txt b/lore/default/wallbuster.txt index a83280cd0..e7608fc79 100644 --- a/lore/default/wallbuster.txt +++ b/lore/default/wallbuster.txt @@ -17,7 +17,7 @@ The **Wallbuster** is a beefy beast of a shotgun, sporting a total of 25 barrels The internal mechanisms driving this weapon have such a degree of complexity that they've been described as **"Kraut Deep Space Magic"** by some. Only **Hermann E. Ischer** himself knows every detail about their operation. With each twist of the main trigger, the topmost barrel is primed, and then its cylinder spins counter-clockwise, with the next round ready for shooting. On a complete rotation, or when the secondary trigger is used, the main body spins afterwards, switching to another cylinder. -The Wallbuster is compatible with most types of 6ga shells distributed by Blackmann, although there are safety restrictions on some, namely dragon's breath, flechettes, and golden shells. This limits the range of ammunition usable to only these four types: +The Wallbuster is compatible with most types of 6ga shells distributed by Blackmann, although there are safety restrictions on some, namely flechettes and golden shells. This limits the range of ammunition usable to only these four types: \cfStandard Buckshot:\c- Red shells. Exactly what it says on the tin. Quite lethal at short range, and with some extra reach due to the length of the weapon's barrels. diff --git a/lore/default/whitescar.txt b/lore/default/whitescar.txt index 78cc9efea..8363df914 100644 --- a/lore/default/whitescar.txt +++ b/lore/default/whitescar.txt @@ -24,7 +24,7 @@ Everyone wanted the emperor's head. Not only had it been a major mistake for hum **Nukritas 1xx** would then, by himself, walk all the way down from the northernmost region of Akane to the imperial capital in Vutaki. His advance could not be stopped, he shrugged off any attempts by imperial soldiers, he destroyed their weapons merely by looking at them. Once he reached the imperial palace, he kicked the doors open and made his way to the throne, there, emperor Ledora Yathai, frozen in terror, received a single punch across the gut from the Mishe ambassador, and was sent flying in a straight line out the window, reaching such a velocity that he completely vanished into the void of space. Then, the University made their announcement, the **Nos-Kora Ultimatum**. The Nukuri race was given eight years to resolve their conflicts and make peace. Should they have failed to do so, the University would close its doors forever, and the Mishe would formally leave the **X'Animen Coalition**, taking their valuable knowledge with them. -This threat was taken very seriously, as the Mishe were one of the most important members of this interplanetary alliance, and so a massive reform followed. Both sides were now united in their mission to rebuild Nahkami in its entirety as a new nation. In 2108, only halfway through the time limit they had set, the **Nukuri Unified Government** was finally established, with **Zanata Nekuraku II** as "transitional" prime minister. Following this, an attempt was made to reestablish relations with Earth, but it was useless, they were completely ignored, save for two countries who had not signed the treaty: Scotland and Japan. +This threat was taken very seriously, as the Mishe were one of the most important members of this interplanetary alliance, and so a massive reform followed. Both sides were now united in their mission to rebuild Nahkami in its entirety as a new nation. In 2108, only halfway through the time limit they had set, the **Nahkami Unified Government** was finally established, with **Zanata Nekuraku II** as "transitional" prime minister. Following this, an attempt was made to reestablish relations with Earth, but it was useless, they were completely ignored, save for two countries who had not signed the treaty: Scotland and Japan. These two countries were host to powerful corporations that had been long time partners of Zanata's own company, **Nekuratek**, and were fully aware of the truth of the situation, hence why they had refused to break bonds with them. Of note regarding this were various statements on social media from **Saya Miyamoto**, head of the Japanese **Akari Labs**, condemning all those who had signed the treaty for their "gross generalization" in seeing the entirety of the Nukuri as an enemy. diff --git a/lore/default/xanimen.txt b/lore/default/xanimen.txt index b60c6a047..b4e68a398 100644 --- a/lore/default/xanimen.txt +++ b/lore/default/xanimen.txt @@ -35,7 +35,7 @@ A system located within the Andromeda galaxy, and the most populated, despite on \cfBuran:\c- A formerly lush planet teeming with wildlife, which is now entirely covered by a matryoshka brain superstructure known as the **Bleaknet**. It is the homeworld of the **Burakan** race, of which only one surviving member remains: the lead engineer of the Bleaknet project. This oddly named structure in addition serves as a nexus of information for the entire coalition, linking together their various networks through complex space-time distortion technology. -\cfSora, Yasakuna, Sunkaeze:\c- Two gast giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that **Sunkaeze** once housed a facility owned by **Decade Mechanics**. +\cfSora, Yasakuna, Sunkaeze:\c- Two gas giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that **Sunkaeze** once housed a facility owned by **Decade Mechanics**. \cxZenna:\c- The second most populated system, and with the most inhabited planetary bodies. It is located within the Triangulum galaxy. @@ -129,7 +129,7 @@ A system located within the Andromeda galaxy, and the most populated, despite on \cfBuran:\c- A formerly lush planet teeming with wildlife, which is now entirely covered by a matryoshka brain superstructure known as the **Bleaknet**. It is the homeworld of the **Burakan** race, of which only one surviving member remains: the lead engineer of the Bleaknet project. This oddly named structure in addition serves as a nexus of information for the entire coalition, linking together their various networks through complex space-time distortion technology. -\cfSora, Yasakuna, Sunkaeze:\c- Two gast giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that **Sunkaeze** once housed a facility owned by **Decade Mechanics**. +\cfSora, Yasakuna, Sunkaeze:\c- Two gas giants and one barren planet in the outer rim of the system. All uninhabitable, although it's been noted that **Sunkaeze** once housed a facility owned by **Decade Mechanics**. \cxZenna:\c- The second most populated system, and with the most inhabited planetary bodies. It is located within the Triangulum galaxy. diff --git a/lore/default/zanaveth2.txt b/lore/default/zanaveth2.txt index be273abbd..202a11bb3 100644 --- a/lore/default/zanaveth2.txt +++ b/lore/default/zanaveth2.txt @@ -31,7 +31,7 @@ In August 20th of 2042, Zanaveth II and Misa had a child, **Zanaveth Nekuraku II In the wake of the **Nukuri Seventh World War** of 2068, Zanaveth II fled with her wife and child to **Sankaideriha** with the help of Nukuri witch **Saniuke Okusainaya**, old friend of her family. Two years later, after showing notable difficulties settling in, the family decided to leave Zanaveth III in Saya's care. This would last until 2077, when the **White Scar** incident prompted the expulsion of all Nukuri on Earth. Zanaveth III was then sent to live with her grandparents for the time being, until the end of the war in 2104, when her parents returned to Nahkami once again. -Since the formation of the **Nukuri Unified Government** in 2108, Zanaveth II holds the position of "Minister of Interspecies Relations", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora. +Since the formation of the **Nahkami Unified Government** in 2108, Zanaveth II holds the position of "Minister of Interspecies Relations", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora. \cxSaya's Notes:\c- \cfAhhhhhh, damn. She really is the sweetest and cutest gal I've ever met, let me tell ya. And it's one hell of an achievement for me to get this alien cutie to become a complete weeb too, heh...\c- @@ -66,7 +66,7 @@ In August 20th of 2042, Zanaveth II and Misa had a child, **Zanaveth Nekuraku II In the wake of the **Nukuri Seventh World War** of 2068, Zanaveth II fled with her wife and child to **Sankaideriha** with the help of Nukuri witch **Saniuke Okusainaya**, old friend of her family. Two years later, after showing notable difficulties settling in, the family decided to leave Zanaveth III in Saya's care. This would last until 2077, when the **White Scar** incident prompted the expulsion of all Nukuri on Earth. Zanaveth III was then sent to live with her grandparents for the time being, until the end of the war in 2104, when her parents returned to Nahkami once again. -Since the formation of the **Nukuri Unified Government** in 2108, Zanaveth II holds the position of "Minister of Interspecies Relations", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora. +Since the formation of the **Nahkami Unified Government** in 2108, Zanaveth II holds the position of "Minister of Interspecies Relations", thanks in part to her outstanding achievements during her time as a student of the University of Nos-Kora. As of 2171, Zanaveth II has also been involved in negotiations with the **Anarukon** people, as part of a "multiversal expansion" of the **Bleaknet**. In addition, through a deal with **Akari Labs**, Earth will also receive its own node to the Bleaknet Nexus. This last action is part of a greater plan to restore relations between Humans and Nukuri, putting an end to the White Scar Treaty. diff --git a/lore/es/heavymahsheengun.txt b/lore/es/heavymahsheengun.txt index afce84901..03ce4cd03 100644 --- a/lore/es/heavymahsheengun.txt +++ b/lore/es/heavymahsheengun.txt @@ -14,9 +14,9 @@ La munición empleada por este arma son balas anti-armadura del calibre 14.5x114 Aunque generalmente ideada para el uso montado, la operación al paso es posible, siempre y cuando el usuario tenga una servoarmadura de grado plata como mínimo para manejar el potente retroceso. -\cfFuego Primario:\c- Operación a 700 RPM. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones. +\cfFuego Primario:\c- Operación a 300 RPM. Velocidad lenta. El fuego prolongado en este modo es en teoría infinito, ya que el calor producido puede ser anulado eficientemente por los sistemas de refrigeración internos, es entonces el modo recomendado para la mayoría de situaciones. -\cfFuego Secundario:\c- Operación a 1050 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto. +\cfFuego Secundario:\c- Operación a 700 RPM. Mayor velocidad, con calentamiento moderado. Aun es posible el fuego continuado en este modo, durante al menos un minuto aproximadamente desde un inicio en frío. Si necesitas repartir más dolor y tienes munición de sobra, usa esto. \cfFuego Terciario:\c- Operación a 2100 RPM. Extremadamente rápido, con el mayor potencial de calor. El fuego prolongado en este modo puede activar rápidamente el bloqueo de seguridad del arma si el aumento de temperatura se acerca a niveles no operacionales. Si tienes prisa por matar y no te importa quedarte sin munición en pocos segundos, entonces elige esto. diff --git a/lore/es/ibuki.txt b/lore/es/ibuki.txt index 8759d34c0..6c03d975e 100644 --- a/lore/es/ibuki.txt +++ b/lore/es/ibuki.txt @@ -14,12 +14,14 @@ TXT **Ibuki** es el resultado del programa de supersoldado **Oni Rojo**, ideado por **Saya Miyamoto** de **Akari Labs**. La existencia de este proyecto se mantuvo en secreto hasta su revelación pública en Junio de 2077. Hubo considerable controversia alrededor del programa Oni Rojo, incluyendo la implicación personal de Saya en él, habiendo aceptado un pago de 40 mil millones de dólares a cambio (lo cual se descubrió tener relación con la anterior venta del estado de Texas a México semanas antes). A pesar de su claro potencial y extraordinarias habilidades de combate, fue enviada demasiado tarde, ya que solo momentos después, la **Cicatriz Blanca** ocurrió, y con ella, la devastación total de los **Estados Unidos**. -Muchos años después del incidente, Ibuki fue recuperada con éxito del incendiado yermo, habiendo pasado la mayor parte del tiempo como una especie de "mercenaria ambulante". Regresó a Japón en Junio de 2091, y una vez instalada, pasó por varios pequeños empleos hasta encontrar su verdadera vocación como modelo de desnudos. +Muchos años después del incidente, Ibuki fue recuperada con éxito del incendiado yermo, habiendo pasado la mayor parte del tiempo como una especie de "mercenaria ambulante". Regresó a Japón en Junio de 2091, y una vez instalada, pasó por varios pequeños empleos hasta encontrar su verdadera vocación como modelo de desnudos. Otros hobbies incluyen el vlogging (sobre varios temas), junto con algún que otro trabajo independiente como mercenaria. Al haber sido creada desde el ADN de Saya, ha efectivamente heredado la inmortalidad total de la familia Miyamoto, es más, también ha recibido varias mejoras por encima las cuales han aumentado su fuerza y reflejos, junto con hacer que su piel sea a prueba de balas. Saya ha comentado que esto último significa que no necesita llevar ropa. Citando adicionalmente las "interesantes" decisiones de Saya, está el hecho de sus particulares rasgos físicos aparte de su fuerza, incluyendo su obviamente obsceno tamaño de busto, que muchos consideran poco práctico, totalmente en desacuerdo con Saya. Al preguntarle por más detalles, comenzó una extensa diatriba en Twitter centrada sobre "waifus". +Aunque Ibuki es legalmente parte de la familia Miyamoto, optó por vivir por su cuenta. Comparte una casa con otras dos mercenarias, y también con varias parejas sexuales. Algunas de sus compañeras son personajes de renombre, como la desarrolladora de videojuegos **Kris Danae**, o la guerrera-bruja demi-Anarukon **Marisa Azanth**. + \cxNotas de Saya:\c- \cfOK vale sí, me encantan los pechotes. Pero ¿por que todo dios tiene que soltarme mierda por eso? ¿Acaso hay ALGO malo en eso, eh? Ya, eso pensaba.\c- diff --git a/lore/es/itamexhammer.txt b/lore/es/itamexhammer.txt index 6a0d95def..e4ad5e6fb 100644 --- a/lore/es/itamexhammer.txt +++ b/lore/es/itamexhammer.txt @@ -14,7 +14,7 @@ El Martillo de Combate Reforzado es principalmente usado para desmantelar rápid \cfFuego Primario:\c- Golpes rápidos, de lado a lado. Bueno para cargar a través de hordas enemigas. -\cfFuego Secundario:\c- Mantén para preparar un golpe vertical, suelta para dejar caer el martillo sobre cualquier pobre insensato que se te ponga delante. Cuanto más lo mantengas, más fuerte será el golpe. +\cfFuego Secundario:\c- Mantén para preparar un golpe vertical, suelta para dejar caer el martillo sobre cualquier pobre insensato que se te ponga delante. Cuanto más lo mantengas, más fuerte será el golpe. Este ataque puede potencialmente echar abajo puertas, entre otras cosas. \cfFuego Terciario\c- Mantén para preparar un largo golpe vertical, suelta para ejecutar un potente ataque giratorio, destrozando todo a tu alrededor. Las pulsaciones consecutivas del fuego terciario mientras giras harán que se mantenga el movimiento durante más tiempo. Siendo un robot de combate, deberías estar libre de cualquier mareo por el movimiento que un humano típicamente desarrollaría haciendo algo así. diff --git a/lore/es/madcat.txt b/lore/es/madcat.txt new file mode 100644 index 000000000..e287e200f --- /dev/null +++ b/lore/es/madcat.txt @@ -0,0 +1,159 @@ +TXT + \cxNombre Completo:\c- + \cf Kris "MADCAT" Danae\c- + \cxNacionalidad:\c- + \cf Alemana\c- + \cxFecha de Nacimiento:\c- + \cf 2124-06-07\c- + \cxOcupación:\c- + \cf Fundadora, Programadora Jefe (MADCAT Studio)\c- + \cf Ingeniera de Software Senior (Akari Labs)\c- + \cxTwitter:\c- + \cf @danae_kris\c- + +**Kris Danae** nació en 2124, como hermana menor de **Stefan Danae**. No se sabe mucho de sus padres, pero ha comentado que son científicos de Bavaria, Alemania, involucrados en investigación genética. De esto, se puede deducir que tanto ella como su hermano se encuentran entre las muchas **Gentes Gato de Ingeniería Genética** documentadas que han ido apareciendo desde los años 2090. + +A diferencia de su poco hábil hermano, Kris posee una alta inteligencia, y sobresale en tareas relacionadas con ordenadores. Tiene un don para la programación, lo cual le ha permitido ganar fama publicando juegos retro a través de la marca de **MADCAT Studio**. El simple, pero adictivo **Cat Catcher** ha sido instalado en más de 10 mil millones de dispositivos móviles y de sobremesa desde su salida en 2140. Ese mismo año, fue abordada por **Hamsick Co-op** para co-desarrollar el resurgimiento de la popular serie **Red Roger**, publicándose en su sexagésimo aniversario, dos años después. + +Su popularidad finalmente atrajo la atención de **Saya Miyamoto**, de **Akari Labs**, quien en 2143 le ofreció una posición como ingeniera de software senior, asistiendo en varios aspectos de diseño de interfaces. Adicionalmente, se le daría luego la tarea de crear juegos con temática de **Demolicionista** para promover el programa (sospechosamente al mismo tiempo que el shooter en primera persona **Doom**, basado en el muy famoso marine de la **UAC**, fue anunciado). + +No se sabe mucho de la vida personal de Kris. Vive con su hermano en una pequeña casa en Aoshima, Japón, rodeados de una multitud de gatos callejeros hacia los que sienten afinidad. En cuanto a relaciones, se ha dado a conocer que Kris está saliendo con el **Oni Rojo**, **Ibuki Miyamoto**, a quien visita cada fin de semana. A pesar de su nueva posición en Akari Labs, sigue desarrollando títulos independientes. + +Cuerpo de trabajo: + +- MADCAT Minigames (2135) +- Stray Cat (2137) +- Stray Cat 2 (2137) +- Bandit Fang (2138) +- Nekoprint Solitaire (2138) +- Stray Cat 3: Catastrophe (2139) +- Cat Catcher (2140) +- Stray Cat Collection (2141) +- Red Roger Returns (2142, con Hamsick Co-op) +- Nekopocalypse (2143) +- Nekopocalypse EX (2144) +- Red Roger in Capital Struggle (2145, con Hamsick Co-op) +- DemolitionOS (2148, con Saya y Taro Miyamoto) +- MADCAT Minigames for DemolitionOS (2148) +- Demo Land Adventure (2148) + +\cxNotas de Saya:\c- + +\cfLa buena de Kris-san. Es que una no se cansa de lo buena que es, vaya que sí. Ya la conoces, en cuanto le surge una idea, tiene que convertirla en un juego, es que es así. Y la mayor parte de sus proyectos obviamente van de gatos. Nyaa y tal.\c- + +\cfPor cierto, ¿todas las interfaces visuales que ves por tus ojos? Las ha diseñado ella. Bastante simples, sí, pero funcionan de maravilla. Sabía que sería capaz de trabajar perfectamente para una resolución objetivo de 640x400. Ya me conoces, siempre seré partidaria de la superioridad de 16:10. A la porra el ultrawide, esa estúpida moda no se ha muerto ni en este siglo.\c- + +\cfUh, y que más queda por decir... Las dos casi pensamos igual a veces, lo cual es gracioso. Hay gente que dice que hasta nos PARECEMOS, pero sinceramente, yo no lo veo. Pero oye, al menos, a diferencia de ella, no voy por ahí sin bragas todo el tiempo (y lo hace con una falda, encima, hay que tenerlos cuadrados).\c- +TXT + \cxNombre Completo:\c- + \cf Kris "MADCAT" Danae\c- + \cxNacionalidad:\c- + \cf Alemana\c- + \cxFecha de Nacimiento:\c- + \cf 2124-06-07\c- + \cxOcupación:\c- + \cf Fundadora, Programadora Jefe (MADCAT Studio)\c- + \cf Ingeniera de Software Senior (Akari Labs)\c- + \cxTwitter:\c- + \cf @danae_kris\c- + +**Kris Danae** nació en 2124, como hermana menor de **Stefan Danae**. No se sabe mucho de sus padres, pero ha comentado que son científicos de Bavaria, Alemania, involucrados en investigación genética. De esto, se puede deducir que tanto ella como su hermano se encuentran entre las muchas **Gentes Gato de Ingeniería Genética** documentadas que han ido apareciendo desde los años 2090. + +A diferencia de su poco hábil hermano, Kris posee una alta inteligencia, y sobresale en tareas relacionadas con ordenadores. Tiene un don para la programación, lo cual le ha permitido ganar fama publicando juegos retro a través de la marca de **MADCAT Studio**. El simple, pero adictivo **Cat Catcher** ha sido instalado en más de 10 mil millones de dispositivos móviles y de sobremesa desde su salida en 2140. Ese mismo año, fue abordada por **Hamsick Co-op** para co-desarrollar el resurgimiento de la popular serie **Red Roger**, publicándose en su sexagésimo aniversario, dos años después. + +Su popularidad finalmente atrajo la atención de **Saya Miyamoto**, de **Akari Labs**, quien en 2143 le ofreció una posición como ingeniera de software senior, asistiendo en varios aspectos de diseño de interfaces. Adicionalmente, se le daría luego la tarea de crear juegos con temática de **Demolicionista** para promover el programa (sospechosamente al mismo tiempo que el shooter en primera persona **Doom**, basado en el muy famoso marine de la **UAC**, fue anunciado). + +No se sabe mucho de la vida personal de Kris. Vive con su hermano en una pequeña casa en Aoshima, Japón, rodeados de una multitud de gatos callejeros hacia los que sienten afinidad. En cuanto a relaciones, se ha dado a conocer que Kris está saliendo con el **Oni Rojo**, **Ibuki Miyamoto**, a quien visita cada fin de semana. A pesar de su nueva posición en Akari Labs, sigue desarrollando títulos independientes. + +Cuerpo de trabajo: + +- MADCAT Minigames (2135) +- Stray Cat (2137) +- Stray Cat 2 (2137) +- Bandit Fang (2138) +- Nekoprint Solitaire (2138) +- Stray Cat 3: Catastrophe (2139) +- Cat Catcher (2140) +- Stray Cat Collection (2141) +- Red Roger Returns (2142, con Hamsick Co-op) +- Nekopocalypse (2143) +- Nekopocalypse EX (2144) +- Red Roger in Capital Struggle (2145, con Hamsick Co-op) +- DemolitionOS (2148, con Saya y Taro Miyamoto) +- MADCAT Minigames for DemolitionOS (2148) +- Demo Land Adventure (2148) +- Felix Arcana (2150) +- Red Roger and the Demon Deed (2151, con Hamsick Co-op) +- Felix Arcana 2 (2153) +- Felix Arcana 2: Sky Crown (2154) +- Felix Arcana 2: Blade Soul (2154) +- Cat Catcher Revolution (2158) +- Felix Arcana: Radiant Edition (2160) +- Red Roger vs. Blue Baron (2161, con Hamsick Co-op) +- Felix Arcana 3 (2163) +- Interstellar Demolitionist (2171) + +\cxNotas de Saya:\c- + +\cfLa buena de Kris-san. Es que una no se cansa de lo buena que es, vaya que sí. Ya la conoces, en cuanto le surge una idea, tiene que convertirla en un juego, es que es así. Y la mayor parte de sus proyectos obviamente van de gatos. Nyaa y tal.\c- + +\cfPor cierto, ¿todas las interfaces visuales que ves por tus ojos? Las ha diseñado ella. Bastante simples, sí, pero funcionan de maravilla. Sabía que sería capaz de trabajar perfectamente para una resolución objetivo de 640x400. Ya me conoces, siempre seré partidaria de la superioridad de 16:10. A la porra el ultrawide, esa estúpida moda no se ha muerto ni en este siglo.\c- + +\cfUh, y que más queda por decir... Las dos casi pensamos igual a veces, lo cual es gracioso. Hay gente que dice que hasta nos PARECEMOS, pero sinceramente, yo no lo veo. Pero oye, al menos, a diferencia de ella, no voy por ahí sin bragas todo el tiempo (y lo hace con una falda, encima, hay que tenerlos cuadrados).\c- +TXT + \cxNombre Completo:\c- + \cf Kris "MADCAT" Danae\c- + \cxNacionalidad:\c- + \cf Alemana\c- + \cxFecha de Nacimiento:\c- + \cf 2124-06-07\c- + \cxOcupación:\c- + \cf Fundadora, Programadora Jefe (MADCAT Studio)\c- + \cf Ingeniera de Software Senior (Akari Labs)\c- + \cxTwitter:\c- + \cf @danae_kris\c- + +**Kris Danae** nació en 2124, como hermana menor de **Stefan Danae**. No se sabe mucho de sus padres, pero ha comentado que son científicos de Bavaria, Alemania, involucrados en investigación genética. De esto, se puede deducir que tanto ella como su hermano se encuentran entre las muchas **Gentes Gato de Ingeniería Genética** documentadas que han ido apareciendo desde los años 2090. + +A diferencia de su poco hábil hermano, Kris posee una alta inteligencia, y sobresale en tareas relacionadas con ordenadores. Tiene un don para la programación, lo cual le ha permitido ganar fama publicando juegos retro a través de la marca de **MADCAT Studio**. El simple, pero adictivo **Cat Catcher** ha sido instalado en más de 10 mil millones de dispositivos móviles y de sobremesa desde su salida en 2140. Ese mismo año, fue abordada por **Hamsick Co-op** para co-desarrollar el resurgimiento de la popular serie **Red Roger**, publicándose en su sexagésimo aniversario, dos años después. + +Su popularidad finalmente atrajo la atención de **Saya Miyamoto**, de **Akari Labs**, quien en 2143 le ofreció una posición como ingeniera de software senior, asistiendo en varios aspectos de diseño de interfaces. Adicionalmente, se le daría luego la tarea de crear juegos con temática de **Demolicionista** para promover el programa (sospechosamente al mismo tiempo que el shooter en primera persona **Doom**, basado en el muy famoso marine de la **UAC**, fue anunciado). + +No se sabe mucho de la vida personal de Kris. Vive con su hermano en una pequeña casa en Aoshima, Japón, rodeados de una multitud de gatos callejeros hacia los que sienten afinidad. En cuanto a relaciones, se ha dado a conocer que Kris está saliendo con el **Oni Rojo**, **Ibuki Miyamoto**, a quien visita cada fin de semana. A pesar de su nueva posición en Akari Labs, sigue desarrollando títulos independientes. + +Cuerpo de trabajo: + +- MADCAT Minigames (2135) +- Stray Cat (2137) +- Stray Cat 2 (2137) +- Bandit Fang (2138) +- Nekoprint Solitaire (2138) +- Stray Cat 3: Catastrophe (2139) +- Cat Catcher (2140) +- Stray Cat Collection (2141) +- Red Roger Returns (2142, con Hamsick Co-op) +- Nekopocalypse (2143) +- Nekopocalypse EX (2144) +- Red Roger in Capital Struggle (2145, con Hamsick Co-op) +- DemolitionOS (2148, con Saya y Taro Miyamoto) +- MADCAT Minigames for DemolitionOS (2148) +- Demo Land Adventure (2148) +- Felix Arcana (2150) +- Red Roger and the Demon Deed (2151, con Hamsick Co-op) +- Felix Arcana 2 (2153) +- Felix Arcana 2: Sky Crown (2154) +- Felix Arcana 2: Blade Soul (2154) +- Cat Catcher Revolution (2158) +- Felix Arcana: Radiant Edition (2160) +- Red Roger vs. Blue Baron (2161, con Hamsick Co-op) +- Felix Arcana 3 (2163) +- Interstellar Demolitionist (2171) +- Demolition Quest (2171) + +\cxNotas de Saya:\c- + +\cfLa buena de Kris-san. Es que una no se cansa de lo buena que es, vaya que sí. Ya la conoces, en cuanto le surge una idea, tiene que convertirla en un juego, es que es así. Y la mayor parte de sus proyectos obviamente van de gatos. Nyaa y tal.\c- + +\cfPor cierto, ¿todas las interfaces visuales que ves por tus ojos? Las ha diseñado ella. Bastante simples, sí, pero funcionan de maravilla. Sabía que sería capaz de trabajar perfectamente para una resolución objetivo de 640x400. Ya me conoces, siempre seré partidaria de la superioridad de 16:10. A la porra el ultrawide, esa estúpida moda no se ha muerto ni en este siglo.\c- + +\cfUh, y que más queda por decir... Las dos casi pensamos igual a veces, lo cual es gracioso. Hay gente que dice que hasta nos PARECEMOS, pero sinceramente, yo no lo veo. Pero oye, al menos, a diferencia de ella, no voy por ahí sin bragas todo el tiempo (y lo hace con una falda, encima, hay que tenerlos cuadrados).\c- diff --git a/lore/es/marisa.txt b/lore/es/marisa.txt new file mode 100644 index 000000000..8659dcbc2 --- /dev/null +++ b/lore/es/marisa.txt @@ -0,0 +1,105 @@ +TXT + \cxNombre Completo:\c- + \cf Marisa Azanth\c- + \cf Hija de Ceniza (apodo)\c- + \cxNacionalidad:\c- + \cf Japonesa\c- + \cxFecha de Nacimiento:\c- + \cf 1989-10-04\c- + \cxOcupación:\c- + \cf Mercenaria (Cazadora de Demonios)\c- + \cxTwitter\c- + \cf @marisa_ashen\c- + +Nacida en **Sankaideriha** de la unión de la **Demoníaca** parca **Akari Shiroko** y la piromante nómada **Anarukon** **Sarkha Azanth**, **Marisa** es el resultado de una relación blasfema entre miembros de dos civilizaciones en conflicto, las de Demonios y Anarukon. A pesar de sus diferencias y la clara pertenencia a dos facciones en guerra, el amor entre sus padres es innegable, demostrando que ambos bandos pueden poner sus diferencias aparte y disfrutar de una fructuosa vida juntos. + +Habiendo sido criada por tal peculiar pareja de proscritos, Marisa carece de ciertas aptitudes sociales, pero destaca en otras habilidades, tales como la magia y el manejo de la espada. Tras alcanzar la edad adulta, comenzó a hacer encargos como mercenaria, asesinando demonios errantes y otras bestias entre varios lugares. Cerca del 2084, uno de estos encargos la trajo a la **Tierra*. Específicamente, a la zona de exclusión de **Washington DC**. Al ser ajena a los eventos de la **Cicatriz Blanca**, se encontró visiblemente confusa ante el estado arruinado de la ciudad, pero aun así, siguió buscando su objetivo. Para su sorpresa, sin embargo, alguien ya le había dado muerte, nadie más que el **Oni Rojo**, **Ibuki Miyamoto**. + +Las dos pasaron un tiempo trabajando juntas, y surgió una peculiar amistad. Desafortunadamente, cuando llegó el momento de volver a casa, se dio cuenta de que el portal que había usado solo podía usarlo una persona. Ibuki la dejó marchar, con la promesa de que ciertamente se volverían a encontrar cuando acabara todo. Y así, casi 10 años después, tras el retorno del Oni Rojo a **Japón**, su esperada reunión tuvo lugar. Marísa se había asentado en su propia casa en **Kasukabe**, y planeó que Ibuki se mudara a vivir con ella también. Por el camino, su espaciosa casa compartida se volvería aparentemente más apretada con la introducción de varios otros inquilinos, junto con las visitas ocasionales del novio de Marisa, un explorador **Odmorian** llamado **Cinnamon Valentine**. + +Hasta fecha de hoy, Marisa continúa cazando demonios como ocupación principal, así que, como es de esperar, la actual invasión la ha mantenido a ella y muchos otros ocupados. Sin embargo, al conocer la misión de la **Demolicionista**, se lo está "tomando un poco con calma". Al momento de escribir este artículo, fue vista por última vez dirigiéndose a **Nagoya**, uno de los principales puntos calientes de invasión en Japón, gracias en parte a la existencia de varias instalaciones de la **UAC** allí. + +\cxNotas de Saya:\c- +\cfAh, esta si que es una tía que no has conocido. A ver, con el chollo que tiene que básicamente tiene que estar ahí fuera partiendo la pana a diario. Ibuki me dijo que llegó un momento que estuvo casi a punto de rendirse, pero cuando le contó lo de tu misión, se vino arriba. Y claro, tanto ella como Ibuki andan por ahí ahora dándole al tema. Me apuesto a que han convertido todo esto en una competición ahora que formas parte de todo este asunto. Típico de ellas.\c- + +\cf¿Y que más puedo decir sobre ella? Bueno, es de las que hablan poco, la verdad. Menos hablar, más actuar, ya sabes. Deja que su espada lo diga todo, más o menos. Y madre, cacho espada. Es ENORME, la cosa que lleva. He oído que tiene otra más grande en reserva, una especie de premio por ser súper-fuerte o algo así. Que la puta cosa es un gigantesco trozo de cacho de puro metal, muy... Tipo Guts.\c- + +\cfEn serio espero que la puedas conocer algún día, seguro que te va a encontrar adorable. Y hablando de cosas adorables, conozco su punto débil: Capibara. Sí, le pones uno delante y es que se derrite de cuquismo. Un pequeño truco que aprendí de su novio.\c- + +\cfOh, ¿y el novio? Bueno, un tío muy majo. No hablamos mucho, pero ha servido como mi fuente principal para aprender de la cultura Odmorian. Me ha despejado algunas dudas y malas interpretaciones bastante ráìdo, y todo siendo muy amable, también. Su nombre también es mono. Cinnamon, jeje. Mari-san lo llama Cinnabun, lo cual es más adorable. Pero que no te engañe, a pesar de tanto cuquismo, también es un duro y fuerte guerrero como ella, un tipo duro de verdad, hasta tiene un rifle ENORME y todo.\c- + +\cfEs que VAMOS, necesitas conocerlos, en serio.\c- +TXT + \cxNombre Completo:\c- + \cf Marisa Azanth\c- + \cf Hija de Ceniza (apodo)\c- + \cxNacionalidad:\c- + \cf Japonesa\c- + \cxFecha de Nacimiento:\c- + \cf 1989-10-04\c- + \cxOcupación:\c- + \cf Mercenaria (Cazadora de Demonios)\c- + \cxTwitter\c- + \cf @marisa_ashen\c- + +Nacida en **Sankaideriha** de la unión de la **Demoníaca** parca **Akari Shiroko** y la piromante nómada **Anarukon** **Sarkha Azanth**, **Marisa** es el resultado de una relación blasfema entre miembros de dos civilizaciones en conflicto, las de Demonios y Anarukon. A pesar de sus diferencias y la clara pertenencia a dos facciones en guerra, el amor entre sus padres es innegable, demostrando que ambos bandos pueden poner sus diferencias aparte y disfrutar de una fructuosa vida juntos. + +Habiendo sido criada por tal peculiar pareja de proscritos, Marisa carece de ciertas aptitudes sociales, pero destaca en otras habilidades, tales como la magia y el manejo de la espada. Tras alcanzar la edad adulta, comenzó a hacer encargos como mercenaria, asesinando demonios errantes y otras bestias entre varios lugares. Cerca del 2084, uno de estos encargos la trajo a la **Tierra*. Específicamente, a la zona de exclusión de **Washington DC**. Al ser ajena a los eventos de la **Cicatriz Blanca**, se encontró visiblemente confusa ante el estado arruinado de la ciudad, pero aun así, siguió buscando su objetivo. Para su sorpresa, sin embargo, alguien ya le había dado muerte, nadie más que el **Oni Rojo**, **Ibuki Miyamoto**. + +Las dos pasaron un tiempo trabajando juntas, y surgió una peculiar amistad. Desafortunadamente, cuando llegó el momento de volver a casa, se dio cuenta de que el portal que había usado solo podía usarlo una persona. Ibuki la dejó marchar, con la promesa de que ciertamente se volverían a encontrar cuando acabara todo. Y así, casi 10 años después, tras el retorno del Oni Rojo a **Japón**, su esperada reunión tuvo lugar. Marísa se había asentado en su propia casa en **Kasukabe**, y planeó que Ibuki se mudara a vivir con ella también. Por el camino, su espaciosa casa compartida se volvería aparentemente más apretada con la introducción de varios otros inquilinos, junto con las visitas ocasionales del novio de Marisa, un explorador **Odmorian** llamado **Cinnamon Valentine**. + +Su participación en la **Invasión Demoníaca** de 2148 fue admirable, con un recuento de bajas enemigas de decenas de miles, y con un especial premio compartido con Ibuki Miyamoto por el eficiente trabajo de limpieza de las instalaciones infestadas de demonios de la **UAC** en **Nagoya**. + +\cxNotas de Saya:\c- +\cfAh, esta si que es una tía que no has conocido. A ver, con el chollo que tiene que básicamente tiene que estar ahí fuera partiendo la pana a diario. Ibuki me dijo que llegó un momento que estuvo casi a punto de rendirse, pero cuando le contó lo de tu misión, se vino arriba. Y claro, tanto ella como Ibuki andan por ahí ahora dándole al tema. Me apuesto a que han convertido todo esto en una competición ahora que formas parte de todo este asunto. Típico de ellas.\c- + +\cf¿Y que más puedo decir sobre ella? Bueno, es de las que hablan poco, la verdad. Menos hablar, más actuar, ya sabes. Deja que su espada lo diga todo, más o menos. Y madre, cacho espada. Es ENORME, la cosa que lleva. He oído que tiene otra más grande en reserva, una especie de premio por ser súper-fuerte o algo así. Que la puta cosa es un gigantesco trozo de cacho de puro metal, muy... Tipo Guts.\c- + +\cfEn serio espero que la puedas conocer algún día, seguro que te va a encontrar adorable. Y hablando de cosas adorables, conozco su punto débil: Capibara. Sí, le pones uno delante y es que se derrite de cuquismo. Un pequeño truco que aprendí de su novio.\c- + +\cfOh, ¿y el novio? Bueno, un tío muy majo. No hablamos mucho, pero ha servido como mi fuente principal para aprender de la cultura Odmorian. Me ha despejado algunas dudas y malas interpretaciones bastante ráìdo, y todo siendo muy amable, también. Su nombre también es mono. Cinnamon, jeje. Mari-san lo llama Cinnabun, lo cual es más adorable. Pero que no te engañe, a pesar de tanto cuquismo, también es un duro y fuerte guerrero como ella, un tipo duro de verdad, hasta tiene un rifle ENORME y todo.\c- + +\cfEs que VAMOS, necesitas conocerlos, en serio.\c- + +\cfActualización: Ay madre, menudo encuentro. Sabes, es que lo he dicho muchas veces, ojalá pudiera haber sacado una foto de la cara que pusiste cuando viste la pistola que tiene. Sí, debería haberte dicho que no solo le van las espadas enormes, también las armas enormes. Pero oye, también te admira, y eso mola mucho. Joder, apuesto a que en cuanto te mandemos a la misión en Parthoris, también va a querer meterse luego. Es que ella es muy así.\c- + +\cfEspero que no cause muchos problemas, porque también planeo enviar a Ibuki para hacer un reconocimiento de algunos sitios.\c- +TXT + \cxNombre Completo:\c- + \cf Marisa Azanth\c- + \cf Hija de Ceniza (apodo)\c- + \cxNacionalidad:\c- + \cf Japonesa\c- + \cxFecha de Nacimiento:\c- + \cf 1989-10-04\c- + \cxOcupación:\c- + \cf Mercenaria (Cazadora de Demonios)\c- + \cxTwitter\c- + \cf @marisa_ashen\c- + +Nacida en **Sankaideriha** de la unión de la **Demoníaca** parca **Akari Shiroko** y la piromante nómada **Anarukon** **Sarkha Azanth**, **Marisa** es el resultado de una relación blasfema entre miembros de dos civilizaciones en conflicto, las de Demonios y Anarukon. A pesar de sus diferencias y la clara pertenencia a dos facciones en guerra, el amor entre sus padres es innegable, demostrando que ambos bandos pueden poner sus diferencias aparte y disfrutar de una fructuosa vida juntos. + +Habiendo sido criada por tal peculiar pareja de proscritos, Marisa carece de ciertas aptitudes sociales, pero destaca en otras habilidades, tales como la magia y el manejo de la espada. Tras alcanzar la edad adulta, comenzó a hacer encargos como mercenaria, asesinando demonios errantes y otras bestias entre varios lugares. Cerca del 2084, uno de estos encargos la trajo a la **Tierra*. Específicamente, a la zona de exclusión de **Washington DC**. Al ser ajena a los eventos de la **Cicatriz Blanca**, se encontró visiblemente confusa ante el estado arruinado de la ciudad, pero aun así, siguió buscando su objetivo. Para su sorpresa, sin embargo, alguien ya le había dado muerte, nadie más que el **Oni Rojo**, **Ibuki Miyamoto**. + +Las dos pasaron un tiempo trabajando juntas, y surgió una peculiar amistad. Desafortunadamente, cuando llegó el momento de volver a casa, se dio cuenta de que el portal que había usado solo podía usarlo una persona. Ibuki la dejó marchar, con la promesa de que ciertamente se volverían a encontrar cuando acabara todo. Y así, casi 10 años después, tras el retorno del Oni Rojo a **Japón**, su esperada reunión tuvo lugar. Marísa se había asentado en su propia casa en **Kasukabe**, y planeó que Ibuki se mudara a vivir con ella también. Por el camino, su espaciosa casa compartida se volvería aparentemente más apretada con la introducción de varios otros inquilinos, junto con las visitas ocasionales del novio de Marisa, un explorador **Odmorian** llamado **Cinnamon Valentine**. + +Su participación en la **Invasión Demoníaca** de 2148 fue admirable, con un recuento de bajas enemigas de decenas de miles, y con un especial premio compartido con Ibuki Miyamoto por el eficiente trabajo de limpieza de las instalaciones infestadas de demonios de la **UAC** en **Nagoya**. + +\cxNotas de Saya:\c- +\cfAh, esta si que es una tía que no has conocido. A ver, con el chollo que tiene que básicamente tiene que estar ahí fuera partiendo la pana a diario. Ibuki me dijo que llegó un momento que estuvo casi a punto de rendirse, pero cuando le contó lo de tu misión, se vino arriba. Y claro, tanto ella como Ibuki andan por ahí ahora dándole al tema. Me apuesto a que han convertido todo esto en una competición ahora que formas parte de todo este asunto. Típico de ellas.\c- + +\cf¿Y que más puedo decir sobre ella? Bueno, es de las que hablan poco, la verdad. Menos hablar, más actuar, ya sabes. Deja que su espada lo diga todo, más o menos. Y madre, cacho espada. Es ENORME, la cosa que lleva. He oído que tiene otra más grande en reserva, una especie de premio por ser súper-fuerte o algo así. Que la puta cosa es un gigantesco trozo de cacho de puro metal, muy... Tipo Guts.\c- + +\cfEn serio espero que la puedas conocer algún día, seguro que te va a encontrar adorable. Y hablando de cosas adorables, conozco su punto débil: Capibara. Sí, le pones uno delante y es que se derrite de cuquismo. Un pequeño truco que aprendí de su novio.\c- + +\cfOh, ¿y el novio? Bueno, un tío muy majo. No hablamos mucho, pero ha servido como mi fuente principal para aprender de la cultura Odmorian. Me ha despejado algunas dudas y malas interpretaciones bastante ráìdo, y todo siendo muy amable, también. Su nombre también es mono. Cinnamon, jeje. Mari-san lo llama Cinnabun, lo cual es más adorable. Pero que no te engañe, a pesar de tanto cuquismo, también es un duro y fuerte guerrero como ella, un tipo duro de verdad, hasta tiene un rifle ENORME y todo.\c- + +\cfEs que VAMOS, necesitas conocerlos, en serio.\c- + +\cfActualización: Ay madre, menudo encuentro. Sabes, es que lo he dicho muchas veces, ojalá pudiera haber sacado una foto de la cara que pusiste cuando viste la pistola que tiene. Sí, debería haberte dicho que no solo le van las espadas enormes, también las armas enormes. Pero oye, también te admira, y eso mola mucho. Joder, apuesto a que en cuanto te mandemos a la misión en Parthoris, también va a querer meterse luego. Es que ella es muy así.\c- + +\cfEspero que no cause muchos problemas, porque también planeo enviar a Ibuki para hacer un reconocimiento de algunos sitios.\c- + +\cfActualización 2: No me puedo creer que no hayamos conocido a sus madres hasta nuestra boda con Kirin. Lo has visto, todos lo hemos visto, la tal Sarkha está como una regadera, ya veo a quien sale, al menos en parte, porque su otra madre es sorprendentemente la mujer más generosa y agradable que he conocido. Vamos, incluso con todo el tema ese de ser una asesina y tal... Y lueeeego, tambiñen he aprendido que desciende de realeza del Infierno. No me extraña que los demonios le tengan tanto miedo, tiene bastante sentido.\c- + +\cfJuro que entre ella y sus dos madres, parecen todas personajes salidos de Dark Souls.\c- diff --git a/lore/es/noskora.txt b/lore/es/noskora.txt index 99d23e90e..a99a2375e 100644 --- a/lore/es/noskora.txt +++ b/lore/es/noskora.txt @@ -12,7 +12,7 @@ La **Universidad de Nos-Kora** fue fundada en 1308 por los hermanos **Nukritas 1 Al ser parte de los Mishe, los dos hermanos poseen lo que solo puede ser descrito como poderes de "manipulación de la realidad". Sin embargo, esto solo ha sido presenciado en raras ocasiones, como por ejemplo los momentos finales de la **Séptima Guerra Mundial Nukuri**, donde uno de ellos consiguió poner fin al conflicto por su cuenta, ignorando los ataques de soldados imperiales mientras se acercaba al trono, y al alcanzarlo, mandar al emperador **Ledora Yathai** volando fuera de su asiento de un puñetazo, lanzándolo a través de la sala en una línea recta hasta una ventana cercana, y enviándolo al espacio exterior. Su cuerpo nunca fue recuperado, y se supone muerto. -La popularidad de la universidad se disparó tras este éxito en desmantelar todo un imperio y finalmente traer consigo la creación del **Gobierno Unificado Nukuri**. Mucha gente desea aprender lo que estas extrañas entidades ofrecen enseñar, aunque muchos de los cursos son bastante difíciles para la mayoría de personas. +La popularidad de la universidad se disparó tras este éxito en desmantelar todo un imperio y finalmente traer consigo la creación del **Gobierno Unificado de Nahkami**. Mucha gente desea aprender lo que estas extrañas entidades ofrecen enseñar, aunque muchos de los cursos son bastante difíciles para la mayoría de personas. Algunos de los cursos más populares que uno puede estudiar en la Universidad de Nos-Kora son: diff --git a/lore/es/nukuri.txt b/lore/es/nukuri.txt index 72b9dfe02..021d67be5 100644 --- a/lore/es/nukuri.txt +++ b/lore/es/nukuri.txt @@ -8,11 +8,11 @@ TXT Los **Nukuri** son una raza humanoide de tez pálida nativos de la luna helada de **Hebeku**, **Nahkami**, en el **Sistema Xathar** (parte de la **Coalición X'Animen**). Son una de las razas más avanzadas tecnológicamente en toda la Coalición, y son vistos como un gran ejemplo de progreso y dedicación, aunque han tenido una extensa historia de guerra y conflicto, junto con haberse involucrado en notables atrocidades. Este pasado tan oscuro es algo de lo que son plenamente conscientes y de lo que se avergüenzan, desde el fin de su séptima guerra mundial y la masiva reforma política y económica que transcurrió posteriormente. -En el pasado, Nahkami fue un cruel imperio belicista liderado con mano dura por la familia real **Yathai**. Sin embargo, tras la reforma, y con el emperador **Ledora Yathai** siendo "forzado al exilio" por los fundadores de la **Universidad de Nos-Kora**, quienes lideraron dicha reforma, el **Gobierno Unificado Nukuri** fue creado, con **Zanata Nekuraku II** personalmente elegida como primera ministra "de transición". +En el pasado, Nahkami fue un cruel imperio belicista liderado con mano dura por la familia real **Yathai**. Sin embargo, tras la reforma, y con el emperador **Ledora Yathai** siendo "forzado al exilio" por los fundadores de la **Universidad de Nos-Kora**, quienes lideraron dicha reforma, el **Gobierno Unificado de Nahkami** fue creado, con **Zanata Nekuraku II** personalmente elegida como primera ministra "de transición". Habiendo sufrido la pérdida de su madre y su marido en anteriores guerras, Zanata siempre se opuso al imperio y sus prácticas, incluyendo la decisión de atacar a la humanidad en el punto álgido de la Séptima Guerra Mundial, en lo que se conoció como el incidente de la **Cicatriz Blanca**. Tras establecerse el nuevo gobierno, intentó compensar lo ocurrido, pero nada se pudo hacer. Pasado esto, renunció no solo a su puesto como primera ministra, sino también al de líder de **Nekuratek**, la compañía que su familia había dirigido durante varias generaciones. A la fecha de escribirse este artículo, la actual primera ministra de Nahkami, elegida por la mayoría, es **Saya Kowayanau**, quien es también gobernadora de la provincia de **Saya**. -El Gobierno Unificado Nukuri puede verse como uno de los varios ejemplos de transiciones exitosas de regímenes dictatoriales a un sistema más abierto. Su sistema de gobierno es auto-descrito como "omnicracia comunista", donde todos son iguales y ninguna voz es ignorada. Su método para permitir que todos sus habitantes formen parte en la toma de decisiones, el "voto fractal", ha sido elogiado por otras naciones vecinas. En cierto modo, todo es fundamentalmente decidido por toda la gente de la nación, ninguna voz es ignorada. En cuanto a su economía, no existe el concepto de moneda, o de propiedad privada. Todos los negocios anteriormente privados son ahora públicos, aunque sus fundadores siguen manteniendo una posición de liderazgo "simbólico", estando todavía involucrados en su manejo, bajo supervisión del gobierno. +El Gobierno Unificado de Nahkami puede verse como uno de los varios ejemplos de transiciones exitosas de regímenes dictatoriales a un sistema más abierto. Su sistema de gobierno es auto-descrito como "omnicracia comunista", donde todos son iguales y ninguna voz es ignorada. Su método para permitir que todos sus habitantes formen parte en la toma de decisiones, el "voto fractal", ha sido elogiado por otras naciones vecinas. En cierto modo, todo es fundamentalmente decidido por toda la gente de la nación, ninguna voz es ignorada. En cuanto a su economía, no existe el concepto de moneda, o de propiedad privada. Todos los negocios anteriormente privados son ahora públicos, aunque sus fundadores siguen manteniendo una posición de liderazgo "simbólico", estando todavía involucrados en su manejo, bajo supervisión del gobierno. Se sabe también que los Nukuri todavía poseen una potente fuerza militar, aunque solo sirva para defender la nación de amenazas externas (algo que raramente ha ocurrido). Adicionalmente, la fabricación y uso de armas está estrictamente supervisado, también. diff --git a/lore/es/plasmablast.txt b/lore/es/plasmablast.txt index 9329f66a4..9211bd055 100644 --- a/lore/es/plasmablast.txt +++ b/lore/es/plasmablast.txt @@ -14,7 +14,7 @@ Desarrollado antaño por **Nuutek**, y actualmente descontinuado pero todavía s \cfFuego Secundario:\c- Disparo cargado. Mantener y soltar. Un proyectil más lento, pero mucho más fuerte y destructivo, especialmente si se carga con una célula completa. El arma debe ser sujeta con ambas manos, ya que la inestabilidad inducida por la carga interna de plasma puede dificultar el apuntar con una sola mano. -\cfRecarga:\c- Reemplaza la célula de munición del arma. Cada una puede potenciar hasta 15 disparos. +\cfRecarga:\c- Reemplaza la célula de munición del arma. Cada una puede potenciar hasta 8 disparos. \cfTécnicas:\c- Obtener un segundo Blaster de Plasma permite alternar a modo dual. El fuego secundario en este modo dispara el arma a mano izquierda. diff --git a/lore/es/puntzerbeta.txt b/lore/es/puntzerbeta.txt index f447a6bde..9108a9d2a 100644 --- a/lore/es/puntzerbeta.txt +++ b/lore/es/puntzerbeta.txt @@ -4,19 +4,19 @@ TXT \cxFabricante:\c- \cf Blackmann Arms S.L.\c- \cxClasificación:\c- -\cf Revólver de Acción Simple\c- +\cf Revólver Semiautomático\c- La serie **Puntzer** de armas de **Blackmann Arms** son el principal ejemplo del potencial de su patentada munición perforadora **Spin Motion Wedge (SMW)**. -El **Puntzer Beta** es un revólver de acción simple con cañón basculante de seis disparos, equipado con partes muy robustas, ideales para fanáticos del disparo en abanico. +El **Puntzer Beta** es un revólver semiautomático con cañón basculante de seis disparos, equipado con partes muy robustas. \cfFuego Primario:\c- Disparos lentos y precisos. -\cfFuego Secundario:\c- Mantén para entrar en modo abanico, suelta para salir. En este modo, puedes pulsar/mantener el fuego primario para disparar mucho más rápido, pero con menor precisión. +\cfFuego Secundario:\c- Activa el modo de "descarga rápida", tras lo cual apretar el gatillo causará que seis disparos se realicen en rápida sucesión. \cfFuego Terciario:\c- Gira el arma desenfrenadamente, por diversión. \cfRecarga:\c- Recarga el arma. Gracias al sistema de recarga rápida provisto por tu **Contenedor de Hammerspace™**, simplemente tienes que mantener la palma abierta sobre el tambor, las balas serán cargadas automáticamente. \cxNotas de Saya:\c- -\cfAh, el revólver, un arma muy clásica, famoso por todas esas películas americanas del "salvaje oeste". Pero este es especial, oh sí. Esas putas balas espirales son un puto desmadre, girando a lo bestia y taladrando a través de todo. Hermann-senpai nos manda las de tipo ".05" específicamente, que son las más potentes de todas, y supuestamente pueden taladrar a través de las paredes y todo. Eso va a ser divertido.\c- +\cfAh, el revólver, un arma muy clásica, famoso por todas esas películas americanas del "salvaje oeste". Pero este es especial, oh sí. Es bastante raro ya encontrar un revólver semiautomático, ¿pero además uno con un modo automático? Y esas putas balas espirales son un puto desmadre también, girando a lo bestia y taladrando a través de todo. Hermann-senpai nos manda las de tipo ".05" específicamente, que son las más potentes de todas, y supuestamente pueden taladrar a través de las paredes y todo. Eso va a ser divertido.\c- diff --git a/lore/es/pusherweapon.txt b/lore/es/pusherweapon.txt deleted file mode 100644 index 15b2dedcc..000000000 --- a/lore/es/pusherweapon.txt +++ /dev/null @@ -1,20 +0,0 @@ -TXT -\cxDesignación:\c- -\cf Taladro Percutor de Microfusión "Pusher"\c- -\cxFabricante:\c- -\cf Instituto Tecnológico Tach-Engine\c- -\cxClasificación:\c- -\cf Herramienta de Minería\c- - -El **Pusher** es un taladro percutor relativamente portátil hecho para tareas de minería y construcción. Su portabilidad viene en parte por el uso de una batería interna de microfusión, también cortesía de **Tecnologías Tach-Engine**, ofreciendo suficiente potencia para 300 horas de uso constante. Tecnologías Tach-Engine no se hace responsable por el uso indebido de esta herramienta. - -\cfFuego Primario:\c- Operación normal. Apunta la broca hacia lo que necesites romper, y mantén pulsado el gatillo superior. - -\cfFuego Secundario:\c- Para aquellos casos en los que encuentres un material realmente duro y difícil de romper. Gira el mango lateral hasta que la broca haya retrocedido hasta una distancia que consideres adecuada, y luego pulsa el gatillo principal para golpear el objetivo, con la fuerza cargada. - -\cfADVERTENCIA:\c- La sujeción indebida durante la operación secundaria puede causar que la herramienta se resbale, mantén siempre el área libre para evitar daños colaterales. - -\cxNotas de Saya:\c- -\cfSí, las motosierras son lo típico en cuanto a "herramienta hecha arma", todos lo sabemos, pero, ¿y un puto martillo neumático?\c- - -\cfAhora que lo pienso, eso me recuerda a aquella metedura de pata tremenda de Mixom. Los frikis de la UAC pidieron un monte de martillos neumáticos para Mars City una vez, y los burros esos van y mandan motosierras. Pues vaya lío ese, ¿no crees?\c- diff --git a/lore/es/raykhom.txt b/lore/es/raykhom.txt index 99c1ce728..da2331d52 100644 --- a/lore/es/raykhom.txt +++ b/lore/es/raykhom.txt @@ -8,15 +8,15 @@ TXT Desde su creación por el **Profesor Eushura Kmonn Jr.**, la **Ray-Khom** se ha quedado con un puesto permanente en el equipamiento de cada soldado **Xekkian**. Fiable, eficiente, necesitando casi ningún mantenimiento al carecer de partes móviles a excepción de su mecanismo de carga. La munición es adicionalmente muy fácil de conseguir, al menos localmente, ya que la exportación lleva consigo severos impuestos. -El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, fácil de reemplazar cuando se necesite. La munición viene en cargadores de 20. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil). +El arma es potenciada en su totalidad por un compacto paquete de batería de cuatro celdas de Korberon-Eneiebium, proporcionando un abundante suministro energético. La munición viene en cargadores de 10. La munición en sí, proyectiles magnetizados sin casquillo de 40mm, incrustados de una carga de ignición hiperdensa de Dyratin, liberando potentes descargas de plasma ultracaliente, capaz de derretir rápidamente cualquier cosa a excepción de blindaje de Almacero de alta resonancia y causando potentes, urticantes quemaduras en piel Xekkian (o corrosión severa de tejido muscular y óseo en cualquier cosa más débil). \cfFuego Primario:\c- Fuego continuo, rápido y preciso. Retroceso mínimo dada la operación electromagnética, mayormente silencioso ya que los proyectiles son disparados a una velocidad poco menor que la del sonido. Tus enemigos tienen la garantía de no enterarse de tu ataque hasta ser demasiado tarde. -\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se recomienda usar con moderación, ya que consume rápidamente la batería. +\cfFuego Secundario:\c- Emplea los emisores de pulsos concentrados a lo largo de los filos del arma, emitiendo una potente descarga eléctrica delante del usuario, aturdiendo temporalmente todo lo que se acerque. Puede causar la muerte de objetivos débiles. Se ha de tener en cuenta que esta acción no se debe realizar así porque sí, ya que los condensadores requieren mucho tiempo para recargarse por completo, temporalmente desactivando también la función de fuego primario. -\cfRecarga Primaria:\c- Recarga el arma. +\cfRecarga:\c- Recarga el arma. -\cfRecarga Secundaria:\c- Cambia la batería. Esta acción solo puede hacerse en cuanto la carga sea lo suficientemente baja, ya que sería un derroche de otro modo. +\cfZoom:\c- Usa la mira para disparos a distancia. El nivel de aumento se ajusta automáticamente en base al sondeo de distancia, y la mira además simulará la trayectoria del proyectil sobre la marcha, para que puedas saber exactamente donde apuntar. \cfTécnicas:\c- El fuego secundario incrementa en letalidad al usarse en líquidos conductivos tales como el agua. Simplemente asegúrate de no estar en contacto con ella. diff --git a/lore/es/scoresystem.txt b/lore/es/scoresystem.txt index 57df586a0..4123d6439 100644 --- a/lore/es/scoresystem.txt +++ b/lore/es/scoresystem.txt @@ -14,7 +14,7 @@ Los puntos se consiguen por medio de la supresión de hostiles (relativos a su n Los ítems obtenidos pueden también reembolsarse por puntos adicionales, permitiendo intercambiarlos por cualquier otra cosa que prefieras en su lugar. El proceso es automatizado al obtener armas que ya tengas, o alcances el límite de carga de ciertos ítems. -Por favor ten en cuenta que hay un límite impuesto de 999.999.999.999.999.999 puntos, el cual, en la práctica, no debería ser posible alcanzar. +Por favor ten en cuenta que hay un límite impuesto de 999999999 puntos, el cual, en la práctica, tomaría mucho, mucho tiempo alcanzar. \cxNotas de Saya:\c- \cfVale, voy a ser sincera: Esto es otra cosa de videojuego del friki ese. Pero creo que es algo bueno, en cierto modo. Hay algo en esa sensación tan estimulante de ver los números crecer, sabes, y además puedes pillarte cosas bonitas con eso. A ver es que no puedo ocultártelo pero esto es algo en lo que coincidimos los dos, por tu bien.\c- diff --git a/lore/es/spreadgun.txt b/lore/es/spreadgun.txt index ae940c258..b5026c9b2 100644 --- a/lore/es/spreadgun.txt +++ b/lore/es/spreadgun.txt @@ -16,14 +16,12 @@ El arma emplea el ciertamente grande calibre 6, y hay un surtido exclusivo de mu \cfSlug Metálico:\c- Cartuchos verdes. Slugs muy potentes con una puntería decente, incluso en distancias largas. Dado su tamaño y peso, tienen el potencial de penetrar varios objetivos pequeños. -\cfAliento de Dragón:\c- Cartuchos blancos. Un estallido de llamas con cada disparo, con rango considerable. Ineficaz bajo el agua, por razones obvias. - \cfSal de Kinylum:\c- Cartuchos cian. Pequeños trozos de Kinylum en su forma natural de "sal". Ya disparados, dejan un rastro de plasma ardiente que permanece en el aire durante unos momentos hasta disiparse. Adicionalmente, los trozos explotarán violentamente en contacto con cualquier superficie, o una vez se "desestabilicen" (lo cual desafortunadamente hace que este tipo de munición pierda efectividad a larga distancia). -\cfDardos de Telebrium:\c- Cartuchos negros. Docenas de proyectiles penetrantes cargados de Telebrium puro, un elemento exótico conocido por sus potentes efectos corrosivos al ser calentado. Los objetivos alcanzados por estos proyectiles experimentarán una muy dolorosa descarga de toxinas corrosivas por sus cuerpos (incluso los no orgánicos), aunque estos efectos se despejarán en cuestión de segundos. El uso de esta munición está altamente restringido, pero has obtenido permiso para usarla contra las fuerzas invasoras. - \cfBola de Plomo:\c- Cartuchos violetas. Viniendo de **Plutoni Incorporated**, estos cartuchos disparan una bola pesada de dolor puro. A pesar del hecho de que son de plomo, tiende a mantener la forma da igual la fuerza de impacto contra algo (algunos dudan de que realmente sean de plomo, siendo más bien de cualquier otro material). Habiendo salido de tal lugar, no es sorprendente que tengan efectos extraños. Al parecer, en ciertas ocasiones, las bolas pueden emitir sonidos extraños al impactar, los cuales adicionalmente provocan potentes ondas de choque, incrementando su velocidad en el proceso. Este suceso extraño está listado como "Golpes Críticos Aleatorios" en la página de la tienda. +\cfDardos de Telebrium:\c- Cartuchos negros. Docenas de proyectiles penetrantes cargados de Telebrium puro, un elemento exótico conocido por sus potentes efectos corrosivos al ser calentado. Los objetivos alcanzados por estos proyectiles experimentarán una muy dolorosa descarga de toxinas corrosivas por sus cuerpos (incluso los no orgánicos), aunque estos efectos se despejarán en cuestión de segundos. El uso de esta munición está altamente restringido, pero has obtenido permiso para usarla contra las fuerzas invasoras. + \cfCartucho Dorado:\c- Cartuchos cubiertos de oro con un fuerte cuerpo metálico. Un tipo de munición caro y muy poco común, con un poder destructor sin par. Cada cartucho dispara un proyectil que contiene una carga de **Explodium** de alta densidad y pureza, junto con brillantina dorada (que es aparentemente solo para quedar bonito). Se garantiza que cualquier cosa que reciba un impacto directo será vaporizada completamente por la explosión resultante. El amplio rango de munición compatible hace del Trabuco un arma bastante versátil, una vez acostumbrado a su tediosa recarga manual. Hay sin embargo planes para crear una variante semiautomática más cómoda de usar, con prototipos ya probándose. diff --git a/lore/es/wallbuster.txt b/lore/es/wallbuster.txt index 75678d8ad..e00806498 100644 --- a/lore/es/wallbuster.txt +++ b/lore/es/wallbuster.txt @@ -11,7 +11,7 @@ La **Wallbuster** es una escopeta bestial, teniendo un total de 25 cañones divi Los mecanismos internos que empujan el funcionamiento de este arma tienen tal grado de complejidad que han sido descritos por algunos como **Ingeniería Loca Alemana**. Solamente el propio **Hermann E. Ischer** conoce todos los detalles de su operación. Con cada accionamiento del gatillo principal, el cañón superior es disparado, y luego su tambor gira a contrarreloj, con el siguiente cartucho listo para dispararse. Con una rotación completa, o cuando se usa el gatillo secundario, el cuerpo principal gira después, alternando a otro tambor. -La Wallbuster es compatible con la mayor parte de cartuchos de calibre 6, aunque hay restricciones de seguridad para algunas, específicamente los cartuchos dragon's breath, flechette y dorados. Esto limita el rango de munición utilizable a sólo estos cuatro tipos: +La Wallbuster es compatible con la mayor parte de cartuchos de calibre 6, aunque hay restricciones de seguridad para algunas, específicamente los cartuchos de flechette y dorados. Esto limita el rango de munición utilizable a sólo estos cuatro tipos: \cfPerdigones Estándar:\c- Cartuchos rojos. Exactamente lo que pone. Bastante letal a corto rango, y con cierto alcance extra dada la longitud de los cañones del arma. diff --git a/lore/es/whitescar.txt b/lore/es/whitescar.txt index f6ff7f7b1..ea8daf361 100644 --- a/lore/es/whitescar.txt +++ b/lore/es/whitescar.txt @@ -20,7 +20,7 @@ Todos querían la cabeza del emperador. No solo fue un gran error que la humanid Entonces, **Nukritas 1xx**, por su cuenta, caminaría desde la punta norte de Akane hasta la capital imperial en Vutaki. Su avance no pudo ser detenido, ignoró todo intento por los soldados imperiales, destruyó sus armas solo con mirarlas. En cuanto llegó al palacio imperial, abrió las puertas de una patada y se aproximó al trono, donde el emperador Ledora Yathai, paralizado por el terror, recibió un puñetazo en el estómago del embajador Mishe, y salió despedido en una línea recta por la ventana, alcanzando tal velocidad que desapareció completamente en el vacío del espacio exterior. Luego, la Universidad hizo su anuncio, el **Ultimátum de Nos-Kora**. Dieron a la raza Nukuri ocho años para resolver sus conflictos y hacer las paces. De no hacerlo, la Universidad cerraría sus puertas para siempre, y los Mishe abandonarían formalmente la **Coalición X'Animen**, llevándose consigo sus valiosos conocimientos. -Esta amenaza fue tomada muy en serio, ya que los Mishe eran los miembros más importantes de esta alianza interplanetaria, y por lo tanto una reforma masiva tuvo lugar. Ambos bandos estaban ahora unidos en su misión de reconstruir todo Nahkami como una nueva nación. En 2108, solo a la mitad del límite de tiempo que se les dio, el **Gobierno Unificado Nukuri** fue establecido, con **Zanata Nekuraku II** como primera ministra "de transición". Tras esto, hubo un intento de restablecer relaciones con la Tierra, pero fue inútil, siendo ignorados por completo, excepto por dos países que no firmaron el tratado: Escocia y Japón. +Esta amenaza fue tomada muy en serio, ya que los Mishe eran los miembros más importantes de esta alianza interplanetaria, y por lo tanto una reforma masiva tuvo lugar. Ambos bandos estaban ahora unidos en su misión de reconstruir todo Nahkami como una nueva nación. En 2108, solo a la mitad del límite de tiempo que se les dio, el **Gobierno Unificado de Nahkami** fue establecido, con **Zanata Nekuraku II** como primera ministra "de transición". Tras esto, hubo un intento de restablecer relaciones con la Tierra, pero fue inútil, siendo ignorados por completo, excepto por dos países que no firmaron el tratado: Escocia y Japón. Estos dos países eran el hogar de poderosas corporaciones aliadas desde hace tiempo con la propia compañía de Zanata, **Nekuratek**, y eran plenamente conscientes de la verdad de toda esta situación, razón por la que habían rechazado romper su alianza con ellos. Ha de notarse que hubo mucho revuelo en redes sociales por parte de **Saya Miyamoto**, jefa de la Japonesa **Akari Labs**, quien condenaba a todos aquellos que habían firmado el tratado por su "asquerosa generalización" al ver a toda la raza Nukuri como un enemigo. diff --git a/lore/es/zanaveth2.txt b/lore/es/zanaveth2.txt index 18b82efec..ca0654fe7 100644 --- a/lore/es/zanaveth2.txt +++ b/lore/es/zanaveth2.txt @@ -25,7 +25,7 @@ El 20 de Agosto de 2042, Zanaveth II y Misa tuvieron una hija, **Zanaveth Nekura A principios de la **Séptima Guerra Mundial Nukuri** de 2068, Zanaveth II huyó con su mujer y su hija a **Sankaideriha**, ayudada de la bruja Nukuri **Saniuke Okusainaya**, vieja amiga de la familia. Dos años después, tras demostrar no poder acostumbrarse a vivir allí, la familia decidió dejar a Zanaveth III al cuidado de Saya. Esto duraría hasta 2077, cuando el incidente de la **Cicatriz Blanca** dio lugar a la expulsión de todos los Nukuri en la Tierra. Zanaveth III fue enviada entonces a vivir con sus abuelos, hasta el final de la guerra en 2104, cuando sus padres regresaron de nuevo a Nahkami. -Desde la formación del **Gobierno Unificado Nukuri** en 2108, Zanaveth II mantiene el puesto de "Ministra de Relaciones Interespecie", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora. +Desde la formación del **Gobierno Unificado de Nahkami** en 2108, Zanaveth II mantiene el puesto de "Ministra de Relaciones Interespecie", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora. \cxNotas de Saya:\c- \cfAhhhhhh, joder. Es la tipa más dulce y mona que he conocido jamás, te lo digo en serio. Y es un puto superlogro que haya convertido a esta monada alienígena en toda una otaku también, jeje...\c- @@ -60,7 +60,7 @@ El 20 de Agosto de 2042, Zanaveth II y Misa tuvieron una hija, **Zanaveth Nekura A principios de la **Séptima Guerra Mundial Nukuri** de 2068, Zanaveth II huyó con su mujer y su hija a **Sankaideriha**, ayudada de la bruja Nukuri **Saniuke Okusainaya**, vieja amiga de la familia. Dos años después, tras demostrar no poder acostumbrarse a vivir allí, la familia decidió dejar a Zanaveth III al cuidado de Saya. Esto duraría hasta 2077, cuando el incidente de la **Cicatriz Blanca** dio lugar a la expulsión de todos los Nukuri en la Tierra. Zanaveth III fue enviada entonces a vivir con sus abuelos, hasta el final de la guerra en 2104, cuando sus padres regresaron de nuevo a Nahkami. -Desde la formación del **Gobierno Unificado Nukuri** en 2108, Zanaveth II mantiene el puesto de "Ministra de Relaciones Interespecie", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora. +Desde la formación del **Gobierno Unificado de Nahkami** en 2108, Zanaveth II mantiene el puesto de "Ministra de Relaciones Interespecie", gracias en parte a sus brillantes logros durante el tiempo que pasó como estudiante de la Universidad de Nos-Kora. Desde 2171, Zanaveth II ha estado envuelta en negociaciones con los **Anarukon**, como parte de una "expansión multiversal" de la **Bleaknet**. Adicionalmente, a partir de un trato con **Akari Labs**, la Tierra tendrá también su propio nodo con el Nexo de Bleaknet. Este último acto siendo parte de un plan mayor para restaurar las relaciones entre Humanos y Nukuri, poniendo fin al Tratado de la Cicatriz Blanca. diff --git a/maps/TITLEMAP.wad b/maps/TITLEMAP.wad index d44cf107e..0add6fe78 100644 Binary files a/maps/TITLEMAP.wad and b/maps/TITLEMAP.wad differ diff --git a/menudef.txt b/menudef.txt index 7cdfaca39..4a3ced4dc 100644 --- a/menudef.txt +++ b/menudef.txt @@ -6,11 +6,11 @@ OptionValue "SWWMVoice" 3, "$SWWM_MUTELINERS" 4, "$SWWM_MUTEALL" } -OptionValue "SWWMEnforce" +OptionValue "SWWMYesNoAlways" { - -1, "$SWWM_FORCEDISABLE" - 0, "$SWWM_USERSET" - 1, "$SWWM_FORCEENABLE" + 0, "$TXT_NO" + 1, "$TXT_YES" + 2, "$OPTVAL_ALWAYS" } OptionValue "SWWMEnemyDropType" { @@ -73,11 +73,6 @@ OptionValue "SWWMPistolStart" 1, "$SWWM_PISTOLSTART_MAP" 2, "$SWWM_PISTOLSTART_CLUSTER" } -OptionValue "SWWMHUDScale" -{ - 0, "$SWWM_TFITSCALE" - 1, "$SWWM_LFITSCALE" -} OptionValue "SWWMInterArt" { 0, "$TXT_NO" @@ -100,6 +95,7 @@ OptionMenu "SWWMOptionMenu" SWWMVoiceOption "$SWWM_VOICETYPE", "swwm_voicetype" Option "$SWWM_MUTELEVEL", "swwm_mutevoice", "SWWMVoice" Slider "$SWWM_VOICEAMP", "swwm_voiceamp", 1, 4, 1, 0 + Option "$SWWM_VOICELOG", "swwm_voicelog", "YesNo" Option "$SWWM_BEEPBOOP", "swwm_beepboop", "YesNo" IfGame(Heretic, Hexen) { @@ -108,7 +104,8 @@ OptionMenu "SWWMOptionMenu" Option "$SWWM_REVIVE", "swwm_revive", "YesNo" ScaleSliderFix "$SWWM_REVIVECOOLDOWN", "swwm_revivecooldown", -1, 300, 30, "$SWWM_UNLIMITED", "$SWWM_ONERETRY" Option "$SWWM_MENUPAUSE", "swwm_menupause", "YesNo" - Option "$SWWM_PRECISECROSSHAIR", "swwm_precisecrosshair", "YesNo" + Option "$SWWM_SKIPSKILL", "swwm_skipskill", "YesNo" + Option "$SWWM_PRECISECROSSHAIR", "swwm_precisecrosshair", "SWWMYesNoAlways" Option "$SWWM_SELFLIGHT", "swwm_selflight", "YesNo" Submenu "$SWWM_ATITLE", "SWWMAchievementMenu" StaticText " " @@ -119,7 +116,8 @@ OptionMenu "SWWMOptionMenu" Option "$SWWM_CAMHUD", "swwm_camhud", "YesNo" Option "$SWWM_FORCESTATS", "swwm_forcestats", "SWWMForceStats" Option "$SWWM_UNIQSTATS", "swwm_uniqstats", "YesNo" - Slider "$SWWM_HUDMARGIN", "swwm_hudmargin", 0, 40, 1, 0 + Slider "$SWWM_HUDMARGIN", "swwm_hudmargin", 0, 20, 1, 0 + Option "$SWWM_ALTHUD", "swwm_althud", "YesNo" Slider "$SWWM_MAXMSG", "swwm_maxshown", 1, 10, 1, 0 Slider "$SWWM_MAXMSGBIG", "swwm_maxshownbig", 1, 20, 1, 0 Slider "$SWWM_MAXPICK", "swwm_maxpickup", 1, 10, 1, 0 @@ -144,7 +142,6 @@ OptionMenu "SWWMOptionMenu" ScaleSlider "$SWWM_MAXTARGETS", "swwm_maxtargets", 0, 1000, 1, "$SWWM_UNLIMITED" ScaleSlider "$SWWM_MAXDAMNUMS", "swwm_maxdamnums", 0, 1000, 1, "$SWWM_UNLIMITED" ScaleSlider "$SWWM_MAXSCORENUMS", "swwm_maxscorenums", 0, 1000, 1, "$SWWM_UNLIMITED" - Option "$SWWM_HUDSCALE", "swwm_hudscale", "SWWMHudScale" Slider "$SWWM_BARSCALE", "swwm_barscalerel", -4, 4, 1, 0 Slider "$SWWM_NUMSCALE", "swwm_numscalerel", -4, 4, 1, 0 Slider "$SWWM_SCRSCALE", "swwm_scrscalerel", -4, 4, 1, 0 @@ -224,6 +221,7 @@ OptionMenu "SWWMOptionMenu" StaticText "$SWWM_ITITLE", 1 Option "$SWWM_USETOPICKUP", "swwm_usetopickup", "YesNo" Option "$SWWM_MELEEPICKUP", "swwm_meleepickup", "YesNo" + Option "$SWWM_EXTENDEDPICKUP", "swwm_extendedpickup", "YesNo" Option "$SWWM_ARMORUSE", "swwm_autousearmor", "YesNo" Option "$SWWM_HEALTHUSE", "swwm_autousehealth", "YesNo" IfGame(Doom) @@ -309,9 +307,9 @@ ListMenu "MainMenu" { Class "SWWMMainMenu" Size Clean - Font "BigFont", "White", "Sapphire" + Font "TewiFontOutline", "White", "Sapphire" Selector "graphics/DemoIcon.png", -24, 0 - LineSpacing 36 + LineSpacing 32 SWWMLogo Position 0, 56 SWWMTextItemM "$MNU_NEWGAME", "n", "PlayerclassMenu" @@ -324,9 +322,9 @@ ListMenu "MainMenuTextOnly" { Class "SWWMMainMenu" Size Clean - Font "BigFont", "White", "Sapphire" + Font "TewiFontOutline", "White", "Sapphire" Selector "graphics/DemoIcon.png", -24, 0 - LineSpacing 36 + LineSpacing 32 SWWMLogo Position 0, 56 SWWMTextItemM "$MNU_NEWGAME", "n", "PlayerclassMenu" @@ -339,9 +337,9 @@ ListMenu "GameFilesMenu" { Class "SWWMCleanMenu" Size Clean - Font "BigFont", "White", "Sapphire" + Font "TewiFontOutline", "White", "Sapphire" Selector "graphics/DemoIcon.png", -24, 0 - LineSpacing 36 + LineSpacing 32 Position 0, 88 SWWMTextItemM "$MNU_LOADGAME", "l", "LoadGameMenu" SWWMTextItemM "$MNU_SAVEGAME", "s", "SaveGameMenu" @@ -358,7 +356,7 @@ ListMenu "EpisodeMenu" { NetgameMessage "$CNEWGAME" } - Font "BigFont", "White", "Sapphire" + Font "TewiFontOutline", "White", "Sapphire" Selector "graphics/DemoIcon.png", -24, 0 LineSpacing 0 SWWMStaticTextM 0, 0, "$MNU_EPISODE", "Blue" @@ -369,7 +367,7 @@ ListMenu "SkillMenu" { Class "SWWMBigMenuHack" Size Clean - Font "BigFont", "White", "Sapphire" + Font "TewiFontOutline", "White", "Sapphire" Selector "graphics/DemoIcon.png", -24, 0 LineSpacing 0 SWWMStaticTextM 0, 0, "$MNU_CHOOSESKILL", "Blue" diff --git a/modeldef.ammo b/modeldef.ammo index c02f73d18..430925494 100644 --- a/modeldef.ammo +++ b/modeldef.ammo @@ -73,43 +73,6 @@ Model "GreenShell4" FrameIndex XZW1 A 0 0 } -Model "WhiteShell" -{ - Path "models" - - Model 0 "ShellAmmo_One_d.3d" - Skin 0 "Shell_Dragon.png" - Scale 0.024 0.024 0.024 - PitchOffset 30 - ZOffset 16 - ROTATING - - FrameIndex XZW1 A 0 0 -} -Model "WhiteShell2" -{ - Path "models" - - Model 0 "ShellAmmo_Two_d.3d" - Skin 0 "Shell_Dragon.png" - Scale 0.024 0.024 0.024 - ZOffset 16 - ROTATING - - FrameIndex XZW1 A 0 0 -} -Model "WhiteShell4" -{ - Path "models" - - Model 0 "ShellAmmo_Four_d.3d" - Skin 0 "Shell_Dragon.png" - Scale 0.024 0.024 0.024 - ZOffset 16 - ROTATING - - FrameIndex XZW1 A 0 0 -} Model "BlueShell" { diff --git a/modeldef.collectibles b/modeldef.collectibles index 060003f5e..7f74b10f6 100644 --- a/modeldef.collectibles +++ b/modeldef.collectibles @@ -109,7 +109,7 @@ Model "KirinCummies" Model 0 "TootFroot_d.3d" SurfaceSkin 0 0 "TootFroot.png" - SurfaceSkin 0 1 "matcap/silvermap.png" + SurfaceSkin 0 1 "envmap/silverenv.png" Scale 0.015 0.015 0.015 ZOffset 16 PitchOffset 30 diff --git a/modeldef.dlcammo b/modeldef.dlcammo index 832ceb53a..cf19f17c8 100644 --- a/modeldef.dlcammo +++ b/modeldef.dlcammo @@ -262,6 +262,59 @@ Model "SparksterRAmmo3" FrameIndex XZW1 A 0 0 } +Model "RayBolt" +{ + Path "models/extra" + + Model 0 "BaseCube_d.3d" + Skin 0 "CHIPTILY" + Scale 0.025 0.025 0.025 + ZOffset 16 + PitchOffset 30 + ROTATING + + FrameIndex XZW1 A 0 0 +} +Model "RayBolt2" +{ + Path "models/extra" + + Model 0 "BaseCube_d.3d" + Skin 0 "CHIPTILY" + Scale 0.025 0.025 0.025 + ZOffset 16 + PitchOffset 30 + ROTATING + + FrameIndex XZW1 A 0 0 +} +Model "RayBolt5" +{ + Path "models/extra" + + Model 0 "BaseCube_d.3d" + Skin 0 "CHIPTILY" + Scale 0.025 0.025 0.025 + ZOffset 16 + PitchOffset 30 + ROTATING + + FrameIndex XZW1 A 0 0 +} +Model "RayAmmo" +{ + Path "models/extra" + + Model 0 "BaseCube_d.3d" + Skin 0 "CHIPTILY" + Scale 0.04 0.04 0.04 + ZOffset 16 + PitchOffset 30 + ROTATING + + FrameIndex XZW1 A 0 0 +} + Model "MisterRound" { Path "models/extra" @@ -380,72 +433,6 @@ Model "MisterGAmmo3" FrameIndex XZW1 A 0 0 } -Model "RayBolt" -{ - Path "models/extra" - - Model 0 "BaseCube_d.3d" - Skin 0 "CHIPTILY" - Scale 0.025 0.025 0.025 - ZOffset 16 - PitchOffset 30 - ROTATING - - FrameIndex XZW1 A 0 0 -} -Model "RayBolt2" -{ - Path "models/extra" - - Model 0 "BaseCube_d.3d" - Skin 0 "CHIPTILY" - Scale 0.025 0.025 0.025 - ZOffset 16 - PitchOffset 30 - ROTATING - - FrameIndex XZW1 A 0 0 -} -Model "RayBolt5" -{ - Path "models/extra" - - Model 0 "BaseCube_d.3d" - Skin 0 "CHIPTILY" - Scale 0.025 0.025 0.025 - ZOffset 16 - PitchOffset 30 - ROTATING - - FrameIndex XZW1 A 0 0 -} -Model "RayAmmo" -{ - Path "models/extra" - - Model 0 "BaseCube_d.3d" - Skin 0 "CHIPTILY" - Scale 0.04 0.04 0.04 - ZOffset 16 - PitchOffset 30 - ROTATING - - FrameIndex XZW1 A 0 0 -} -Model "RayBattery" -{ - Path "models/extra" - - Model 0 "BaseCube_d.3d" - Skin 0 "CHIPTILY" - Scale 0.035 0.035 0.035 - ZOffset 16 - PitchOffset 30 - ROTATING - - FrameIndex XZW1 A 0 0 -} - Model "UltimatePod" { Path "models/extra" diff --git a/modeldef.itemgesture b/modeldef.itemgesture index 21ce2f2df..bb00fc12d 100644 --- a/modeldef.itemgesture +++ b/modeldef.itemgesture @@ -305,7 +305,7 @@ Model "KirinCummiesGesture" SurfaceSkin 0 1 "DemoArms.png" SurfaceSkin 0 2 "DemoSoft.png" SurfaceSkin 0 3 "TootFroot.png" - SurfaceSkin 0 4 "matcap/silvermap.png" + SurfaceSkin 0 4 "envmap/silverenv.png" AngleOffset -90 Scale -0.005 0.0025 0.005 diff --git a/modeldef.keygesture b/modeldef.keygesture index 64547ad90..2580bf8e9 100644 --- a/modeldef.keygesture +++ b/modeldef.keygesture @@ -1221,7 +1221,7 @@ Model "SWWMGreenKeyGesture" SurfaceSkin 0 0 "DemoTags.png" SurfaceSkin 0 1 "DemoArms.png" SurfaceSkin 0 2 "DemoSoft.png" - SurfaceSkin 0 3 "matcap/greenmap.png" + SurfaceSkin 0 3 "envmap/greenenv.png" AngleOffset -90 Scale -0.005 0.0025 0.005 @@ -1342,7 +1342,7 @@ Model "SWWMBlueKeyGesture" SurfaceSkin 0 0 "DemoTags.png" SurfaceSkin 0 1 "DemoArms.png" SurfaceSkin 0 2 "DemoSoft.png" - SurfaceSkin 0 3 "matcap/blumap.png" + SurfaceSkin 0 3 "envmap/bluenv.png" AngleOffset -90 Scale -0.005 0.0025 0.005 @@ -1463,7 +1463,7 @@ Model "SWWMYellowKeyGesture" SurfaceSkin 0 0 "DemoTags.png" SurfaceSkin 0 1 "DemoArms.png" SurfaceSkin 0 2 "DemoSoft.png" - SurfaceSkin 0 3 "matcap/goldmap.png" + SurfaceSkin 0 3 "envmap/goldenv.png" AngleOffset -90 Scale -0.005 0.0025 0.005 @@ -1584,7 +1584,7 @@ Model "SWWMRedKeyGesture" SurfaceSkin 0 0 "DemoTags.png" SurfaceSkin 0 1 "DemoArms.png" SurfaceSkin 0 2 "DemoSoft.png" - SurfaceSkin 0 3 "matcap/redmap.png" + SurfaceSkin 0 3 "envmap/redenv.png" AngleOffset -90 Scale -0.005 0.0025 0.005 diff --git a/modeldef.keys b/modeldef.keys index 65de32746..40b5bed6a 100644 --- a/modeldef.keys +++ b/modeldef.keys @@ -213,7 +213,7 @@ Model "SWWMKeyGreen" { Path "models" Model 0 "HereticGreenKey_d.3d" - Skin 0 "matcap/greenmap.png" + Skin 0 "envmap/greenenv.png" Scale 0.05 0.05 0.05 RollOffset 15 ZOffset 16 @@ -225,7 +225,7 @@ Model "SWWMKeyBlue" { Path "models" Model 0 "HereticBlueKey_d.3d" - Skin 0 "matcap/blumap.png" + Skin 0 "envmap/bluenv.png" Scale 0.04 0.04 0.04 RollOffset 15 ZOffset 16 @@ -237,7 +237,7 @@ Model "SWWMKeyYellow" { Path "models" Model 0 "HereticYellowKey_d.3d" - Skin 0 "matcap/goldmap.png" + Skin 0 "envmap/goldenv.png" Scale 0.05 0.05 0.05 RollOffset 15 ZOffset 16 @@ -249,7 +249,7 @@ Model "SWWMKeyRed" { Path "models" Model 0 "HereticRedKey_d.3d" - Skin 0 "matcap/redmap.png" + Skin 0 "envmap/redenv.png" Scale 0.05 0.05 0.05 RollOffset 15 ZOffset 16 diff --git a/modeldef.misc b/modeldef.misc index 264d9fe1f..160da78e6 100644 --- a/modeldef.misc +++ b/modeldef.misc @@ -3,7 +3,7 @@ Model "Unknown" Path "models" Model 0 "extra/IAmError_d.3d" - Skin 0 "matcap/errormap.png" + Skin 0 "ERRORENV" Scale 0.0625 0.0625 0.0625 AngleOffset 90 ZOffset 32 @@ -20,33 +20,33 @@ Model "FancyConfetti" USEACTORPITCH USEACTORROLL - Skin 0 "matcap/goldmap.png" + Skin 0 "envmap/goldenv.png" FrameIndex XZW1 A 0 0 - Skin 0 "matcap/blumap.png" + Skin 0 "envmap/bluenv.png" FrameIndex XZW1 B 0 0 - Skin 0 "matcap/darkmap.png" + Skin 0 "envmap/darkenv.png" FrameIndex XZW1 C 0 0 - Skin 0 "matcap/greenmap.png" + Skin 0 "envmap/greenenv.png" FrameIndex XZW1 D 0 0 - Skin 0 "matcap/invincimap.png" + Skin 0 "envmap/ekaenv.png" FrameIndex XZW1 E 0 0 - Skin 0 "matcap/pinkmap.png" + Skin 0 "envmap/watrenv.png" FrameIndex XZW1 F 0 0 - Skin 0 "matcap/purpmap.png" + Skin 0 "envmap/purpenv.png" FrameIndex XZW1 G 0 0 - Skin 0 "matcap/ragemap.png" + Skin 0 "envmap/telenv.png" FrameIndex XZW1 H 0 0 - Skin 0 "matcap/redmap.png" + Skin 0 "envmap/redenv.png" FrameIndex XZW1 I 0 0 - Skin 0 "matcap/silvermap.png" + Skin 0 "envmap/silverenv.png" FrameIndex XZW1 J 0 0 - Skin 0 "matcap/dekamap.png" + Skin 0 "envmap/dekaenv.png" FrameIndex XZW1 K 0 0 - Skin 0 "matcap/glassmap.png" + Skin 0 "envmap/iceenv.png" FrameIndex XZW1 L 0 0 - Skin 0 "matcap/leadmap.png" + Skin 0 "envmap/leadenv.png" FrameIndex XZW1 M 0 0 - Skin 0 "matcap/puromap.png" + Skin 0 "envmap/puroenv.png" FrameIndex XZW1 N 0 0 } @@ -255,7 +255,7 @@ Model "SWWMShadow" FrameIndex XZW1 A 0 0 } -Model "ShinemapDebugSphere" +Model "EnvmapDebugSphere" { Path "models" Model 0 "extra/UnitSphere.obj" @@ -263,44 +263,68 @@ Model "ShinemapDebugSphere" ZOffset 32 DONTCULLBACKFACES - Skin 0 "matcap/barriermap.png" + Skin 0 "envmap/blodenv.png" FrameIndex XZW1 A 0 0 - Skin 0 "matcap/blumap.png" + Skin 0 "envmap/bluenv.png" FrameIndex XZW1 B 0 0 - Skin 0 "matcap/darkmap.png" + Skin 0 "envmap/darkenv.png" FrameIndex XZW1 C 0 0 - Skin 0 "matcap/dekamap.png" + Skin 0 "envmap/dekaenv.png" FrameIndex XZW1 D 0 0 - Skin 0 "matcap/errormap.png" + Skin 0 "envmap/ekaenv.png" FrameIndex XZW1 E 0 0 - Skin 0 "matcap/glassmap.png" + Skin 0 "envmap/glassenv.png" FrameIndex XZW1 F 0 0 - Skin 0 "matcap/goldmap.png" + Skin 0 "envmap/glss2env.png" FrameIndex XZW1 G 0 0 - Skin 0 "matcap/greenmap.png" + Skin 0 "envmap/glss3env.png" FrameIndex XZW1 H 0 0 - Skin 0 "matcap/invincimap.png" + Skin 0 "envmap/glss4env.png" FrameIndex XZW1 I 0 0 - Skin 0 "matcap/kinymap.png" + Skin 0 "envmap/glss5env.png" FrameIndex XZW1 J 0 0 - Skin 0 "matcap/leadmap.png" + Skin 0 "envmap/glss6env.png" FrameIndex XZW1 K 0 0 - Skin 0 "matcap/nkrknmap.png" + Skin 0 "envmap/goldenv.png" FrameIndex XZW1 L 0 0 - Skin 0 "matcap/nokromap.png" + Skin 0 "envmap/greenenv.png" FrameIndex XZW1 M 0 0 - Skin 0 "matcap/pearlmap.png" + Skin 0 "envmap/iceenv.png" FrameIndex XZW1 N 0 0 - Skin 0 "matcap/pinkmap.png" + Skin 0 "envmap/kinyenv.png" FrameIndex XZW1 O 0 0 - Skin 0 "matcap/puromap.png" + Skin 0 "envmap/lavaenv.png" FrameIndex XZW1 P 0 0 - Skin 0 "matcap/purpmap.png" + Skin 0 "envmap/leadenv.png" FrameIndex XZW1 Q 0 0 - Skin 0 "matcap/ragemap.png" + Skin 0 "envmap/nokrenv.png" FrameIndex XZW1 R 0 0 - Skin 0 "matcap/redmap.png" + Skin 0 "envmap/nukenv.png" FrameIndex XZW1 S 0 0 - Skin 0 "matcap/silvermap.png" + Skin 0 "envmap/ockoenv.png" FrameIndex XZW1 T 0 0 + Skin 0 "envmap/pronoenv.png" + FrameIndex XZW1 U 0 0 + Skin 0 "envmap/puroenv.png" + FrameIndex XZW1 V 0 0 + Skin 0 "envmap/purpenv.png" + FrameIndex XZW1 W 0 0 + Skin 0 "envmap/redenv.png" + FrameIndex XZW1 X 0 0 + Skin 0 "envmap/reflenv.png" + FrameIndex XZW1 Y 0 0 + Skin 0 "envmap/rfl2env.png" + FrameIndex XZW1 Z 0 0 + Skin 0 "envmap/silverenv.png" + FrameIndex XZW2 A 0 0 + Skin 0 "envmap/tarenv.png" + FrameIndex XZW2 B 0 0 + Skin 0 "envmap/telenv.png" + FrameIndex XZW2 C 0 0 + Skin 0 "envmap/watrenv.png" + FrameIndex XZW2 D 0 0 + Skin 0 "ERRORENV" + FrameIndex XZW2 E 0 0 + Skin 0 "BARRIENV" + FrameIndex XZW2 F 0 0 } diff --git a/modeldef.pickups b/modeldef.pickups index 5b7c40940..4956e5c65 100644 --- a/modeldef.pickups +++ b/modeldef.pickups @@ -100,7 +100,7 @@ Model "GrilledCheeseSandwich" { Path "models" Model 0 "Sandwich_d.3d" - SurfaceSkin 0 0 "matcap/goldmap.png" + SurfaceSkin 0 0 "envmap/goldenv.png" SurfaceSkin 0 1 "Sandwich.png" Scale 0.04 0.04 0.04 PitchOffset -45 @@ -125,7 +125,7 @@ Model "GhostArtifactX" { Path "models" Model 0 "GhostArtifact_d.3d" - SurfaceSkin 0 0 "matcap/darkmap.png" + SurfaceSkin 0 0 "envmap/darkenv.png" Scale 0.05 0.05 0.05 ZOffset 16 @@ -147,7 +147,7 @@ Model "GravityX" { Path "models" Model 0 "Gravity_d.3d" - SurfaceSkin 0 1 "matcap/silvermap.png" + SurfaceSkin 0 1 "envmap/watrenv.png" Scale 0.06 0.06 0.06 ZOffset 16 @@ -169,7 +169,7 @@ Model "InvinciballX" { Path "models" Model 0 "Invinciball_d.3d" - SurfaceSkin 0 1 "matcap/invincimap.png" + SurfaceSkin 0 1 "envmap/redenv.png" Scale 0.04 0.04 0.04 ZOffset 16 @@ -191,7 +191,7 @@ Model "RagekitX" { Path "models" Model 0 "Ragekit_d.3d" - SurfaceSkin 0 1 "matcap/ragemap.png" + SurfaceSkin 0 1 "envmap/lavaenv.png" Scale 0.05 0.05 0.05 ZOffset 16 @@ -278,7 +278,7 @@ Model "EBarrierX" { Path "models" Model 0 "Barrier_d.3d" - SurfaceSkin 0 1 "matcap/barriermap.png" + SurfaceSkin 0 1 "BARRIENV" Scale 0.05 0.05 0.05 ZOffset 16 DONTCULLBACKFACES diff --git a/modeldef.pusher b/modeldef.pusher deleted file mode 100644 index b7ca22e7d..000000000 --- a/modeldef.pusher +++ /dev/null @@ -1,151 +0,0 @@ -Model "PusherProjectile" -{ - Path "models" - - Model 0 "PusherPickup_d.3d" - Skin 0 "Pusher.png" - Scale 0.15 0.15 0.15 - ZOffset 5 - USEACTORPITCH - USEACTORROLL - - FrameIndex XZW1 A 0 0 -} - -Model "PusherWeapon" -{ - Path "models" - - Model 0 "PusherPickup_d.3d" - Skin 0 "Pusher.png" - Scale 0.15 0.15 0.15 - AngleOffset 180 - ZOffset 20 - ROTATING - - FrameIndex XZW1 A 0 0 -} - -Model "PusherWeapon" -{ - Path "models" - - Model 1 "Pusher1st_d.3d" - SurfaceSkin 1 0 "DemoTags.png" - SurfaceSkin 1 1 "DemoArms.png" - SurfaceSkin 1 2 "DemoSoft.png" - SurfaceSkin 1 3 "Pusher.png" - - AngleOffset -90 - Scale -0.005 0.0025 0.005 - Offset 2 0 1 - - // Still / Deselect - FrameIndex XZW2 A 1 0 - FrameIndex XZW2 B 1 1 - FrameIndex XZW2 C 1 2 - FrameIndex XZW2 D 1 3 - FrameIndex XZW2 E 1 4 - FrameIndex XZW2 F 1 5 - // DeselectEnd / Select - FrameIndex XZW2 G 1 6 - FrameIndex XZW2 H 1 7 - FrameIndex XZW2 I 1 8 - FrameIndex XZW2 J 1 9 - FrameIndex XZW2 K 1 10 - FrameIndex XZW2 L 1 11 - // FireStart - FrameIndex XZW2 M 1 13 - // Fire - FrameIndex XZW2 N 1 14 - FrameIndex XZW2 O 1 15 - FrameIndex XZW2 P 1 16 - FrameIndex XZW2 Q 1 17 - FrameIndex XZW2 R 1 18 - FrameIndex XZW2 S 1 19 - // FireEnd - FrameIndex XZW2 T 1 21 - // AltFire - FrameIndex XZW2 U 1 23 - FrameIndex XZW2 V 1 24 - FrameIndex XZW2 W 1 25 - FrameIndex XZW2 X 1 26 - FrameIndex XZW2 Y 1 27 - FrameIndex XZW2 Z 1 28 - FrameIndex XZW3 A 1 29 - FrameIndex XZW3 B 1 30 - FrameIndex XZW3 C 1 31 - FrameIndex XZW3 D 1 32 - FrameIndex XZW3 E 1 33 - FrameIndex XZW3 F 1 34 - FrameIndex XZW3 G 1 35 - FrameIndex XZW3 H 1 36 - // AltFireRelease - FrameIndex XZW5 R 1 37 // oops, forgot this frame - FrameIndex XZW3 I 1 38 - FrameIndex XZW3 J 1 39 - FrameIndex XZW3 K 1 40 - FrameIndex XZW3 L 1 41 - FrameIndex XZW3 M 1 42 - FrameIndex XZW3 N 1 43 - FrameIndex XZW3 O 1 44 - FrameIndex XZW3 P 1 45 - // AltFireMiss - SurfaceSkin 1 3 "" - FrameIndex XZW3 Q 1 47 - FrameIndex XZW3 R 1 48 - FrameIndex XZW3 S 1 49 - FrameIndex XZW3 T 1 50 - FrameIndex XZW3 U 1 51 - FrameIndex XZW3 V 1 52 - FrameIndex XZW3 W 1 53 - SurfaceSkin 1 3 "Pusher.png" - // Idle - FrameIndex XZW3 X 1 55 - FrameIndex XZW3 Y 1 56 - FrameIndex XZW3 Z 1 57 - FrameIndex XZW4 A 1 58 - FrameIndex XZW4 B 1 59 - FrameIndex XZW4 C 1 60 - FrameIndex XZW4 D 1 61 - FrameIndex XZW4 E 1 62 - FrameIndex XZW4 F 1 63 - FrameIndex XZW4 G 1 64 - FrameIndex XZW4 H 1 65 - FrameIndex XZW4 I 1 66 - FrameIndex XZW4 J 1 67 - FrameIndex XZW4 K 1 68 - FrameIndex XZW4 L 1 69 - FrameIndex XZW4 M 1 70 - FrameIndex XZW4 N 1 71 - FrameIndex XZW4 O 1 72 - FrameIndex XZW4 P 1 73 - FrameIndex XZW4 Q 1 74 - FrameIndex XZW4 R 1 75 - FrameIndex XZW4 S 1 76 - FrameIndex XZW4 T 1 77 - FrameIndex XZW4 U 1 78 - FrameIndex XZW4 V 1 79 - FrameIndex XZW4 W 1 80 - FrameIndex XZW4 X 1 81 - FrameIndex XZW4 Y 1 82 - FrameIndex XZW4 Z 1 83 - // Melee - FrameIndex XZW5 A 1 85 - FrameIndex XZW5 B 1 86 - FrameIndex XZW5 C 1 87 - FrameIndex XZW5 D 1 88 - FrameIndex XZW5 E 1 89 - FrameIndex XZW5 F 1 90 - FrameIndex XZW5 G 1 91 - FrameIndex XZW5 H 1 92 - FrameIndex XZW5 I 1 93 - FrameIndex XZW5 J 1 94 - FrameIndex XZW5 K 1 95 - FrameIndex XZW5 L 1 96 - FrameIndex XZW5 M 1 97 - FrameIndex XZW5 N 1 98 - FrameIndex XZW5 O 1 99 - FrameIndex XZW5 P 1 100 - FrameIndex XZW5 Q 1 101 -} diff --git a/modeldef.spreadgun b/modeldef.spreadgun index 08b0adb10..3a02eed7e 100644 --- a/modeldef.spreadgun +++ b/modeldef.spreadgun @@ -26,20 +26,6 @@ Model "GreenShellCasing" ZOffset 1 FrameIndex XZW1 B 0 0 } -Model "WhiteShellCasing" -{ - Path "models" - - Model 0 "ShotShell_d.3d" - Skin 0 "Shell_Dragon_Used.png" - Scale 0.15 0.15 0.15 - USEACTORPITCH - USEACTORROLL - - FrameIndex XZW1 A 0 0 - ZOffset 1 - FrameIndex XZW1 B 0 0 -} Model "BlueShellCasing" { Path "models" @@ -170,7 +156,7 @@ Model "TheBall" Path "models" Model 0 "extra/BaseSphere_d.3d" - Skin 0 "matcap/leadmap.png" + Skin 0 "envmap/leadenv.png" Scale 0.006 0.006 0.006 ZOffset 1 @@ -208,10 +194,6 @@ Model "Spreadgun" Scale 0.08 0.08 0.08 Skin 2 "ShotgMuz.png" FrameIndex XZW0 B 2 0 - // dragon - Scale 0.12 0.12 0.12 - Skin 2 "ShotgMuz.png" - FrameIndex XZW0 C 2 0 // kinylum Scale 0.13 0.13 0.13 Skin 2 "ShotgMuzSalt.png" @@ -335,27 +317,6 @@ Model "Spreadgun" FrameIndex XZW4 Y 1 60 SurfaceSkin 1 4 "" FrameIndex XZW4 Z 1 61 - // Unload (White) - SurfaceSkin 1 4 "Shell_Dragon_Used.png" - FrameIndex XZW5 A 1 44 - FrameIndex XZW5 B 1 45 - FrameIndex XZW5 C 1 46 - FrameIndex XZW5 D 1 47 - FrameIndex XZW5 E 1 48 - FrameIndex XZW5 F 1 49 - FrameIndex XZW5 G 1 50 - FrameIndex XZW5 H 1 51 - FrameIndex XZW5 I 1 52 - FrameIndex XZW5 J 1 53 - FrameIndex XZW5 K 1 54 - FrameIndex XZW5 L 1 55 - FrameIndex XZW5 M 1 56 - FrameIndex XZW5 N 1 57 - FrameIndex XZW5 O 1 58 - FrameIndex XZW5 P 1 59 - FrameIndex XZW5 Q 1 60 - SurfaceSkin 1 4 "" - FrameIndex XZW5 R 1 61 // Unload (Blue) SurfaceSkin 1 4 "Shell_Kinylum_Used.png" FrameIndex XZW5 S 1 44 @@ -516,44 +477,6 @@ Model "Spreadgun" FrameIndex XZWA Y 1 93 FrameIndex XZWA Z 1 94 SurfaceSkin 1 4 "" - // Load (White) - SurfaceSkin 1 5 "Shell_Dragon.png" - FrameIndex XZWB A 1 62 - FrameIndex XZWB B 1 63 - FrameIndex XZWB C 1 64 - FrameIndex XZWB D 1 65 - FrameIndex XZWB E 1 66 - FrameIndex XZWB F 1 67 - FrameIndex XZWB G 1 68 - FrameIndex XZWB H 1 69 - FrameIndex XZWB I 1 70 - FrameIndex XZWB J 1 71 - FrameIndex XZWB K 1 72 - SurfaceSkin 1 5 "" - SurfaceSkin 1 4 "Shell_Dragon.png" - FrameIndex XZWB L 1 73 - FrameIndex XZWB M 1 74 - FrameIndex XZWB N 1 75 - FrameIndex XZWB O 1 76 - FrameIndex XZWB P 1 77 - FrameIndex XZWB Q 1 78 - FrameIndex XZWB R 1 79 - FrameIndex XZWB S 1 80 - FrameIndex XZWB T 1 81 - FrameIndex XZWB U 1 82 - FrameIndex XZWB V 1 83 - FrameIndex XZWB W 1 84 - FrameIndex XZWB X 1 85 - FrameIndex XZWB Y 1 86 - FrameIndex XZWB Z 1 87 - FrameIndex XZWC A 1 88 - FrameIndex XZWC B 1 89 - FrameIndex XZWC C 1 90 - FrameIndex XZWC D 1 91 - FrameIndex XZWC E 1 92 - FrameIndex XZWC F 1 93 - FrameIndex XZWC G 1 94 - SurfaceSkin 1 4 "" // Load (Blue) SurfaceSkin 1 5 "Shell_Kinylum.png" FrameIndex XZWC H 1 62 @@ -833,27 +756,6 @@ Model "Spreadgun" FrameIndex XZWL R 1 196 SurfaceSkin 1 4 "" FrameIndex XZWL S 1 197 - // Unload (White) - SurfaceSkin 1 4 "Shell_Dragon.png" - FrameIndex XZWL T 1 180 - FrameIndex XZWL U 1 181 - FrameIndex XZWL V 1 182 - FrameIndex XZWL W 1 183 - FrameIndex XZWL X 1 184 - FrameIndex XZWL Y 1 185 - FrameIndex XZWL Z 1 186 - FrameIndex XZWM A 1 187 - FrameIndex XZWM B 1 188 - FrameIndex XZWM C 1 189 - FrameIndex XZWM D 1 190 - FrameIndex XZWM E 1 191 - FrameIndex XZWM F 1 192 - FrameIndex XZWM G 1 193 - FrameIndex XZWM H 1 194 - FrameIndex XZWM I 1 195 - FrameIndex XZWM J 1 196 - SurfaceSkin 1 4 "" - FrameIndex XZWM K 1 197 // Unload (Blue) SurfaceSkin 1 4 "Shell_Kinylum.png" FrameIndex XZWM L 1 180 @@ -1014,46 +916,6 @@ Model "Spreadgun" FrameIndex XZWR R 1 229 FrameIndex XZWR S 1 230 SurfaceSkin 1 4 "" - // Load (White) - SurfaceSkin 1 5 "Shell_Dragon.png" - FrameIndex XZWR T 1 198 - FrameIndex XZWR U 1 199 - FrameIndex XZWR V 1 200 - FrameIndex XZWR W 1 201 - FrameIndex XZWR X 1 202 - FrameIndex XZWR Y 1 203 - FrameIndex XZWR Z 1 204 - FrameIndex XZWS A 1 205 - FrameIndex XZWS B 1 206 - FrameIndex XZWS C 1 207 - FrameIndex XZWS D 1 208 - SurfaceSkin 1 5 "" - SurfaceSkin 1 4 "Shell_Dragon.png" - FrameIndex XZWS E 1 209 - FrameIndex XZWS F 1 210 - FrameIndex XZWS G 1 211 - FrameIndex XZWS H 1 212 - FrameIndex XZWS I 1 213 - FrameIndex XZWS J 1 214 - FrameIndex XZWS K 1 215 - FrameIndex XZWS L 1 216 - FrameIndex XZWS M 1 217 - FrameIndex XZWS N 1 218 - FrameIndex XZWS O 1 219 - FrameIndex XZWS P 1 220 - FrameIndex XZWS Q 1 221 - FrameIndex XZWS R 1 222 - SurfaceSkin 1 5 "" - SurfaceSkin 1 4 "Shell_Gold.png" - FrameIndex XZWS S 1 223 - FrameIndex XZWS T 1 224 - FrameIndex XZWS U 1 225 - FrameIndex XZWS V 1 226 - FrameIndex XZWS W 1 227 - FrameIndex XZWS X 1 228 - FrameIndex XZWS Y 1 229 - FrameIndex XZWS Z 1 230 - SurfaceSkin 1 4 "" // Load (Blue) SurfaceSkin 1 5 "Shell_Kinylum.png" FrameIndex XZWT A 1 198 diff --git a/models/Pusher.blend b/models/Pusher.blend deleted file mode 100644 index f07fb0dae..000000000 Binary files a/models/Pusher.blend and /dev/null differ diff --git a/models/Pusher.png b/models/Pusher.png deleted file mode 100644 index 7c6c85d1e..000000000 Binary files a/models/Pusher.png and /dev/null differ diff --git a/models/Pusher1st.blend b/models/Pusher1st.blend deleted file mode 100644 index 56daad1ab..000000000 Binary files a/models/Pusher1st.blend and /dev/null differ diff --git a/models/Pusher1st_a.3d b/models/Pusher1st_a.3d deleted file mode 100644 index 3822d3648..000000000 Binary files a/models/Pusher1st_a.3d and /dev/null differ diff --git a/models/Pusher1st_d.3d b/models/Pusher1st_d.3d deleted file mode 100644 index 57c1243c5..000000000 Binary files a/models/Pusher1st_d.3d and /dev/null differ diff --git a/models/PusherPickup_a.3d b/models/PusherPickup_a.3d deleted file mode 100644 index 6538d14cf..000000000 Binary files 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/dev/null differ diff --git a/models/modelnotes.txt b/models/modelnotes.txt index dc7bde861..1620c8bf2 100644 --- a/models/modelnotes.txt +++ b/models/modelnotes.txt @@ -41,6 +41,24 @@ Ammo models: Collectible models: - Saya's Mug +# Misc + +Gib models: + x Steak + x Breast + x Drumstick + - Sausage + - Pork Chop + - Bone + - Heart + - Eyeball + - Fish + - Half-Eaten Sandwich + - Cookie + - Tomato + - Rubber Duck + - Shoe + # Final Update Character models: diff --git a/palettes/GrandExpl.pal b/palettes/GrandExpl.pal deleted file mode 100644 index bf03ef1c4..000000000 Binary files a/palettes/GrandExpl.pal and /dev/null differ diff --git a/palettes/KinyExpl.pal b/palettes/KinyExpl.pal new file mode 100644 index 000000000..57d9c8a10 Binary files /dev/null and b/palettes/KinyExpl.pal differ diff --git a/palettes/MADCAT.pal b/palettes/MADCAT.pal deleted file mode 100644 index 59b152556..000000000 Binary files a/palettes/MADCAT.pal and /dev/null differ diff --git a/palettes/NokrExpl.pal b/palettes/NokrExpl.pal new file mode 100644 index 000000000..da6e039ad Binary files /dev/null and b/palettes/NokrExpl.pal differ diff --git a/palettes/SWWMGZ.pal b/palettes/SWWMGZ.pal deleted file mode 100644 index 1c73c4cc2..000000000 Binary files a/palettes/SWWMGZ.pal and /dev/null differ diff --git a/palettes/SWWMGZStartup.pal b/palettes/SWWMGZStartup.pal deleted file mode 100644 index a5ab9fcc1..000000000 Binary files a/palettes/SWWMGZStartup.pal and /dev/null differ diff --git a/palettes/SWWMGZTerm.pal b/palettes/SWWMGZTerm.pal deleted file mode 100644 index 0dcf2a063..000000000 Binary files a/palettes/SWWMGZTerm.pal and /dev/null differ diff --git a/readme.txt b/readme.txt index e6b4036b4..e194ec76c 100644 --- a/readme.txt +++ b/readme.txt @@ -1,8 +1,8 @@ - CODENAME: DEMOLITIONIST - a.k.a. - Some Weird Weapons Mod: GZDoom Edition ----------------------------------------- -(C)2020-2022 Marisa Kirisame - UnSX Team + CODENAME: DEMOLITIONIST + a.k.a. + Some Weird Weapons Mod: GZDoom Edition +-------------------------------------------- +(C)2020-2022 Marisa the Magician - UnSX Team @@ -15,16 +15,15 @@ Index of contents: 2. Inventory 2.1. Weaponry 2.1.1. Deep Impact - 2.1.2. Pusher - 2.1.3. Explodium Gun - 2.1.4. Spreadgun - 2.1.5. Wallbuster - 2.1.6. Eviscerator - 2.1.7. Hellblazer - 2.1.8. Biospark Carbine - 2.1.9. Silver Bullet JET - 2.1.A. Candy Gun - 2.1.B. Ynykron Artifact + 2.1.2. Explodium Gun + 2.1.3. Spreadgun + 2.1.4. Wallbuster + 2.1.5. Eviscerator + 2.1.6. Hellblazer + 2.1.7. Biospark Carbine + 2.1.8. Silver Bullet JET + 2.1.9. Candy Gun + 2.1.A. Ynykron Artifact 2.2. Powerups 2.2.1. Grilled Cheese Sandwich 2.2.2. Elemental Coating @@ -119,15 +118,7 @@ Secondary fire charges up a big thicc air bullet that rips hard. Remember to keep this puppy recharged by pumping more air, especially for that altfire, which requires 100% charge. -2.1.2. Pusher - -Slot 1. Melee weapon. -What was going to be Ultra Suite 2's flagship melee weapon. -Primary fire drills around. -Secondary fire charges up a nice impaling action. The weapon will fly off if -there's nothing to hit, however, so be careful (unless you want it to). - -2.1.3. Explodium Gun +2.1.2. Explodium Gun Slot 2. Pistol. Available at start. Another SWWM staple, the pocket exploder. @@ -136,7 +127,7 @@ Secondary fire arms the mag and throws it as a grenade. Stronger the more bullets you have left in it. You can have two of them, by the way. -2.1.4. Spreadgun +2.1.3. Spreadgun Slot 3. Shotgun. Coming from Instant Action 3, of all places, here's this thing. @@ -147,7 +138,7 @@ want to use it on the other shotgun weapon. Reload does what you'd expect it to do. This thing may be unwieldy, but boy does it let you use some fun ammo types. -2.1.5. Wallbuster +2.1.4. Wallbuster Slot 4. Revolver shotgun. A slight readjustment of a weapon from Total Destruction (cancelled). @@ -158,7 +149,7 @@ Reload opens the reload menu. The instructions provided are self-explanatory. Shooting multiple barrels may allow you to bust doors, bars, and other structures, quite handy. -2.1.6. Eviscerator +2.1.5. Eviscerator Slot 5. Flak cannon. It's back, and it's still pure unadulterated danmaku. @@ -168,7 +159,7 @@ Tertiary fire toggles between wide and tight spread. A rare case of a weapon that doesn't need to reload, as it pulls in ammo from your inventory directly. -2.1.7. Hellblazer +2.1.6. Hellblazer Slot 6. Rocket launcher. We've seen its predecessors before, but now it's time for the new cool kid, the @@ -181,7 +172,7 @@ rockets, it will instead select targets for seeking. Reload does what you'd expect. But when holding rockets, it clears any selected seek targets. That's pretty much all. -2.1.8. Biospark Carbine +2.1.7. Biospark Carbine Slot 7. Energy weapon. The Sparkster is back, but not in pog form however. @@ -191,7 +182,7 @@ Tertiary fire ejects the ammo core turning it into a heatseeking orb of death. Reload reloads. You can stack two mags together if you want, for more shoots, at the price of some slight unstability (you might hurt yourself with it). -2.1.9. Silver Bullet JET +2.1.8. Silver Bullet JET Slot 8. Sniper rifle. The big and bulky brother of that unwieldy thing from Ultra Suite. @@ -203,7 +194,7 @@ Tertiary fire is a zoom. Hold to keep increasing the zoom factor, up to 16x. Crouching with this weapon braces it and disengages the recoil compensator, which can definitely cause some self-hurt from how hot the jet gas can get. -2.1.A. Candy Gun +2.1.9. Candy Gun Slot 9. Pistol (but very strong). A tasty treat of sweetness and DEATH. From the lost forever™ Weirdweapons pack. @@ -213,7 +204,7 @@ Holding secondary and primary fire (in that order) will switch to yeeting the entire damn gun, for some absurd reason. It's very effective, though. Considering that you can dispose of it like that, you can hold some spares. -2.1.B. Ynykron Artifact +2.1.A. Ynykron Artifact Slot 0. Divine WMD (replica). The good ol' Mortal Cannon, now in all its unadulterated glory. @@ -315,7 +306,7 @@ crazy once you get them high enough. Above 100% they'll even start healing you! 2.4. Health - - - - - - -We can go from measly health nuggets that add just one point of health, to the +We can go from measly health nuggets that add just two points of health, to the four-faced tetrahedrons of health or the six-faced cubes. But all of these pale in comparison to the mighty Refresher, which not only gives you a full 100 hp boost, up to a cap of 500, but can also autoactivate should you take mortal @@ -359,8 +350,7 @@ Can also be dual wielded. Slot 3. Revolver. A six shooter, packing some fine... Drilling power. Primary fire does a shoot. -Secondary fire is held for fast shooting mode, where spamming primary will -shoot faster. +Secondary fire does six shoot very fast. 2.6.4. Puntzer Gamma @@ -396,24 +386,24 @@ Secondary fire spews red plasma. Both buttons at once release a deadly purple plasma. Has two reloads, for each ammo type. -2.6.8. Mortal Rifle +2.6.8. Ray-Khom -Slot 8. Battle rifle. +Slot 8. GEP gun. +The most silent way to eliminate Manderley. +Primary fire lobs a silent plasma grenade. It goes far, and it blows up good. +Secondary fire zaps whatever's in front of you, don't use it underwater. +Tertiary fire is a zoom. And this zoom is smart, it even simulates where the +projectile will fall so you won't miss a shot. + +2.6.9. Mortal Rifle + +Slot 9. Battle rifle. A weird as all hell rifle that does everything. Primary fire does schumt. Secondary fire the grenade. Tertiary fire a switch of modes. Have fun. -2.6.9. Ray-Khom - -Slot 9. GEP gun. -The most silent way to eliminate Manderley. -Primary fire lobs a silent plasma grenade. It goes far, and it blows up good. -Secondary fire zaps whatever's in front of you, don't use it underwater. -This weapon has both a primary reload and secondary reload (zoom), as it's -powered by a removable battery. - 2.6.A. Rafan-Kos Slot 0. Ultimate weapon. diff --git a/shaders/glsl/Envmap.fp b/shaders/glsl/Envmap.fp new file mode 100644 index 000000000..26a90d4d5 --- /dev/null +++ b/shaders/glsl/Envmap.fp @@ -0,0 +1,43 @@ +// equirectangular envmap + gradient rim +#define RECIPROCAL_PI2 0.15915494 + +#ifndef RIMSTEP +#define RIMSTEP .5 +#endif +#ifndef ENVFACT +#define ENVFACT 1. +#endif +#ifndef RIMFACT +#define RIMFACT 1. +#endif + +void SetupMaterial( inout Material mat ) +{ + vec3 norm = normalize(vWorldNormal.xyz); + vec3 eye = normalize(uCameraPos.xyz-pixelpos.xyz); + vec3 rvec = normalize(reflect(eye,norm)); + vec2 uv = vec2(atan(rvec.z,rvec.x)*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5); + vec2 uv2 = vec2(atan(rvec.z,abs(rvec.x))*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5); + vec3 envcol = textureGrad(tex,uv,dFdx(uv2),dFdy(uv2)).rgb*ENVFACT; +#ifdef RIM_LIGHTING + float rim = smoothstep(RIMSTEP,1.,1.-abs(dot(eye,norm))); + vec3 rimcol = texture(rimtex,vec2(.25+.5*rim,.5)).rgb; + envcol = mix(envcol,rimcol,rim*RIMFACT); +#endif +#ifdef BARRIER_MAP + vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb; + envcol = (envcol+grad)*.25; +#endif + mat.Base = vec4(envcol,1.); + mat.Normal = ApplyNormalMap(vTexCoord.st); +} + +vec4 ProcessLight( Material mat, vec4 color ) +{ +#ifdef AMBIENT_GLOW + float glow = .75+.25*sin(timer*8); + return vec4(vec3(glow),color.a); +#else + return color; +#endif +} diff --git a/shaders/glsl/Envmask.fp b/shaders/glsl/Envmask.fp new file mode 100644 index 000000000..d5920b996 --- /dev/null +++ b/shaders/glsl/Envmask.fp @@ -0,0 +1,33 @@ +// basic texture + masked equirectangular envmap + gradient rim +#define RECIPROCAL_PI2 0.15915494 + +#ifndef RIMSTEP +#define RIMSTEP .5 +#endif +#ifndef ENVFACT +#define ENVFACT 1. +#endif +#ifndef RIMFACT +#define RIMFACT 1. +#endif + +void SetupMaterial( inout Material mat ) +{ + vec4 base = getTexel(vTexCoord.st); + float mask = texture(masktex,vTexCoord.st).x; + vec3 norm = normalize(vWorldNormal.xyz); + vec3 eye = normalize(uCameraPos.xyz-pixelpos.xyz); + vec3 rvec = normalize(reflect(eye,norm)); + vec2 uv = vec2(atan(rvec.z,rvec.x)*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5); + vec2 uv2 = vec2(atan(rvec.z,abs(rvec.x))*RECIPROCAL_PI2+.5,asin(rvec.y)*RECIPROCAL_PI2+.5); + vec3 envcol = textureGrad(envtex,uv,dFdx(uv2),dFdy(uv2)).rgb*ENVFACT; +#ifdef RIM_LIGHTING + float rim = smoothstep(RIMSTEP,1.,1.-abs(dot(eye,norm))); + vec3 rimcol = texture(rimtex,vec2(.25+.5*rim,.5)).rgb; + envcol = mix(envcol,rimcol,rim*RIMFACT); +#endif + mat.Base = vec4(base.rgb+envcol*mask,base.a); + mat.Normal = ApplyNormalMap(vTexCoord.st); + if ( (uTextureMode&TEXF_Brightmap) != 0 ) + mat.Bright = texture(brighttexture,vTexCoord.st); +} diff --git a/shaders/glsl/Shinemap.fp b/shaders/glsl/Shinemap.fp deleted file mode 100644 index ea744a0ef..000000000 --- a/shaders/glsl/Shinemap.fp +++ /dev/null @@ -1,26 +0,0 @@ -// pseudo-matcap - -void SetupMaterial( inout Material mat ) -{ - vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1); -#ifdef BARRIER_MAP - vec4 basemap = getTexel(rnorm.xy*.49+.5); - basemap.rgb *= .25; - vec3 grad = texture(bartex,vec2(0.,vTexCoord.t*5.+timer)).rgb; - grad *= .25; - mat.Base = basemap+vec4(grad,0.); -#else - mat.Base = getTexel(rnorm.xy*.49+.5); -#endif - mat.Normal = ApplyNormalMap(vTexCoord.st); -} - -vec4 ProcessLight( Material mat, vec4 color ) -{ -#ifdef AMBIENT_GLOW - float glow = .75+.25*sin(timer*8); - return vec4(vec3(glow),color.a); -#else - return color; -#endif -} diff --git a/shaders/glsl/Shinemask.fp b/shaders/glsl/Shinemask.fp deleted file mode 100644 index eed4df75f..000000000 --- a/shaders/glsl/Shinemask.fp +++ /dev/null @@ -1,12 +0,0 @@ -// basic texture + masked pseudo-matcap - -void SetupMaterial( inout Material mat ) -{ - vec4 base = getTexel(vTexCoord.st); - float mask = texture(masktex,vTexCoord.st).x; - vec3 rnorm = normalize(vEyeNormal.xyz)*vec3(1,-1,1); - mat.Base = vec4(base.rgb+texture(envtex,rnorm.xy*.49+.5).rgb*mask,base.a); - mat.Normal = ApplyNormalMap(vTexCoord.st); - if ( (uTextureMode&TEXF_Brightmap) != 0 ) - mat.Bright = texture(brighttexture,vTexCoord.st); -} diff --git a/shaders/pp/Grain.fp b/shaders/pp/Grain.fp index 43fa816e8..020ea3273 100644 --- a/shaders/pp/Grain.fp +++ b/shaders/pp/Grain.fp @@ -1,6 +1,6 @@ /* Complex grain shader ported over from MariENB - (C)2012-2018 Marisa Kirisame + (C)2012-2022 Marisa the Magician */ const float nf = .000005; const vec3 nm1 = vec3(2.05,3.11,2.22); diff --git a/sndinfo.txt b/sndinfo.txt index 36040e821..0c7aa353c 100644 --- a/sndinfo.txt +++ b/sndinfo.txt @@ -61,34 +61,28 @@ voice/default/death2 sounds/voice/default/demodeath2.ogg voice/default/death3 sounds/voice/default/demodeath3.ogg voice/default/death4 sounds/voice/default/demodeath4.ogg voice/default/death5 sounds/voice/default/demodeath5.ogg +voice/default/death6 sounds/voice/default/demodeath6.ogg +voice/default/death7 sounds/voice/default/demodeath7.ogg +voice/default/death8 sounds/voice/default/demodeath8.ogg voice/default/grunt1 sounds/voice/default/demogrunt1.ogg voice/default/grunt2 sounds/voice/default/demogrunt2.ogg voice/default/grunt3 sounds/voice/default/demogrunt3.ogg voice/default/grunt4 sounds/voice/default/demogrunt4.ogg voice/default/grunt5 sounds/voice/default/demogrunt5.ogg -voice/default/grunt6 sounds/voice/default/demogrunt6.ogg voice/default/hipain1 sounds/voice/default/demohipain1.ogg voice/default/hipain2 sounds/voice/default/demohipain2.ogg voice/default/hipain3 sounds/voice/default/demohipain3.ogg -voice/default/hipain4 sounds/voice/default/demohipain4.ogg -voice/default/hipain5 sounds/voice/default/demohipain5.ogg voice/default/lopain1 sounds/voice/default/demolopain1.ogg voice/default/lopain2 sounds/voice/default/demolopain2.ogg -voice/default/lopain3 sounds/voice/default/demolopain3.ogg -voice/default/lopain4 sounds/voice/default/demolopain4.ogg -voice/default/lopain5 sounds/voice/default/demolopain5.ogg voice/default/pain1 sounds/voice/default/demopain1.ogg voice/default/pain2 sounds/voice/default/demopain2.ogg voice/default/pain3 sounds/voice/default/demopain3.ogg -voice/default/pain4 sounds/voice/default/demopain4.ogg -voice/default/pain5 sounds/voice/default/demopain5.ogg -voice/default/pain6 sounds/voice/default/demopain6.ogg -$random voice/default/grunt { voice/default/grunt1 voice/default/grunt2 voice/default/grunt3 voice/default/grunt4 voice/default/grunt5 voice/default/grunt6 } -$random voice/default/lopain { voice/default/lopain1 voice/default/lopain2 voice/default/lopain3 voice/default/lopain4 voice/default/lopain5 } -$random voice/default/pain { voice/default/pain1 voice/default/pain2 voice/default/pain3 voice/default/pain4 voice/default/pain5 } -$random voice/default/hipain { voice/default/hipain1 voice/default/hipain2 voice/default/hipain3 voice/default/hipain4 voice/default/hipain5 } -$random voice/default/death { voice/default/death1 voice/default/death2 voice/default/death3 voice/default/death4 voice/default/death5 } +$random voice/default/grunt { voice/default/grunt1 voice/default/grunt2 voice/default/grunt3 voice/default/grunt4 voice/default/grunt5 } +$random voice/default/lopain { voice/default/lopain1 voice/default/lopain2 } +$random voice/default/pain { voice/default/pain1 voice/default/pain2 voice/default/pain3 } +$random voice/default/hipain { voice/default/hipain1 voice/default/hipain2 voice/default/hipain3 voice/default/hipain2 voice/default/hipain1 } +$random voice/default/death { voice/default/death1 voice/default/death2 voice/default/death3 voice/default/death4 voice/default/death5 voice/default/death6 voice/default/death7 voice/default/death8 } voice/default/fightstart1 sounds/voice/default/va/demofightstart1.ogg voice/default/fightstart2 sounds/voice/default/va/demofightstart2.ogg @@ -319,7 +313,6 @@ voice/default/koraxmasters7 sounds/voice/default/va/demokoraxmasters7.ogg voice/default/koraxmasters8 sounds/voice/default/va/demokoraxmasters8.ogg voice/default/koraxmasters9 sounds/voice/default/va/demokoraxmasters9.ogg voice/default/getdeepimpact sounds/voice/default/va/demogetdeepimpact.ogg -voice/default/getpusherweapon sounds/voice/default/va/demogetpusherweapon.ogg voice/default/getexplodiumgun1 sounds/voice/default/va/demogetexplodiumgun1.ogg voice/default/getexplodiumgun2 sounds/voice/default/va/demogetexplodiumgun2.ogg voice/default/getspreadgun sounds/voice/default/va/demogetspreadgun.ogg @@ -749,6 +742,12 @@ demolitionist/punchf1 sounds/demolitionist/demopunchf1.ogg demolitionist/punchf2 sounds/demolitionist/demopunchf2.ogg demolitionist/punchf3 sounds/demolitionist/demopunchf3.ogg $random demolitionist/punchf { demolitionist/punchf1 demolitionist/punchf2 demolitionist/punchf3 } +demolitionist/xpunch1 sounds/demolitionist/demoxpunch1.ogg +demolitionist/xpunch2 sounds/demolitionist/demoxpunch1.ogg +$random demolitionist/xpunch { demolitionist/xpunch1 demolitionist/xpunch2 } +demolitionist/xpunchf1 sounds/demolitionist/demoxpunchf1.ogg +demolitionist/xpunchf2 sounds/demolitionist/demoxpunchf1.ogg +$random demolitionist/xpunchf { demolitionist/xpunchf1 demolitionist/xpunchf2 } demolitionist/bump1 sounds/demolitionist/demobump1.ogg demolitionist/bump2 sounds/demolitionist/demobump2.ogg demolitionist/bump3 sounds/demolitionist/demobump3.ogg @@ -782,6 +781,10 @@ demolitionist/smooch sounds/demolitionist/demokiss.ogg demolitionist/blowkiss sounds/demolitionist/demoblow.ogg demolitionist/petting sounds/demolitionist/demopat.ogg demolitionist/knockout sounds/demolitionist/demoknockout.ogg +demolitionist/dashregen sounds/demolitionist/demodashregen.ogg +demolitionist/fuelregen sounds/demolitionist/demofuelregen.ogg +demolitionist/fuelrgend sounds/demolitionist/demofuelregenend.ogg +demolitionist/fuelrgstp sounds/demolitionist/demofuelregenstep.ogg $playersound demolitionist neutral *grunt DSEMPTY $playeralias demolitionist neutral *pain100 demolitionist/lopain @@ -861,41 +864,6 @@ explodium/throwmag sounds/explodiumgun/expl_throwmag.ogg $limit explodium/hit 32 $limit explodium/maghit 32 -pusher/select sounds/pusher/push_select.ogg -pusher/deselect sounds/pusher/push_deselect.ogg -pusher/motor sounds/pusher/push_motor.ogg -pusher/motorend sounds/pusher/push_motorend.ogg -pusher/start sounds/pusher/push_start.ogg -pusher/drill sounds/pusher/push_drill.ogg -pusher/hit1 sounds/pusher/push_hitw1.ogg -pusher/hit2 sounds/pusher/push_hitw2.ogg -pusher/hit3 sounds/pusher/push_hitw3.ogg -$random pusher/hit { pusher/hit1 pusher/hit2 pusher/hit3 } -$limit pusher/hit 32 -pusher/meat1 sounds/pusher/push_hitf1.ogg -pusher/meat2 sounds/pusher/push_hitf2.ogg -pusher/meat3 sounds/pusher/push_hitf3.ogg -$random pusher/meat { pusher/meat1 pusher/meat2 pusher/meat3 } -$limit pusher/meat 32 -pusher/end sounds/pusher/push_end.ogg -pusher/checkout sounds/pusher/push_idle.ogg -pusher/pullback sounds/pusher/push_altcharge.ogg -pusher/altfire1 sounds/pusher/push_altfire1.ogg -pusher/altfire2 sounds/pusher/push_altfire2.ogg -$random pusher/altfire { pusher/altfire1 pusher/altfire2 } -pusher/miss sounds/pusher/push_miss.ogg -pusher/althit1 sounds/pusher/push_slam1.ogg -pusher/althit2 sounds/pusher/push_slam2.ogg -$random pusher/althit { pusher/althit1 pusher/althit2 } -pusher/altmeat1 sounds/pusher/push_slamf1.ogg -pusher/altmeat2 sounds/pusher/push_slamf2.ogg -$random pusher/altmeat { pusher/altmeat1 pusher/altmeat2 } -pusher/fly sounds/pusher/push_fly.ogg -pusher/bounce1 sounds/pusher/push_bounce1.ogg -pusher/bounce2 sounds/pusher/push_bounce2.ogg -pusher/bounce3 sounds/pusher/push_bounce3.ogg -$random pusher/bounce { pusher/bounce1 pusher/bounce2 pusher/bounce3 } - spreadgun/open sounds/spreadgun/spread_open.ogg spreadgun/hammer sounds/spreadgun/spread_hammer.ogg spreadgun/close sounds/spreadgun/spread_close.ogg @@ -910,9 +878,6 @@ spreadgun/greenfire1 sounds/spreadgun/spread_greenfire1.ogg spreadgun/greenfire2 sounds/spreadgun/spread_greenfire2.ogg $random spreadgun/greenfire { spreadgun/greenfire1 spreadgun/greenfire2 } $limit spreadgun/greenfire 16 -spreadgun/whitefire1 sounds/spreadgun/spread_whitefire1.ogg -spreadgun/whitefire2 sounds/spreadgun/spread_whitefire2.ogg -$random spreadgun/whitefire { spreadgun/whitefire1 spreadgun/whitefire2 } spreadgun/bluefire1 sounds/spreadgun/spread_bluefire1.ogg spreadgun/bluefire2 sounds/spreadgun/spread_bluefire2.ogg $random spreadgun/bluefire { spreadgun/bluefire1 spreadgun/bluefire2 } @@ -976,6 +941,7 @@ spreadgun/ballf1 sounds/spreadgun/spread_ballf1.ogg spreadgun/ballf2 sounds/spreadgun/spread_ballf2.ogg spreadgun/ballf3 sounds/spreadgun/spread_ballf3.ogg $random spreadgun/ballf { spreadgun/ballf1 spreadgun/ballf2 spreadgun/ballf3 } +spreadgun/ballfly sounds/spreadgun/spread_ballfly.ogg spreadgun/salt1 sounds/spreadgun/spread_salt1.ogg spreadgun/salt2 sounds/spreadgun/spread_salt2.ogg spreadgun/salt3 sounds/spreadgun/spread_salt3.ogg diff --git a/sounds/demolitionist/demodashregen.ogg b/sounds/demolitionist/demodashregen.ogg new file mode 100644 index 000000000..bba442a64 Binary files /dev/null and b/sounds/demolitionist/demodashregen.ogg differ diff --git a/sounds/demolitionist/demofuelregen.ogg b/sounds/demolitionist/demofuelregen.ogg new file mode 100644 index 000000000..54dc459bf Binary files /dev/null and b/sounds/demolitionist/demofuelregen.ogg differ diff --git a/sounds/demolitionist/demofuelregenend.ogg b/sounds/demolitionist/demofuelregenend.ogg new file mode 100644 index 000000000..51a4dfeb7 Binary files /dev/null and b/sounds/demolitionist/demofuelregenend.ogg differ diff --git a/sounds/demolitionist/demofuelregenstep.ogg b/sounds/demolitionist/demofuelregenstep.ogg new file mode 100644 index 000000000..645d0609d Binary files /dev/null and b/sounds/demolitionist/demofuelregenstep.ogg differ diff --git a/sounds/pusher/push_slam1.ogg b/sounds/demolitionist/demoxpunch1.ogg similarity index 100% rename from sounds/pusher/push_slam1.ogg rename to sounds/demolitionist/demoxpunch1.ogg diff --git a/sounds/pusher/push_slam2.ogg b/sounds/demolitionist/demoxpunch2.ogg similarity index 100% rename from sounds/pusher/push_slam2.ogg rename to sounds/demolitionist/demoxpunch2.ogg diff --git a/sounds/pusher/push_slamf1.ogg b/sounds/demolitionist/demoxpunchf1.ogg similarity index 100% rename from sounds/pusher/push_slamf1.ogg rename to sounds/demolitionist/demoxpunchf1.ogg diff --git a/sounds/pusher/push_slamf2.ogg b/sounds/demolitionist/demoxpunchf2.ogg similarity index 100% rename from sounds/pusher/push_slamf2.ogg rename to sounds/demolitionist/demoxpunchf2.ogg diff --git a/sounds/pusher/push_altcharge.ogg b/sounds/pusher/push_altcharge.ogg deleted file mode 100644 index 7e3f1cc3f..000000000 Binary files a/sounds/pusher/push_altcharge.ogg and /dev/null differ diff --git a/sounds/pusher/push_altfire1.ogg b/sounds/pusher/push_altfire1.ogg deleted file mode 100644 index 30afce51c..000000000 Binary files a/sounds/pusher/push_altfire1.ogg and /dev/null differ diff --git a/sounds/pusher/push_altfire2.ogg b/sounds/pusher/push_altfire2.ogg deleted file mode 100644 index 430a4cfc7..000000000 Binary files a/sounds/pusher/push_altfire2.ogg and /dev/null differ diff --git a/sounds/pusher/push_bounce1.ogg b/sounds/pusher/push_bounce1.ogg deleted file mode 100644 index b266cc757..000000000 Binary files a/sounds/pusher/push_bounce1.ogg and /dev/null differ diff --git a/sounds/pusher/push_bounce2.ogg b/sounds/pusher/push_bounce2.ogg deleted file mode 100644 index 7cf282164..000000000 Binary files a/sounds/pusher/push_bounce2.ogg and /dev/null differ diff --git a/sounds/pusher/push_bounce3.ogg b/sounds/pusher/push_bounce3.ogg deleted file mode 100644 index 93d01d3dc..000000000 Binary files a/sounds/pusher/push_bounce3.ogg and /dev/null differ diff --git a/sounds/pusher/push_deselect.ogg b/sounds/pusher/push_deselect.ogg deleted file mode 100644 index bf84991f7..000000000 Binary files a/sounds/pusher/push_deselect.ogg and /dev/null differ diff --git a/sounds/pusher/push_drill.ogg b/sounds/pusher/push_drill.ogg deleted file mode 100644 index bb1758fc0..000000000 Binary files a/sounds/pusher/push_drill.ogg and /dev/null differ diff --git a/sounds/pusher/push_end.ogg b/sounds/pusher/push_end.ogg deleted file mode 100644 index 39e30b3d5..000000000 Binary files a/sounds/pusher/push_end.ogg and /dev/null differ diff --git a/sounds/pusher/push_hitf1.ogg b/sounds/pusher/push_hitf1.ogg deleted file mode 100644 index a7b9e9db9..000000000 Binary files a/sounds/pusher/push_hitf1.ogg and /dev/null differ diff --git a/sounds/pusher/push_hitf2.ogg b/sounds/pusher/push_hitf2.ogg deleted file mode 100644 index a6dd3beab..000000000 Binary files a/sounds/pusher/push_hitf2.ogg and /dev/null differ diff --git a/sounds/pusher/push_hitf3.ogg b/sounds/pusher/push_hitf3.ogg deleted file mode 100644 index 3438a4caf..000000000 Binary files a/sounds/pusher/push_hitf3.ogg and /dev/null differ diff --git a/sounds/pusher/push_hitw1.ogg b/sounds/pusher/push_hitw1.ogg deleted file mode 100644 index ecbee7ab5..000000000 Binary files a/sounds/pusher/push_hitw1.ogg and /dev/null differ diff --git a/sounds/pusher/push_hitw2.ogg b/sounds/pusher/push_hitw2.ogg deleted file mode 100644 index d6de68618..000000000 Binary files a/sounds/pusher/push_hitw2.ogg and /dev/null differ diff --git a/sounds/pusher/push_hitw3.ogg b/sounds/pusher/push_hitw3.ogg deleted file mode 100644 index 9acb4926a..000000000 Binary files a/sounds/pusher/push_hitw3.ogg and /dev/null differ diff --git a/sounds/pusher/push_idle.ogg b/sounds/pusher/push_idle.ogg deleted file mode 100644 index 461bb2b18..000000000 Binary files a/sounds/pusher/push_idle.ogg and /dev/null differ diff --git a/sounds/pusher/push_miss.ogg b/sounds/pusher/push_miss.ogg deleted file mode 100644 index 25e6758c5..000000000 Binary files a/sounds/pusher/push_miss.ogg and /dev/null differ diff --git a/sounds/pusher/push_motor.ogg b/sounds/pusher/push_motor.ogg deleted file mode 100644 index ef68825d3..000000000 Binary files a/sounds/pusher/push_motor.ogg and /dev/null differ diff --git a/sounds/pusher/push_motorend.ogg b/sounds/pusher/push_motorend.ogg deleted file mode 100644 index 6d001ead4..000000000 Binary files a/sounds/pusher/push_motorend.ogg and /dev/null differ diff --git a/sounds/pusher/push_select.ogg b/sounds/pusher/push_select.ogg deleted file mode 100644 index 5bd6045f3..000000000 Binary files a/sounds/pusher/push_select.ogg and /dev/null differ diff --git a/sounds/pusher/push_start.ogg b/sounds/pusher/push_start.ogg deleted file mode 100644 index b9c7b5c29..000000000 Binary files a/sounds/pusher/push_start.ogg and /dev/null differ diff --git a/sounds/pusher/push_fly.ogg b/sounds/spreadgun/spread_ballfly.ogg similarity index 100% rename from sounds/pusher/push_fly.ogg rename to sounds/spreadgun/spread_ballfly.ogg diff --git a/sounds/spreadgun/spread_whitefire1.ogg b/sounds/spreadgun/spread_whitefire1.ogg deleted file mode 100644 index 5127c8659..000000000 Binary files a/sounds/spreadgun/spread_whitefire1.ogg and /dev/null differ diff --git a/sounds/spreadgun/spread_whitefire2.ogg b/sounds/spreadgun/spread_whitefire2.ogg deleted file mode 100644 index d7b8b9b94..000000000 Binary files a/sounds/spreadgun/spread_whitefire2.ogg and /dev/null differ diff --git a/sounds/voice/default/demodeath1.ogg b/sounds/voice/default/demodeath1.ogg index bc213cd59..1e2b6e8d2 100644 Binary files a/sounds/voice/default/demodeath1.ogg and b/sounds/voice/default/demodeath1.ogg differ diff --git a/sounds/voice/default/demodeath2.ogg b/sounds/voice/default/demodeath2.ogg index b212e9a79..c36decaa8 100644 Binary files a/sounds/voice/default/demodeath2.ogg and b/sounds/voice/default/demodeath2.ogg differ diff --git a/sounds/voice/default/demodeath3.ogg b/sounds/voice/default/demodeath3.ogg index 0e852002f..12f03abec 100644 Binary files a/sounds/voice/default/demodeath3.ogg and b/sounds/voice/default/demodeath3.ogg differ diff --git a/sounds/voice/default/demodeath4.ogg b/sounds/voice/default/demodeath4.ogg index 1c1a4f872..c3139167f 100644 Binary files a/sounds/voice/default/demodeath4.ogg and b/sounds/voice/default/demodeath4.ogg differ diff --git a/sounds/voice/default/demodeath5.ogg b/sounds/voice/default/demodeath5.ogg index 1e1a25b45..20663a4da 100644 Binary files a/sounds/voice/default/demodeath5.ogg and b/sounds/voice/default/demodeath5.ogg differ diff --git a/sounds/voice/default/demodeath6.ogg b/sounds/voice/default/demodeath6.ogg new file mode 100644 index 000000000..865d9b8b6 Binary files /dev/null and b/sounds/voice/default/demodeath6.ogg differ diff --git a/sounds/voice/default/demodeath7.ogg b/sounds/voice/default/demodeath7.ogg new file mode 100644 index 000000000..458eb4d0d Binary files /dev/null and b/sounds/voice/default/demodeath7.ogg differ diff --git a/sounds/voice/default/demodeath8.ogg b/sounds/voice/default/demodeath8.ogg new file mode 100644 index 000000000..99f60d4f1 Binary files /dev/null and b/sounds/voice/default/demodeath8.ogg differ diff --git a/sounds/voice/default/demogrunt1.ogg b/sounds/voice/default/demogrunt1.ogg index bd3d818df..cb410ac9b 100644 Binary files a/sounds/voice/default/demogrunt1.ogg and b/sounds/voice/default/demogrunt1.ogg differ diff --git a/sounds/voice/default/demogrunt2.ogg b/sounds/voice/default/demogrunt2.ogg index 2c9412e36..2e9bdd995 100644 Binary files a/sounds/voice/default/demogrunt2.ogg and b/sounds/voice/default/demogrunt2.ogg differ diff --git a/sounds/voice/default/demogrunt3.ogg b/sounds/voice/default/demogrunt3.ogg index 5e80c06af..622c56eb8 100644 Binary files a/sounds/voice/default/demogrunt3.ogg and b/sounds/voice/default/demogrunt3.ogg differ diff --git a/sounds/voice/default/demogrunt4.ogg b/sounds/voice/default/demogrunt4.ogg index 03de92028..7ec08e85d 100644 Binary files a/sounds/voice/default/demogrunt4.ogg and b/sounds/voice/default/demogrunt4.ogg differ diff --git a/sounds/voice/default/demogrunt5.ogg b/sounds/voice/default/demogrunt5.ogg index a6d53a1e9..bf01c4908 100644 Binary files a/sounds/voice/default/demogrunt5.ogg and b/sounds/voice/default/demogrunt5.ogg differ diff --git a/sounds/voice/default/demogrunt6.ogg b/sounds/voice/default/demogrunt6.ogg deleted file mode 100644 index 06503e5d2..000000000 Binary files a/sounds/voice/default/demogrunt6.ogg and /dev/null differ diff --git a/sounds/voice/default/demohipain1.ogg b/sounds/voice/default/demohipain1.ogg index 8488011d7..2beb143d4 100644 Binary files a/sounds/voice/default/demohipain1.ogg and b/sounds/voice/default/demohipain1.ogg differ diff --git a/sounds/voice/default/demohipain2.ogg b/sounds/voice/default/demohipain2.ogg index 1acdeef91..483df1fab 100644 Binary files a/sounds/voice/default/demohipain2.ogg and b/sounds/voice/default/demohipain2.ogg differ diff --git a/sounds/voice/default/demohipain3.ogg b/sounds/voice/default/demohipain3.ogg index 986ded96d..028d912d2 100644 Binary files a/sounds/voice/default/demohipain3.ogg and b/sounds/voice/default/demohipain3.ogg differ diff --git a/sounds/voice/default/demohipain4.ogg b/sounds/voice/default/demohipain4.ogg deleted file mode 100644 index f0f86f45e..000000000 Binary files a/sounds/voice/default/demohipain4.ogg and /dev/null differ diff --git a/sounds/voice/default/demohipain5.ogg b/sounds/voice/default/demohipain5.ogg deleted file mode 100644 index 89d165c08..000000000 Binary files a/sounds/voice/default/demohipain5.ogg and /dev/null differ diff --git a/sounds/voice/default/demolopain1.ogg b/sounds/voice/default/demolopain1.ogg index 2387fef3e..e69d30fbb 100644 Binary files a/sounds/voice/default/demolopain1.ogg and b/sounds/voice/default/demolopain1.ogg differ diff --git a/sounds/voice/default/demolopain2.ogg b/sounds/voice/default/demolopain2.ogg index 5c4cd0473..03bf86f27 100644 Binary files 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/dev/null differ diff --git a/sounds/voice/default/va/demogetpusherweapon.ogg b/sounds/voice/default/va/demogetpusherweapon.ogg deleted file mode 100644 index e6271ec91..000000000 Binary files a/sounds/voice/default/va/demogetpusherweapon.ogg and /dev/null differ diff --git a/swwmcomp.acs b/swwmcomp.acs index 98ee39a6f..2e7e67242 100644 --- a/swwmcomp.acs +++ b/swwmcomp.acs @@ -97,217 +97,3 @@ SCRIPT "E1M8_KNOCKOUT" ( void ) Delay(100); Exit_Normal(0); } - -// DUMP 2 and 3 rewritten hub progress scripts -// Because the way these use BigFont makes them unreadable otherwise - -SCRIPT "DUMP2_HUB" ( void ) -{ - Delay(35); - ACS_Terminate(2,0); - int mapstodo; - switch( GameSkill() ) - { - case 0: - mapstodo = 8; - break; - case 1: - mapstodo = 16; - break; - case 2: - mapstodo = 32; - break; - case 3: - mapstodo = 48; - break; - default: - mapstodo = 64; - break; - } - bool unlockedfinal = false; - while ( true ) - { - int lvent = ScriptCall("BaseStatusBar","GetGlobalACSValue",59); - bool unlockfinal = false; - switch( GameSkill() ) - { - case 0: - if ( lvent >= 8 ) unlockfinal = true; - break; - case 1: - if ( lvent >= 16 ) unlockfinal = true; - break; - case 2: - if ( lvent >= 32 ) unlockfinal = true; - break; - case 3: - if ( lvent >= 48 ) unlockfinal = true; - break; - default: - if ( lvent >= 64 ) unlockfinal = true; - break; - } - if ( unlockfinal && !unlockedfinal ) - { - unlockedfinal = true; - Ceiling_LowerByValue(10,96,96); - } - SetFont("BigFont"); - int progress = mapstodo-lvent; - SetHudSize(640,480,0); - if ( progress > 0 ) HudMessageBold(d:progress,s:" more maps to go...";HUDMSG_PLAIN,1,CR_GOLD,320.0,40.0,0); - else HudMessageBold(s:"The final room is open...";HUDMSG_PLAIN,1,CR_GOLD,320.0,40.0,0); - Delay(1); - } -} - -SCRIPT "DUMP3_HUB" ( void ) -{ - Delay(1); - ACS_Terminate(1,0); - int mapstodo; - switch( GameSkill() ) - { - case 0: - mapstodo = 8; - break; - case 1: - mapstodo = 16; - break; - case 2: - mapstodo = 32; - break; - case 3: - mapstodo = 48; - break; - default: - mapstodo = 64; - break; - } - bool unlockedfinal = false; - while ( true ) - { - int lvent = ScriptCall("BaseStatusBar","GetGlobalACSValue",59); - bool unlockfinal = false; - switch( GameSkill() ) - { - case 0: - if ( lvent >= 8 ) unlockfinal = true; - break; - case 1: - if ( lvent >= 16 ) unlockfinal = true; - break; - case 2: - if ( lvent >= 32 ) unlockfinal = true; - break; - case 3: - if ( lvent >= 48 ) unlockfinal = true; - break; - default: - if ( lvent >= 64 ) unlockfinal = true; - break; - } - if ( unlockfinal && !unlockedfinal ) - { - unlockedfinal = true; - Floor_LowerByValue(11,96,256); - } - SetFont("BigFont"); - int progress = mapstodo-lvent; - SetHudSize(640,480,0); - if ( progress > 1 ) HudMessageBold(d:progress,s:" more maps to go...";HUDMSG_PLAIN,1,CR_GOLD,320.0,40.0,0); - else if ( progress > 0 ) HudMessageBold(d:progress,s:" more map to go...";HUDMSG_PLAIN,1,CR_GOLD,320.0,40.0,0); - else HudMessageBold(s:"The final room is open...";HUDMSG_PLAIN,1,CR_GOLD,320.0,40.0,0); - Delay(1); - } -} - -// same here, just TOO BIG -str DUMP3MapNames[74][2] = -{ - { "", "" }, // 0 - { "Check-In", "undeadRyker" }, - { "Pissboy", "Anonymous" }, - { "Simplicity is Golden", "demo_the_man" }, - { "Invitation to Destruction", "Gardevoir" }, - { "SOLITARY", "CJacobs" }, - { "Ruins & Lava", "VBob" }, - { "Bloodsport Canyon", "Hoodoo456" }, - { "Nuclear Control Facilities", "Titan314" }, - { "Mountain Temple", "Project_ILE" }, - { "Overflow", "SpudTheRubbish" }, // 10 - { "'Venture into the Bouncy Castle", "Beed28" }, - { "The Crater", "combatxtreme & Plutonic Overkill" }, - { "The Fun Lab", "TerminusEst13" }, - { "Durex Waste Disposal", "Minimum Payne" }, - { "The Corporate Ladder", "Kinsie" }, - { "Regressive Experience", "Dukka" }, - { "Baby's First Map", "Bobman23" }, - { "Research Facility", "deathgod5309" }, - { "AMONG US", "HumansAmongUs" }, - { "The Darkness Beyond", "KarolineDianne" }, // 20 - { "Base Stimpack", "charcola" }, - { "Crunk Refinery", "BobBarker" }, - { "0-Pipe Gear", "Toooooasty" }, - { "Escape from Argent Prison", "Lance Charleson" }, - { "Live Fire Exorcise", "Sgt. Shivers" }, - { "Attack First", "simpletonn" }, - { "Hitler's Prison", "Luigi2600" }, - { "Tomb of Hetickhamen", "Action Max" }, - { "The Weed Number", "Abysswalker" }, - { "This Is Serious Mum", "deathz0r" }, // 30 - { "Not Another Tech Base", "ArchXeno" }, - { "Hydraulic Plant", "SpiritOfDecay" }, - { "Janus", "SoundOfDoomDoors" }, - { "Gamma Station Entrance", "SMG_Marine" }, - { "Realm of the Sempiternal Archvile", "Darsycho" }, - { "Judgement Day", "Stale_meat" }, - { "Complex Alive", "Roxas" }, - { "DUMP TD", "Arctangent" }, - { "Dumping Ground", "TotalInjury" }, - { "Mercury Rain", "Jimmy" }, // 40 - { "mapsterpiece", "idiotbitz" }, - { "Tunnel Crates Rule!", "Stale_Meat" }, - { "CLOVERHOUSE", "Icept" }, - { "Generic UAC Outpost", "Anonymous" }, - { "Felt", "FloatRand" }, - { "Panic Room", "comet1338" }, - { "Simple Chaos", "willykuo123" }, - { "EVISCERATED", "NAG" }, - { "The Mine to Hell", "InsanityBringer" }, - { "Sandcastley Sandcastling Sandcastles", "PinchySkree" }, // 50 - { "Dead", "Already Dead" }, - { "Broken Shit", "ZachBrowder" }, - { "Weapons Research Lab", "Vennobennu" }, - { "Winter in Summer", "TehRealSalt" }, - { "The UAC Ocean Base", "leodoom85" }, - { "Hot Water Music", "Protester" }, - { "Lambda Base", "floatRand" }, - { "inferno odyssey", "Anonymous" }, - { "Infested Installation", "Flipy" }, - { "The Duality", "NeuralStunner" }, // 60 - { "Municipal Well", "Flotilla" }, - { "Dropoff", "CharlieTheGnarly" }, - { "Dimensional Accelerator", "Untitled" }, - { "Urban Hell", "ChrisR91" }, - { "Electron", "floatRand" }, - { "Caco-lover", "everennui" }, - { "Brown Mesa", "Cheeki" }, - { "Bloody Hell", "Wivicer" }, - { "A Night at the Opera", "Temin_Dump" }, - { "An Online Virtual Reality Used By Hackers", "Shadow Hog" }, // 70 - { "BtFS", "Gageat" }, - { "The Runaround", "LogicalFallacy" }, - { "Attack From Within", "mumblemumble" } -}; - -SCRIPT "DUMP3_DISPLAY" ( int f1, int f2 ) -{ - int fuck = (f1*10)+f2; - SetHudSize(640,480,0); - SetFont("BigFont"); - HudMessage(s:DUMP3MapNames[fuck][0];HUDMSG_FADEINOUT,2,CR_WHITE,320.4,380.2,2.5,0.15,0.65); - SetHudSize(320,240,0); - SetFont("SmallFont"); - HudMessage(s:DUMP3MapNames[fuck][1];HUDMSG_FADEINOUT,3,CR_GOLD,160.4,200.0,2.5,0.15,0.65); -} diff --git a/textcolors.txt b/textcolors.txt index a2eb7939e..4c5fc8424 100644 --- a/textcolors.txt +++ b/textcolors.txt @@ -92,3 +92,183 @@ Console: Flat: #998B79 } + +// mod-specific minihud font colors +MiniDemoHUD // classic desaturated aqua hud borders +{ + #000000 #080C10 0 50 + #080C10 #101820 51 101 + #101820 #203040 102 151 + #203040 #40607F 152 203 + #40607F #608FBF 204 255 +} +MiniIbukiHUD // dark gray hud borders +{ + #000000 #1A1A1A 0 50 + #1A1A1A #262626 51 101 + #262626 #404040 102 151 + #404040 #4D4D4D 152 203 + #4D4D4D #666666 204 255 +} +MiniSayaHUD // desaturated dark red hud borders +{ + #000000 #100808 0 50 + #100808 #201010 51 101 + #201010 #402020 102 151 + #402020 #7F4040 152 203 + #7F4040 #BF6060 204 255 +} +MiniKirinHUD // brown-ish hud borders +{ + #000000 #331A1A 0 50 + #331A1A #663B33 51 101 + #663B33 #99664D 102 151 + #99664D #CC9966 152 203 + #CC9966 #FFD480 204 255 +} +MiniMarisaHUD // silvery white hud borders +{ + #000000 #1F2233 0 50 + #1F2233 #475266 51 101 + #475266 #7A8A99 102 151 + #7A8A99 #B8C5CC 152 203 + #B8C5CC #FFFFFF 204 255 +} +MiniVoidHUD // faint violet hud borders +{ + #000000 #2D2050 0 50 + #2D2050 #49347D 51 101 + #49347D #5E439A 102 151 + #5E439A #7F66B3 152 203 + #7F66B3 #B09FCD 204 255 +} +// general minihud font colors +MiniWhite +{ + #000000 #FFFFFF +} +MiniRed +{ + #000000 #FF0000 +} +MiniGreen +{ + #000000 #00FF00 +} +MiniBlue +{ + #000000 #3030FF +} +MiniCyan +{ + #000000 #00FFFF +} +MiniYellow +{ + #000000 #FFE030 +} +MiniPurple +{ + #000000 #8000FF +} +// specialized minihud font colors +MiniBrass +{ + #000000 #330800 0 50 + #330800 #662200 51 101 + #662200 #994D00 102 151 + #994D00 #CC8800 152 203 + #CC8800 #FFD500 204 255 +} +MiniSilver +{ + #000000 #262933 0 50 + #262933 #4D5366 51 101 + #4D5366 #737C99 102 151 + #737C99 #99A6CC 152 203 + #99A6CC #BFCFFF 204 255 +} +MiniGold +{ + #000000 #332A00 0 50 + #332A00 #806A00 51 101 + #806A00 #CCAA00 102 151 + #CCAA00 #E6C939 152 203 + #E6C939 #FFEA80 204 255 +} +MiniMana +{ + #000000 #002233 0 50 + #002233 #002266 51 101 + #002266 #000099 102 151 + #000099 #4400CC 152 203 + #4400CC #AA00FF 204 255 +} +MiniCrimson // Anarukon blood +{ + #000000 #330022 0 50 + #330022 #660033 51 101 + #660033 #990033 102 151 + #880033 #CC0022 152 203 + #CC0022 #FF0000 204 255 +} +MiniEldritch // funky green, usually for wild mana +{ + #000000 #003333 0 50 + #003333 #006644 51 101 + #006644 #009944 102 151 + #009944 #00CC33 152 203 + #00CC33 #00FF00 204 255 +} +MiniKinylum // aqua-blue gradient +{ + #000000 #001133 0 50 + #001133 #003366 51 101 + #003366 #006699 102 151 + #006699 #00AACC 152 203 + #00AACC #00FFFF 204 255 +} +MiniNokron // red-pink gradient +{ + #000000 #330033 0 50 + #330033 #660044 51 101 + #660044 #990033 102 151 + #990033 #CC0000 152 203 + #CC0000 #FF5500 204 255 +} +MiniNokorokinylum // violet-blue gradient +{ + #000000 #000055 0 50 + #000055 #1C00AA 51 101 + #1C00AA #5500FF 102 151 + #5500FF #AA55FF 152 203 + #AA55FF #E3AAFF 204 255 +} +MiniDemoBlue // Blue from Demo-chan's chassis +{ + #000000 #110A33 0 50 + #110A33 #1F1F66 51 101 + #1F1F66 #3D4D99 102 151 + #3D4D99 #6688CC 152 203 + #6688CC #99CCFF 204 255 +} +MiniDemoPink // Pink from Demo-chan's chassis +{ + #000000 #330022 0 50 + #330022 #66144B 51 101 + #66144B #993D7A 102 151 + #993D7A #CC7AB1 152 203 + #CC7AB1 #FFCCEE 204 255 +} +// more colors will be added as needed over time +// flash colors (flat, cut to black on outline/shadow) +MiniFlash // "obtained" +{ + #000000 #FFC040 0 50 + #FFC040 #FFC040 51 255 +} +MiniRedFlash // "low health" +{ + #000000 #FF0000 0 50 + #FF0000 #FF0000 51 255 +} diff --git a/textures.envmap b/textures.envmap new file mode 100644 index 000000000..5b6b9bb8c --- /dev/null +++ b/textures.envmap @@ -0,0 +1,9 @@ +// duplicate envmaps for two special materials +Texture "ERRORENV", 512, 512 +{ + Patch "models/envmap/redenv.png", 0, 0 +} +Texture "BARRIENV", 512, 512 +{ + Patch "models/envmap/glss3env.png", 0, 0 +} diff --git a/tools/excl.lst b/tools/excl.lst index 34decccca..034e3a2b1 100644 --- a/tools/excl.lst +++ b/tools/excl.lst @@ -1,4 +1,3 @@ -pk7 .git *.md docimg diff --git a/tools/mklang.c b/tools/mklang.c index 078951883..f5d5ffa33 100644 --- a/tools/mklang.c +++ b/tools/mklang.c @@ -3,7 +3,7 @@ This code is a mess and it's full of hacks, but that's to be expected when it's all really just for personal use. - Copyright (c) 2020-2022 Marisa Kirisame, UnSX Team + Copyright (c) 2020-2022 Marisa the Magician, UnSX Team Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the diff --git a/tools/mkstartup.c b/tools/mkstartup.c index 56494c9b6..e2a897e11 100644 --- a/tools/mkstartup.c +++ b/tools/mkstartup.c @@ -5,7 +5,7 @@ your own damn fault. Add them yourself if you want, this tool was made for personal use anyway. - Copyright (c) 2020-2021 Marisa Kirisame, UnSX Team + Copyright (c) 2020-2022 Marisa the Magician, UnSX Team Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the diff --git a/zmapinfo.txt b/zmapinfo.txt index f15674efd..9b7e9b13d 100644 --- a/zmapinfo.txt +++ b/zmapinfo.txt @@ -43,7 +43,6 @@ GameInfo PrecacheClasses = "Demolitionist", // player // weapons "DeepImpact", - "PusherWeapon", "ItamexHammer", "ExplodiumGun", "DualExplodiumGun", @@ -135,7 +134,6 @@ GameInfo "graphics/M_DEMOCHAN_EVISCERATOR.png", "graphics/M_DEMOCHAN_EXPLOGUN.png", "graphics/M_DEMOCHAN_HELLBLAZER.png", - "graphics/M_DEMOCHAN_PUSHER.png", "graphics/M_DEMOCHAN_SILVERBULLET.png", "graphics/M_DEMOCHAN_SPREADGUN.png", "graphics/M_DEMOCHAN_WALLBUSTER.png", @@ -172,9 +170,11 @@ Skill hard { MonsterHealth = 1.25 DamageFactor = 1.25 + Aggressiveness = 0.25 SpawnFilter = hard ACSReturn = 3 Name = "$SWWM_SKHARD" + MustConfirm = "$SWWM_SKHARDCONFIRM" } Skill hardcore { @@ -182,7 +182,7 @@ Skill hardcore FastMonsters MonsterHealth = 1.5 DamageFactor = 1.5 - Aggressiveness = 0.25 + Aggressiveness = 0.5 SpawnFilter = nightmare SpawnMulti ACSReturn = 4 diff --git a/zscript.txt b/zscript.txt index 60baef3fb..2d77ab67c 100644 --- a/zscript.txt +++ b/zscript.txt @@ -1,8 +1,8 @@ -version "4.7.1" +version "4.8" /* DEMOLITIONIST Main Codebase - (C)2020-2022 Marisa Kirisame, UnSX Team + (C)2020-2022 Marisa the Magician, UnSX Team This copyright and the attached LICENSE.code file apply to all files included from here, with the exception of any third party libraries */ @@ -60,6 +60,7 @@ version "4.7.1" #include "zscript/hud/swwm_hud.zsc" #include "zscript/hud/swwm_hudextra.zsc" #include "zscript/hud/swwm_hudobjects.zsc" +#include "zscript/hud/swwm_althud.zsc" // kbase #include "zscript/kbase/swwm_kbase.zsc" #include "zscript/kbase/swwm_kbase_priv.zsc" @@ -96,8 +97,7 @@ version "4.7.1" #include "zscript/weapons/swwm_baseweapon_fx.zsc" #include "zscript/weapons/swwm_baseweapon_melee.zsc" #include "zscript/weapons/swwm_baseweapon_precisechair.zsc" -#include "zscript/weapons/swwm_jackhammer.zsc" -#include "zscript/weapons/swwm_jackhammer_fx.zsc" +#include "zscript/weapons/swwm_baseweapon_ammobuffer.zsc" #include "zscript/weapons/swwm_deepdarkimpact.zsc" #include "zscript/weapons/swwm_deepdarkimpact_fx.zsc" #include "zscript/weapons/swwm_splode.zsc" @@ -119,6 +119,8 @@ version "4.7.1" #include "zscript/weapons/swwm_tastytreat_fx.zsc" #include "zscript/weapons/swwm_deathlydeathcannon.zsc" #include "zscript/weapons/swwm_deathlydeathcannon_fx.zsc" +#include "zscript/weapons/swwm_weapons_hud.zsc" +#include "zscript/weapons/swwm_weapons_althud.zsc" // monsters #include "zscript/swwm_monsters.zsc" // DLC1 - Weapon Set @@ -143,6 +145,8 @@ version "4.7.1" #include "zscript/dlc1/swwm_thiccbolts_fx.zsc" #include "zscript/dlc1/swwm_ultimate.zsc" #include "zscript/dlc1/swwm_ultimate_fx.zsc" +#include "zscript/dlc1/swwm_dlcweapons_hud.zsc" +#include "zscript/dlc1/swwm_dlcweapons_althud.zsc" // DLC2 - Game Set #include "zscript/dlc2/swwm_demoland.zsc" #include "zscript/dlc2/swwm_demoshmup.zsc" diff --git a/zscript/compat/swwm_compat.zsc b/zscript/compat/swwm_compat.zsc index 6c59109a3..0ca47db7e 100644 --- a/zscript/compat/swwm_compat.zsc +++ b/zscript/compat/swwm_compat.zsc @@ -127,8 +127,6 @@ Class SWWMLevelCompatibility : LevelPostProcessor case '30D1480A6D4F3A3153739D4CCF659C4E': level.nextsecretmap = level.nextmap; // so the handler can detect this level.nextmap = "E5M1"; - // remove a multiplayer-exclusive teleport because it's dumb as all fuck that it exists - SetThingEdNum(78,0); break; // Micro Slaughter Community Project MAP13 (beta) / MAP14 (v1) case 'E45AA3BE411845AA0DEE7CA5DAAB65FE': @@ -197,17 +195,6 @@ Class SWWMLevelCompatibility : LevelPostProcessor // unfortunately the line special wrangling has to be done one tic after map load // because fuck absolutely everything about how ACS works break; - // DUMP 3 HUBMAP - case '7E77AA43AF7ACDBC52171E9EE2BF98D0': - // swap all the calls to script 12 with calls to 'DUMP3_DISPLAY' - // to fix the bigfont being too large - for ( int i=0; i 0 ) { if ( lite ) lite.Destroy(); @@ -69,65 +48,74 @@ Class OnFire : Actor oangle = victim.angle; if ( amount < -30 ) { - A_StopSound(CHAN_5); Destroy(); return; } if ( cnt > 0 ) cnt--; else { - cnt = min(10,30-int(29*(min(1.,amount/500.)**3.))); + cnt = 10; if ( victim.bSHOOTABLE && (victim.Health > 0) && (amount > 0) ) { int flg = DMG_THRUSTLESS; if ( victim is 'Centaur' ) flg |= DMG_FOILINVUL; // you're on fire, that shield is worthless - victim.DamageMobj(self,instigator,clamp(int(amount*.06),1,20),'Fire',flg); // need to use this actor as inflictor to have a proper obituary + victim.DamageMobj(instigator.FindInventory("Quadravol"),instigator,clamp(int(amount*.1),1,20),'Fire',flg); if ( victim.bISMONSTER && !Random[FlameT](0,3) ) victim.Howl(); } if ( !victim ) { - A_StopSound(CHAN_5); Destroy(); return; } - else SWWMUtility.DoExplosion(self,clamp(int(amount*.06),1,20),0,victim.radius+40,victim.radius,DE_NOBLEED|DE_NOSPLASH|DE_HOWL,'Fire',victim); // radius fire damage } double mult = max(victim.radius,victim.height)/30.; - if ( delay > 0 ) delay--; - if ( (level.maptime+special1)%6 ) return; - A_SoundVolume(CHAN_5,min(1.,mult*amount/80.)); - int numpt = clamp(int(Random[FlameT](2,4)*amount*.01),1,4); - numpt = int(clamp(numpt*mult**.5,1,3)); + if ( lite ) lite.A_SoundVolume(CHAN_VOICE,min(1.,mult*amount/80.)); + if ( level.maptime%5 ) return; + int numpt = clamp(int(Random[FlameT](2,4)*amount*.02),1,4); + numpt = int(clamp(numpt*mult**.5,1,5)); for ( int i=0; i 0 ) { let c = victim.Spawn("OnFireTrail",pos); - c.special1 = Random[FlameT](-2,2); - c.scale *= max(.3,mult*0.5); - c.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.5,2.)*c.scale.x; - } - if ( !(i%2) ) - { - let s = victim.Spawn("SWWMHalfSmoke",pos); - s.scale *= max(1.,1.6*mult); - s.alpha *= min(amount+30,100)*.01; - s.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.2,.6)*s.scale.x; + c.scale *= max(.3,mult*.5); + c.vel = victim.vel*.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.5,2.)*c.scale.x; } + let s = victim.Spawn("SWWMHalfSmoke",pos); + s.scale *= max(1.,1.6*mult); + s.alpha *= min(amount+30,100)*.02; + s.vel = victim.vel*.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.2,.6)*s.scale.x; } + // spread to nearby actors + let bt = BlockThingsIterator.Create(victim); + while ( bt.Next() ) + { + let t = bt.Thing; + if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == victim) || (victim.Distance3D(t) > victim.radius+t.radius+20) || !victim.CheckSight(t,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) + continue; + int amt = max(1,amount/10); + let of = IsOnFire(t); + if ( of ) + { + amt = min(5,amt); + of.amount = min(500,of.amount+amt); + of.cnt = min(of.cnt,5); + } + else Apply(t,instigator,amt); + } + bt.Destroy(); } - static OnFire Apply( Actor victim, Actor instigator, int amount, int delay = 0 ) + static OnFire Apply( Actor victim, Actor instigator, int amount ) { if ( amount <= 0 ) return null; - let hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - if ( !hnd ) return null; + let ti = ThinkerIterator.Create("OnFire",STAT_USER); OnFire t; - for ( t=hnd.fires; t; t=t.nextfire ) + while ( t = OnFire(ti.Next()) ) { if ( t.victim != victim ) continue; if ( instigator ) t.instigator = instigator; @@ -135,75 +123,33 @@ Class OnFire : Actor t.cnt = min(t.cnt,5); return t; } - t = OnFire(Spawn("OnFire",victim.pos)); + t = new("ONFire"); + t.ChangeStatNum(STAT_USER); t.victim = victim; t.instigator = instigator; t.amount = min(500,amount); t.cnt = 1; - t.special1 = Random[FlameT](0,10); - t.A_StartSound("misc/flame",CHAN_5,CHANF_LOOP); - double mult = max(victim.radius,victim.height)/30.; - t.A_SoundVolume(CHAN_5,min(1.,mult*amount/80.)); - // for chunks - t.delay = delay; t.lite = Actor.Spawn("OnFireLight",victim.pos); + t.lite.specialf1 = 3; OnFireLight(t.lite).of = t; t.oangle = victim.angle; - // append - t.nextfire = hnd.fires; - if ( hnd.fires ) hnd.fires.prevfire = t; - hnd.fires = t; - hnd.fires_cnt++; + double mult = max(victim.radius,victim.height)/30.; + t.lite.A_StartSound("misc/flame",CHAN_VOICE,CHANF_LOOP); + t.lite.A_SoundVolume(CHAN_VOICE,min(1.,mult*amount/80.)); return t; } static OnFire IsOnFire( Actor victim ) { - let hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - if ( !hnd ) return null; + let ti = ThinkerIterator.Create("OnFire",STAT_USER); OnFire t; - for ( t=hnd.fires; t; t=t.nextfire ) + while ( t = OnFire(ti.Next()) ) { - if ( t.victim != victim ) continue; - if ( t.amount <= 0 ) return null; + if ( (t.victim != victim) || (t.amount <= 0) ) continue; return t; } return null; } - - Default - { - +NOGRAVITY; - +NOBLOCKMAP; - +DONTSPLASH; - +NOEXTREMEDEATH; - +NOINTERACTION; - Obituary "$O_QUADRAVOL"; - } -} - -Class OnFireTrailLight : PaletteLight -{ - Default - { - Tag "HellExpl"; - Args 0,0,0,40; - ReactionTime 40; - } - override void Tick() - { - Super.Tick(); - Args[0] /= 10; - Args[1] /= 10; - Args[2] /= 10; - Args[3] += 3; - if ( !target || (target.waterlevel > 0) ) - { - Destroy(); - return; - } - SetOrigin(target.pos,true); - } } Class OnFireTrail : Actor @@ -214,6 +160,7 @@ Class OnFireTrail : Actor Scale.x *= RandomPick[ExploS](-1,1); Scale.y *= RandomPick[ExploS](-1,1); roll = FRandom[ExploS](0,360); + SetState(SpawnState+Random[ExploS](0,19)); } action void A_Flame() { @@ -223,26 +170,18 @@ Class OnFireTrail : Actor else { vel *= .98; - vel.z += .1+.2*abs(scale.x); - } - if ( waterlevel > 0 ) - { - let s = Spawn("SWWMSmoke",pos); - s.vel = (FRandom[FlameT](-.2,.2),FRandom[FlameT](-.2,.2),FRandom[FlameT](-.2,.2)); - s.vel += vel*.3; - s.alpha *= alpha*2; - s.scale *= .5+abs(scale.x)*(.5+special1/6.); - Destroy(); - return; + vel.z += .1+.4*abs(scale.x); } if ( !Random[FlameT](0,int(40*(default.alpha-alpha))) ) { let s = Spawn("SWWMHalfSmoke",pos); s.vel = (FRandom[FlameT](-.2,.2),FRandom[FlameT](-.2,.2),FRandom[FlameT](-.2,.2)); s.vel += vel*.3; - s.alpha *= alpha*1.5; + s.alpha *= alpha*4; s.scale *= .5+abs(scale.x)*(.5+special1/6.); } + A_SetScale(scale.x*.98); + A_FadeOut(.005); } override void Tick() { @@ -263,30 +202,21 @@ Class OnFireTrail : Actor Speed 2; Radius 4; Height 4; - Alpha .6; - Scale .8; + Alpha .15; + Scale .3; +NOBLOCKMAP; +NOGRAVITY; - +NOFRICTION; - +SLIDESONWALLS; +NOTELEPORT; +FORCEXYBILLBOARD; +ROLLSPRITE; +ROLLCENTER; - +DROPOFF; - +NOBLOCKMONST; +DONTSPLASH; +NOINTERACTION; } States { Spawn: - XFLM ABCDEFGHIJKLMNOPQRST 1 Bright - { - A_Flame(); - A_SetScale(scale.x*0.98); - A_FadeOut(0.02); - } - Wait; + XFLM ABCDEFGHIJKLMNOPQRST 1 Bright A_Flame(); + Loop; } } diff --git a/zscript/dlc1/swwm_thiccbolts.zsc b/zscript/dlc1/swwm_thiccbolts.zsc index 96ffe5f44..33843e066 100644 --- a/zscript/dlc1/swwm_thiccbolts.zsc +++ b/zscript/dlc1/swwm_thiccbolts.zsc @@ -1,13 +1,13 @@ // Kmonn Shunna Ray-Khom (from UnSX series) -// Slot 9, spawns shared with Candygun +// Slot 8, shared spawn with Silver Bullet JET Class RayKhom : SWWMWeapon { int clipcount, clipcount2; bool chambered; + int charge; Property ClipCount : clipcount; - Property ClipCount2 : clipcount2; Default { @@ -21,21 +21,16 @@ Class RayKhom : SWWMWeapon SWWMWeapon.Tooltip "$TT_RAYKHOM"; SWWMWeapon.GetLine "getraykhom"; Inventory.Icon "graphics/HUD/Icons/W_RayKhom.png"; - Weapon.SlotNumber 9; + Weapon.SlotNumber 8; Weapon.SlotPriority 2.; - Weapon.SelectionOrder 750; + Weapon.SelectionOrder 850; Weapon.AmmoType1 "RayAmmo"; Weapon.AmmoGive1 1; - Weapon.AmmoType2 "RayBattery"; - Weapon.AmmoGive2 0; SWWMWeapon.DropAmmoType "RayAmmo"; RayKhom.ClipCount 20; - RayKhom.ClipCount2 500; - Stamina 1600000; + Stamina 500000; +SWWMWEAPON.NOFIRSTGIVE; - +WEAPON.PRIMARY_USES_BOTH; +WEAPON.EXPLOSIVE; - +WEAPON.BFG; } States { diff --git a/zscript/dlc1/swwm_ultimate.zsc b/zscript/dlc1/swwm_ultimate.zsc index 3b1c19d83..7c175231a 100644 --- a/zscript/dlc1/swwm_ultimate.zsc +++ b/zscript/dlc1/swwm_ultimate.zsc @@ -5,6 +5,7 @@ Class RafanKos : SWWMWeapon { int clipcount; bool chambered; + int charge; Property ClipCount : clipcount; diff --git a/zscript/handler/swwm_handler_cheats.zsc b/zscript/handler/swwm_handler_cheats.zsc index 581be859a..b52e179f0 100644 --- a/zscript/handler/swwm_handler_cheats.zsc +++ b/zscript/handler/swwm_handler_cheats.zsc @@ -7,6 +7,7 @@ extend Class SWWMHandler transient ui bool kfail; transient ui int rss; ui bool nostalgic; + ui Font CheatFont; transient int sewercnt; private ui void CheatUITick() @@ -28,8 +29,8 @@ extend Class SWWMHandler S_StartSound("menu/buyinv",CHAN_ITEM,CHANF_UI); S_StartSound("misc/emone",CHAN_VOICE,CHANF_UI); } - SWWMCredits.Give(players[e.Args[0]],0,1,true); - SWWMScoreObj.Spawn(1000000000,players[e.Args[0]].mo.Vec3Offset(0,0,players[e.Args[0]].mo.Height/2)); + SWWMCredits.Give(players[e.Args[0]],999999999); + SWWMScoreObj.SpawnFromHandler(self,999999999,players[e.Args[0]].mo.Vec3Offset(0,0,players[e.Args[0]].mo.Height/2)); } else if ( e.Name ~== "swwmlorecheat" ) { @@ -307,7 +308,7 @@ extend Class SWWMHandler if ( consoleplayer == e.Args[0] ) { Console.Printf("\cdHop!\c-"); - S_StartSound("misc/buyinv",CHAN_ITEM,CHANF_UI); + S_StartSound("menu/buyinv",CHAN_ITEM,CHANF_UI); } let mo = players[e.Args[0]].mo; Actor f = Actor(ThinkerIterator.Create("FroggyChair").Next()); @@ -322,7 +323,7 @@ extend Class SWWMHandler if ( consoleplayer == e.Args[0] ) { Console.Printf("\cyAmnesiacs administered.\c-"); - S_StartSound("misc/buyinv",CHAN_ITEM,CHANF_UI); + S_StartSound("menu/buyinv",CHAN_ITEM,CHANF_UI); S_StartSound("bestsound",CHAN_VOICE,CHANF_UI); } let ti = ThinkerIterator.Create("Actor"); @@ -394,6 +395,29 @@ extend Class SWWMHandler sewercnt = gametic; } } + else if ( e.Name ~== "swwmonfirecheat" ) + { + let ti = ThinkerIterator.Create("Actor"); + Actor a; + bool burned = false; + while ( a = Actor(ti.Next()) ) + { + if ( !a.bSHOOTABLE || (a.player == players[e.Args[0]]) || a.IsFriend(players[e.Args[0]].mo) || !SWWMUtility.InPlayerFOV(players[e.Args[0]],a) ) continue; + OnFire.Apply(a,players[e.Args[0]].mo,500); + burned = true; + } + if ( consoleplayer != e.Args[0] ) return; + if ( burned ) + { + Console.Printf("\cyBurn baby burn...\c-"); + S_StartSound("menu/buyinv",CHAN_ITEM,CHANF_UI); + } + else + { + Console.Printf("\cyNothing to burn here.\c-"); + S_StartSound("misc/nocheat",CHAN_ITEM,CHANF_UI); + } + } } private ui bool CheatInput( InputEvent e ) @@ -402,7 +426,7 @@ extend Class SWWMHandler static const String cht[] = { "swwmlodsofemone", "swwmdeeplore", "swwmfroggygang", "swwmforgetaboutit", - "swwmmisterproper", "swwmstinky", + "swwmmisterproper", "swwmstinky", "swwmpantsonfire", // SWWM Platinum cheats "swwmimstuck", "swwmarmojumbo", "swwmdangimhealthy", "swwmwarriorofzaemonath", "swwmpowerparp", "swwmcannotseemyhands", @@ -415,7 +439,7 @@ extend Class SWWMHandler static const String cmd[] = { "swwmmoneycheat", "swwmlorecheat", "swwmfroggycheat", "swwmamnesiacheat", - "swwmjanitorcheat", "swwmsewercountcheat", + "swwmjanitorcheat", "swwmsewercountcheat", "swwmonfirecheat", // SWWM Platinum cheats "swwmsafecheat", "swwmweaponcheat", "swwmhealcheat", "swwmynykroncheat", "swwmgravcheat", "swwminvischeat", @@ -437,7 +461,7 @@ extend Class SWWMHandler matchany = true; if ( kstr != cht[i] ) continue; let s = SWWMStats.Find(players[consoleplayer]); - if ( (i > 5) && !swwm_nomapmsg && (!s || !s.oldcheat) ) + if ( (i > 6) && !swwm_nomapmsg && (!s || !s.oldcheat) ) { let m = new("SWWMDirectMessage").Init(StringTable.Localize("$SWWM_ZNVSNAME"),StringTable.Localize("$SWWM_ZNVNAME"),"Znv"); m.seqname = "ZNVTXT"; @@ -511,25 +535,25 @@ extend Class SWWMHandler // cheat input if ( (kcode <= 4) && ((klinger < gametic) || (klingerstr == "")) ) return; - double hs = max(min(floor(Screen.GetWidth()/640.),floor(Screen.GetHeight()/266.)),1.); - Vector2 ss = (Screen.GetWidth(),Screen.GetHeight())/hs; + double scl = CleanXFac_1*3.; String chstr = (kcode>4)?kstr.Mid(4):klingerstr.Mid(4); double alph = clamp((klinger-(gametic+e.fractic))/20.,0.,1.); double shine = clamp((klinger-(gametic+e.fractic+40))/20.,0.,1.); int col = (kcode>4)?0:(kfail)?2:1; int tlen = chstr.CodePointCount(); - int width = (bigfont.StringWidth(chstr)+6*(tlen-1)); - int xx = int((ss.x-width)/2.); - int yy = int((ss.y-bigfont.GetHeight())/2.); + if ( !CheatFont ) CheatFont = Font.GetFont("TewiFontOutline"); + int width = (CheatFont.StringWidth(chstr)+3*(tlen-1)); + double xx = int(Screen.GetWidth()-width*scl)/2; + double yy = int(Screen.GetHeight()-CheatFont.GetHeight()*scl)/2; rss = (kcode>4)?gametic:klinger; for ( int i=0, pos=0; i s.toptaken ) s.toptaken = e.Damage; } } - if ( e.DamageSource && e.DamageSource.player ) + if ( !e.DamageSource || !e.DamageSource.player ) return; + // fall dmg + SWWMWhoPushedMe.SetInstigator(e.Thing,e.DamageSource); + dealtdamage[e.DamageSource.PlayerNumber()] = true; + let s = SWWMStats.Find(e.DamageSource.player); + if ( s ) // deathmatch telefrag-on-spawn may cause this to be null { - dealtdamage[e.DamageSource.PlayerNumber()] = true; - let s = SWWMStats.Find(e.DamageSource.player); - if ( s ) // deathmatch telefrag-on-spawn may cause this to be null - { - s.AddDamageDealt(e.Damage); - if ( e.Damage > s.topdealt ) s.topdealt = e.Damage; - } - SWWMFlyTracker.Track(e.Thing,e.DamageSource); - if ( e.Thing.bBOSS || e.Thing.FindInventory("BossMarker") ) - { - let tk = e.Thing.FindInventory("DeepImpactOnlyToken"); - if ( !tk ) - { - tk = Inventory(Actor.Spawn("DeepImpactOnlyToken")); - tk.AttachToOwner(e.Thing); - tk.special1 = 0; - } - Inventory pb; - if ( (tk.special1 != -1) && ((e.DamageType == 'Push') || (e.Inflictor && (pb = e.Inflictor.FindInventory("ParriedBuff")) && pb.bAMBUSH)) ) - tk.special1 = 1; - else tk.special1 = -1; - } - // barrel destruction - if ( (e.Thing is 'ExplosiveBarrel') && (e.Thing.Health <= 0) ) - SWWMUtility.AchievementProgressInc("barrel",1,e.DamageSource.player); + s.AddDamageDealt(e.Damage); + if ( e.Damage > s.topdealt ) s.topdealt = e.Damage; } + SWWMFlyTracker.Track(e.Thing,e.DamageSource); + if ( e.Thing.bBOSS || e.Thing.FindInventory("BossMarker") ) + { + let tk = e.Thing.FindInventory("DeepImpactOnlyToken"); + if ( !tk ) + { + tk = Inventory(Actor.Spawn("DeepImpactOnlyToken")); + tk.AttachToOwner(e.Thing); + tk.special1 = 0; + } + Inventory pb; + if ( (tk.special1 != -1) && ((e.DamageType == 'Push') || (e.Inflictor && (pb = e.Inflictor.FindInventory("ParriedBuff")) && pb.bAMBUSH)) ) + tk.special1 = 1; + else tk.special1 = -1; + } + // barrel destruction + if ( (e.Thing is 'ExplosiveBarrel') && (e.Thing.Health <= 0) ) + SWWMUtility.AchievementProgressInc("barrel",1,e.DamageSource.player); } // combat hit chatter @@ -167,11 +154,13 @@ extend Class SWWMHandler if ( (e.DamageType == 'Falling') && !e.DamageSource ) src = SWWMWhoPushedMe.RecallInstigator(e.Thing); if ( (!src || !src.player || (src == e.Thing)) ) return; + let inflictor = e.Inflictor; + if ( inflictor is 'SWWMPuff' ) inflictor = inflictor.master; let s = SWWMStats.Find(src.player); if ( s ) { s.kills++; - s.AddWeaponKill(e.Inflictor,e.Thing,e.DamageType); + s.AddWeaponKill(inflictor,e.Thing,e.DamageType); } if ( src == players[consoleplayer].mo ) { @@ -190,7 +179,7 @@ extend Class SWWMHandler { if ( (e.Thing.bBOSS||e.Thing.FindInventory("BossMarker")) && ((e.DamageType == 'Dash') || (e.DamageType == 'Buttslam')) ) SWWMUtility.AchievementProgressInc("bossdash",1,src.player); - if ( (e.Inflictor is 'DeepImpact') && (e.DamageType == 'Push') ) + if ( (inflictor is 'DeepImpact') && (e.DamageType == 'Push') ) SWWMUtility.AchievementProgressInc("sneeze",1,src.player); else if ( e.DamageType == 'Buttslam' ) SWWMUtility.AchievementProgressInc("butts",1,src.player); @@ -200,15 +189,13 @@ extend Class SWWMHandler SWWMUtility.AchievementProgressInc("thicc",1,src.player); else if ( (e.DamageType == 'Love') && !(e.Thing is 'WolfensteinSS') && (e.Thing.Species != 'WolfensteinSS') ) SWWMUtility.AchievementProgressInc("love",1,src.player); - Inventory buff = e.Inflictor?e.Inflictor.FindInventory('ParriedBuff'):null; + Inventory buff = inflictor?inflictor.FindInventory('ParriedBuff'):null; if ( buff ) { SWWMUtility.AchievementProgressInc("reflect",1,src.player); - if ( (e.Thing is 'Cyberdemon') && (e.Inflictor is 'Rocket') && (buff.tracer == e.Thing) ) + if ( (e.Thing is 'Cyberdemon') && (inflictor is 'Rocket') && (buff.tracer == e.Thing) ) SWWMUtility.MarkAchievement("cybully",src.player); } - if ( (e.Inflictor is 'PusherWeapon') || (e.Inflictor is 'PusherProjectile') ) - SWWMUtility.AchievementProgressInc("tender",1,src.player); Inventory tk; if ( (tk = e.Thing.FindInventory("DeepImpactOnlyToken")) && (tk.special1 == 1) ) SWWMUtility.MarkAchievement("shame",src.player); @@ -272,7 +259,7 @@ extend Class SWWMHandler } SWWMScoreObj scr = null; if ( src.player == players[consoleplayer] ) - scr = SWWMScoreObj.Spawn(score,e.Thing.Vec3Offset(0,0,e.Thing.Height/2)); + scr = SWWMScoreObj.SpawnFromHandler(self,score,e.Thing.Vec3Offset(0,0,e.Thing.Height/2)); int ofs = 0; if ( e.DamageType == 'Push' ) { @@ -289,13 +276,13 @@ extend Class SWWMHandler score += 600; if ( scr ) scr.AppendXString(StringTable.Localize(((e.Thing is 'WolfensteinSS')||(e.Thing.Species=='WolfensteinSS'))?"$SWWM_LOVED_ALT":"$SWWM_LOVED"),0,Font.FindFontColor('BlushPink')); } - else if ( e.Inflictor is 'FroggyChair' ) + else if ( inflictor is 'FroggyChair' ) { score += 1440; if ( scr ) scr.AppendXString(StringTable.Localize("$SWWM_FROGGED"),0,Font.CR_GREEN); } Inventory pb; - if ( e.Inflictor && (pb = e.Inflictor.FindInventory('ParriedBuff')) ) + if ( inflictor && (pb = inflictor.FindInventory('ParriedBuff')) ) { score += 200; if ( pb.special1&1 ) score += 200; @@ -333,8 +320,9 @@ extend Class SWWMHandler { allkills = true; SWWMCredits.Give(src.player,1000); - Console.Printf(StringTable.Localize("$SWWM_LASTMONSTER"),src.player.GetUserName(),1000); - SWWMScoreObj.Spawn(1000,src.Vec3Offset(0,0,src.Height/2)); + if ( src.player == players[consoleplayer] ) Console.Printf(StringTable.Localize("$SWWM_LASTMONSTER"),1000); + else Console.Printf(StringTable.Localize("$SWWM_LASTMONSTERREM"),src.player.GetUserName(),1000); + SWWMScoreObj.SpawnFromHandler(self,1000,src.Vec3Offset(0,0,src.Height/2)); SWWMUtility.AchievementProgressInc("allkills",1,src.player); } } diff --git a/zscript/handler/swwm_handler_debugrender.zsc b/zscript/handler/swwm_handler_debugrender.zsc index dea8db9d5..d42cf3936 100644 --- a/zscript/handler/swwm_handler_debugrender.zsc +++ b/zscript/handler/swwm_handler_debugrender.zsc @@ -60,7 +60,7 @@ extend Class SWWMHandler private ui void DrawActor( RenderEvent e, Actor a ) { - Vector3 pos = a.prev*(1.-e.FracTic)+a.pos*e.FracTic; + Vector3 pos = SWWMUtility.LerpVector3(a.prev,a.pos,e.FracTic); if ( a is 'DynamicLight' ) DrawWorldCircle(e,pos,a.args[3]*2,Color(a.args[0],a.args[1],a.args[2])); if ( (a.radius > 0.) && (a.height > 0.) ) { @@ -86,9 +86,9 @@ extend Class SWWMHandler DrawWorldLine(e,pos,pos+y*16,"Green"); DrawWorldLine(e,pos,pos+z*16,"Blue"); if ( a.vel != (0,0,0) ) DrawWorldLine(e,pos,pos+a.vel*GameTicRate,"Yellow"); - if ( a.target ) DrawWorldLine(e,pos,a.target.prev*(1.-e.FracTic)+a.target.pos*e.FracTic,"Gold"); - if ( a.tracer ) DrawWorldLine(e,pos,a.tracer.prev*(1.-e.FracTic)+a.tracer.pos*e.FracTic,"Orange"); - if ( a.master ) DrawWorldLine(e,pos,a.master.prev*(1.-e.FracTic)+a.master.pos*e.FracTic,"Purple"); + if ( a.target ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.target.prev,a.target.pos,e.FracTic),"Gold"); + if ( a.tracer ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.tracer.prev,a.tracer.pos,e.FracTic),"Orange"); + if ( a.master ) DrawWorldLine(e,pos,SWWMUtility.LerpVector3(a.master.prev,a.master.pos,e.FracTic),"Purple"); double hdiff = a.Height/2; if ( a.bFLOATBOB ) hdiff += a.GetBobOffset(); Vector3 ndc = SWWMUtility.ProjectPoint(projdata,e.viewpos+level.Vec3Diff(e.viewpos,pos+(0,0,hdiff))); @@ -111,7 +111,9 @@ extend Class SWWMHandler if ( a == players[consoleplayer].Camera ) continue; if ( a.bINVISIBLE && !(a is 'DynamicLight') ) continue; if ( (a is 'Inventory') && Inventory(a).Owner ) continue; - if ( (a is 'SWWMShadow') || (a is 'GhostArtifactX') || (a is 'DemolitionistSelfLight') || (a is 'HeadpatTracker') ) continue; + if ( (a is 'SWWMPickupFlash') && (a.CurState == a.FindState('Pickup')) ) continue; + if ( (a is 'SWWMShadow') || (a is 'GhostArtifactX') || (a is 'DemolitionistSelfLight') || (a is 'HeadpatTracker') || (a is 'SWWMExtendedItemHitbox') + || (a is 'SWWMTeleportLine') || (a is 'SWWMTeleportDest') ) continue; if ( a.Distance3DSquared(e.Camera) > 1000000 ) continue; DrawActor(e,a); } diff --git a/zscript/handler/swwm_handler_oneliners.zsc b/zscript/handler/swwm_handler_oneliners.zsc index 76e50f36c..5f6b650f7 100644 --- a/zscript/handler/swwm_handler_oneliners.zsc +++ b/zscript/handler/swwm_handler_oneliners.zsc @@ -121,6 +121,7 @@ extend Class SWWMHandler { let l = SWWMOneLiner.Make(oneliner,onelinerspan); StatusBar.AttachMessage(l,-3473); + SendNetworkEvent("swwmstoremessage.\cd"..(multiplayer?players[consoleplayer].GetUserName():"Demo").."\c-: "..StringTable.Localize(oneliner),level.totaltime,PRINT_CHAT,consoleplayer); } SendNetworkEvent("swwmremotelinertxt."..oneliner,consoleplayer,onelinerlevel); } diff --git a/zscript/handler/swwm_handler_playerevents.zsc b/zscript/handler/swwm_handler_playerevents.zsc index f6c1b59d3..592c71058 100644 --- a/zscript/handler/swwm_handler_playerevents.zsc +++ b/zscript/handler/swwm_handler_playerevents.zsc @@ -41,13 +41,6 @@ extend Class SWWMHandler } } // create some static thinkers for this player if needed - SWWMTradeHistory th = SWWMTradeHistory.Find(p); - if ( !th ) - { - th = new("SWWMTradeHistory"); - th.ChangeStatNum(Thinker.STAT_STATIC); - th.myplayer = p; - } SWWMCredits c = SWWMCredits.Find(p); if ( !c ) { @@ -135,10 +128,10 @@ extend Class SWWMHandler lastkill[e.playernumber] = int.min; // reset combat tracker if ( !swwm_notrack ) - SWWMCombatTracker.Spawn(players[e.playernumber].mo); + SWWMCombatTracker.Spawn(self,players[e.playernumber].mo,true); // reset score (optional) if inventory should be cleared if ( swwm_resetscore && level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn ) - c.credits = c.hcredits = 0; + c.credits = 0; // re-add any missing collectibles after a death exit (yes, this happens) for ( int i=0; i checklist; + // for the compact hud + transient int WeaponFlash[10]; override void ConsoleProcess( ConsoleEvent e ) { @@ -170,7 +172,7 @@ extend Class SWWMHandler while ( a = Actor(ti.Next()) ) { if ( (!a.bSHOOTABLE && !a.bISMONSTER) || (a is 'LampMoth') || (a is 'CompanionLamp') ) continue; - let trk = SWWMCombatTracker.Spawn(a,true); + let trk = SWWMCombatTracker.Spawn(self,a,true); if ( !a.player ) trk.maxhealth = max(a.health,a.GetSpawnHealth()); } n = (trackers_cnt-n); @@ -210,105 +212,6 @@ extend Class SWWMHandler Console.Printf("%d effects cleared.",n); return; } - else if ( e.Name ~== "swwmdebugdumprng" ) - { - if ( multiplayer && (e.player != Net_Arbitrator) ) - { - if ( e.player == consoleplayer ) - Console.Printf("Only the net arbitrator can call this event."); - return; - } - // dump the values of all mod RNGs (might help someday to track down what desyncs) - String msg = String.Format("\cxRNG dump for player %d (\c-%s\cx):\c-",consoleplayer,players[consoleplayer].GetUserName()); - msg.AppendFormat("\n\n\cfPlay RNG (will cause desyncs if mismatched):\c-\n"); - msg.AppendFormat("\nBlood: %08x",Random2[Blood]()); - msg.AppendFormat("\nBoolet: %08x",Random2[Boolet]()); - msg.AppendFormat("\nBundle: %08x",Random2[Bundle]()); - msg.AppendFormat("\nCandy: %08x",Random2[Candy]()); - msg.AppendFormat("\nChancebox: %08x",Random2[Chancebox]()); - msg.AppendFormat("\nCorrode: %08x",Random2[Corrode]()); - msg.AppendFormat("\nDemolitionist: %08x",Random2[Demolitionist]()); - msg.AppendFormat("\nDoBlast: %08x",Random2[DoBlast]()); - msg.AppendFormat("\nDropChance: %08x",Random2[DropChance]()); - msg.AppendFormat("\nEviscerator: %08x",Random2[Eviscerator]()); - msg.AppendFormat("\nExplodium: %08x",Random2[Explodium]()); - msg.AppendFormat("\nExploS: %08x",Random2[ExploS]()); - msg.AppendFormat("\nExtraMissiles: %08x",Random2[ExtraMissiles]()); - msg.AppendFormat("\nFlameT: %08x",Random2[FlameT]()); - msg.AppendFormat("\nFlicker: %08x",Random2[Flicker]()); - msg.AppendFormat("\nGesture: %08x",Random2[Gesture]()); - msg.AppendFormat("\nGibs: %08x",Random2[Gibs]()); - msg.AppendFormat("\nGoldDrop: %08x",Random2[GoldDrop]()); - msg.AppendFormat("\nGoldy: %08x",Random2[Goldy]()); - msg.AppendFormat("\nGunFlash: %08x",Random2[GunFlash]()); - msg.AppendFormat("\nHellblazer: %08x",Random2[Hellblazer]()); - msg.AppendFormat("\nImpact: %08x",Random2[Impact]()); - msg.AppendFormat("\nInvinciball: %08x",Random2[Invinciball]()); - msg.AppendFormat("\nJunk: %08x",Random2[Junk]()); - msg.AppendFormat("\nMoth: %08x",Random2[Moth]()); - msg.AppendFormat("\nMykradvo: %08x",Random2[Mykradvo]()); - msg.AppendFormat("\nNugget: %08x",Random2[Nugget]()); - msg.AppendFormat("\nParry: %08x",Random2[Parry]()); - msg.AppendFormat("\nPonch: %08x",Random2[Ponch]()); - msg.AppendFormat("\nPuff: %08x",Random2[Puff]()); - msg.AppendFormat("\nPusher: %08x",Random2[Pusher]()); - msg.AppendFormat("\nRage: %08x",Random2[Rage]()); - msg.AppendFormat("\nReplacements: %08x",Random2[Replacements]()); - msg.AppendFormat("\nShellDrop: %08x",Random2[ShellDrop]()); - msg.AppendFormat("\nShivers: %08x",Random2[Shivers]()); - msg.AppendFormat("\nSilverbullet: %08x",Random2[Silverbullet]()); - msg.AppendFormat("\nSpareShells: %08x",Random2[SpareShells]()); - msg.AppendFormat("\nSparkster: %08x",Random2[Sparkster]()); - msg.AppendFormat("\nSpread: %08x",Random2[Spread]()); - msg.AppendFormat("\nSpreadgun: %08x",Random2[Spreadgun]()); - msg.AppendFormat("\nWallbuster: %08x",Random2[Wallbuster]()); - msg.AppendFormat("\nYnykron: %08x",Random2[Ynykron]()); - msg.AppendFormat("\n\n\cfUI RNG (should not cause desyncs if mismatched):\c-\n"); - msg.AppendFormat("\nbdscreen: %08x",Random2[bdscreen]()); - msg.AppendFormat("\nClientSparkles: %08x",Random2[ClientSparkles]()); - msg.AppendFormat("\nDemoLines: %08x",Random2[DemoLines]()); - msg.AppendFormat("\nFInTheChat: %08x",Random2[FInTheChat]()); - msg.AppendFormat("\nFunTags: %08x",Random2[FunTags]()); - msg.AppendFormat("\nhdscreen: %08x",Random2[hdscreen]()); - msg.AppendFormat("\nHudStuff: %08x",Random2[HudStuff]()); - msg.AppendFormat("\nInterArt: %08x",Random2[InterArt]()); - msg.AppendFormat("\nScoreBits: %08x",Random2[ScoreBits]()); - msg.AppendFormat("\nTUID: %08x",Random2[TUID]()); - msg.AppendFormat("\nUIStuff: %08x",Random2[UIStuff]()); - msg.AppendFormat("\nWallbusterMenu: %08x",Random2[WallbusterMenu]()); - Console.Printf(msg); - return; - } - else if ( e.Name ~== "swwmdebugdlglines" ) - { - if ( multiplayer && (e.player != Net_Arbitrator) ) - { - if ( e.player == consoleplayer ) - Console.Printf("Only the net arbitrator can call this event."); - return; - } - // checks that ALL dialogue text fits in 3 lines - String alldlg_pack = "SWWM_SAYAPHOBOS1:SWWM_SAYAPHOBOS2:SWWM_SAYAPHOBOS3:SWWM_SAYAPHOBOS4:SWWM_SAYADEIMOS1:SWWM_SAYADEIMOS2:SWWM_SAYADEIMOS3:SWWM_SAYADEIMOS4:SWWM_SAYADIS1:SWWM_SAYADIS2:SWWM_SAYADIS3:SWWM_SAYADIS4:SWWM_SAYATHY1:SWWM_SAYATHY2:SWWM_SAYATHY3:SWWM_SAYATHY4:SWWM_CYTHOSIGIL1:SWWM_CYTHOSIGIL2:SWWM_CYTHOSIGIL3:SWWM_CYTHOSIGIL4:SWWM_SAYADIMPLE1:SWWM_SAYADIMPLE2:SWWM_SAYADIMPLE3:SWWM_SAYADIMPLE4:SWWM_SAYADIMPLE5:SWWM_SAYACIRCLE1:SWWM_SAYACIRCLE2:SWWM_SAYACIRCLE3:SWWM_SAYACIRCLE4:SWWM_SAYACIRCLE5:SWWM_SAYAGOTCHA1:SWWM_SAYAGOTCHA2:SWWM_SAYAGOTCHA3:SWWM_SAYAGOTCHA4:SWWM_SAYAGOTCHA5:SWWM_SAYAGOTCHAEND1:SWWM_SAYAGOTCHAEND2:SWWM_SAYAGOTCHAEND3:SWWM_SAYAGOTCHAEND4:SWWM_SAYAGOTCHAEND5:SWWM_SAYAIOS1:SWWM_SAYAIOS2:SWWM_SAYAIOS3:SWWM_SAYAIOS4:SWWM_SAYAIOS5:SWWM_SAYARAMPANCY1:SWWM_SAYARAMPANCY2:SWWM_SAYARAMPANCY3:SWWM_SAYARAMPANCY4:SWWM_CYTHONERVE1:SWWM_CYTHONERVE2:SWWM_CYTHONERVE3:SWWM_CYTHONERVE4:SWWM_CYTHONERVE5:SWWM_SAYAEVIA1:SWWM_SAYAEVIA2:SWWM_SAYAEVIA3:SWWM_SAYAEVIA4:SWWM_SAYAEVIB1:SWWM_SAYAEVIB2:SWWM_SAYAMAW1:SWWM_SAYAMAW2:SWWM_SAYAMAW3:SWWM_SAYAMAW4:SWWM_SAYAMAW5:SWWM_SAYAMASTERS1:SWWM_SAYAMASTERS2:SWWM_SAYAMASTERS3:SWWM_SAYAMASTERS4:SWWM_SAYAMASTERS5:SWWM_SAYADSPARIL1:SWWM_SAYADSPARIL2:SWWM_SAYADSPARIL3:SWWM_SAYADSPARIL4:SWWM_SAYADSPARIL5:SWWM_SAYAHEADS1:SWWM_SAYAHEADS2:SWWM_SAYAHEADS3:SWWM_SAYAHEADS4:SWWM_SAYAHEADS5:SWWM_SAYAHEADS6:SWWM_SAYABULLS1:SWWM_SAYABULLS2:SWWM_SAYABULLS3:SWWM_SAYABULLS4:SWWM_SAYABULLS5:SWWM_SAYAGREETA1:SWWM_SAYAGREETA2:SWWM_SAYAGREETA3:SWWM_SAYAGREETB1:SWWM_SAYAGREETC1:SWWM_SAYAGREETD1:SWWM_SAYAGREETE1:SWWM_SAYAGREETF1:SWWM_SAYABLOODA1:SWWM_SAYABLOODA2:SWWM_SAYABLOODB1:SWWM_SAYABLOODC1:SWWM_SAYABLOODD1:SWWM_SAYAHYPO1:SWWM_SAYAHYPO2:SWWM_SAYAHYPO3:SWWM_SAYAHYPO4:SWWM_KIRINWORSHIPA1:SWWM_KIRINWORSHIPB1:SWWM_KIRINWORSHIPC1:SWWM_KIRINWORSHIPD1:SWWM_KIRINWORSHIPD2:SWWM_SAYAGAMEA1:SWWM_SAYAGAMEA2:SWWM_SAYAGAMEB1:SWWM_SAYAGAMEC1:SWWM_SAYAMASTERSA1:SWWM_SAYAMASTERSA2:SWWM_SAYAMASTERSB1:SWWM_SAYAMASTERSC1:SWWM_SAYAMASTERSD1:SWWM_SAYAMASTERSE1:SWWM_SAYAMASTERSF1:SWWM_SAYAFIGHTER1:SWWM_SAYAFIGHTER2:SWWM_SAYACLERICA1:SWWM_SAYACLERICA2:SWWM_SAYACLERICB1:SWWM_SAYACLERICC1:SWWM_SAYACLERICC2:SWWM_SAYAMAGE1:SWWM_SAYAMAGE2:SWWM_SAYAMAGE3:SWWM_SAYAMAGE4:SWWM_SAYAKORAXA1:SWWM_SAYAKORAXB1:SWWM_SAYAKORAXC1:SWWM_SAYAKORAXD1:SWWM_SAYAKORAXE1:SWWM_SAYABLIGHTA1:SWWM_SAYABLIGHTB1:SWWM_SAYABLIGHTC1:SWWM_SAYABLIGHTC2:SWWM_SAYACONSTABLEA1:SWWM_SAYACONSTABLEA2:SWWM_SAYACONSTABLEB1:SWWM_SAYACONSTABLEC1:SWWM_SAYACONSTABLED1:SWWM_SAYANAVEA1:SWWM_SAYANAVEA2:SWWM_SAYANAVEB1:SWWM_SAYANAVEC1:SWWM_SAYANAVED1:SWWM_SAYANAVEE1:SWWM_SAYANAVEF1:SWWM_SAYADEATHKINGS1:SWWM_KIRINPUZZLEA1:SWWM_KIRINPUZZLEA2:SWWM_KIRINPUZZLEB1:SWWM_KIRINPUZZLEC1:SWWM_KIRINPUZZLEC2:SWWM_KIRINPUZZLED1:SWWM_KIRINPUZZLED2:SWWM_KIRINPUZZLEE1:SWWM_KIRINPUZZLEE2:SWWM_KIRINPUZZLEF1:SWWM_KIRINPUZZLEF2:SWWM_KIRINPUZZLEF3:SWWM_KIRINPUZZLEG1:SWWM_KIRINPUZZLEH1:SWWM_KIRINPUZZLEI1:SWWM_KIRINPUZZLEI2:SWWM_KIRINPUZZLEJ1:SWWM_KIRINPUZZLEJ2:SWWM_KIRINPUZZLEK1:SWWM_KIRINPUZZLEL1:SWWM_KIRINPUZZLEM1:SWWM_KIRINPUZZLEN1:SWWM_KIRINPUZZLEO1:SWWM_KIRINPUZZLEP1:SWWM_KIRINPUZZLEQ1:SWWM_KIRINPUZZLER1:SWWM_KIRINPUZZLER2:SWWM_KIRINPUZZLER3:SWWM_KIRINPUZZLES1:SWWM_KIRINPUZZLET1:SWWM_KIRINPUZZLEU1:SWWM_ZNVTXT1:SWWM_ZNVTXT2:SWWM_ZNVTXT3:SWWM_ZNVTXT4:SWWM_ZNVTXT5"; - Array alldlg; - alldlg_pack.Split(alldlg,":"); - for ( int i=0; i 3 ) Console.Printf("\cg%s exceeds line limit (%d > 3)\c-",alldlg[i],l.Count()); - else - { - if ( !e.Args[0] ) - { - l.Destroy(); - continue; - } - Console.Printf("\cd%s is within line limit (%d <= 3)\c-",alldlg[i],l.Count()); - } - for ( int j=0; j %s",l.StringAt(j)); - l.Destroy(); - } - return; - } else if ( e.Name ~== "swwmprofilehandler" ) { if ( multiplayer && (e.player != Net_Arbitrator) ) @@ -545,7 +448,10 @@ extend Class SWWMHandler if ( swwm_mutevoice >= e.Args[1] ) return; double dist = players[consoleplayer].Camera.Distance3D(players[e.Args[0]].mo); if ( dist < 2000 ) + { Console.Printf("\cx%s\cx: %s\c-",players[e.Args[0]].GetUserName(),StringTable.Localize(e.Name.Mid(19))); + if ( swwm_voicelog ) SWWMFullHistory.PushMessage("\cd"..players[e.Args[0]].GetUserName().."\c-: "..StringTable.Localize(e.Name.Mid(19)),level.totaltime,PRINT_CHAT); + } } else if ( e.Name.Left(8) ~== "swwmcbt." ) { @@ -600,6 +506,12 @@ extend Class SWWMHandler let s = SWWMStats.Find(players[e.Args[0]]); if ( s ) s.oldcheat = true; } + else if ( e.Name ~== "swwmweaponreceive" ) + { + if ( e.Args[1] != consoleplayer ) return; + if ( (e.Args[0] < 0) || (e.Args[0] > 9) ) return; + WeaponFlash[e.Args[0]] = gametic+25; + } // cheats go here else CheatEvent(e); } diff --git a/zscript/handler/swwm_handler_shaders.zsc b/zscript/handler/swwm_handler_shaders.zsc index e39482734..bad30a932 100644 --- a/zscript/handler/swwm_handler_shaders.zsc +++ b/zscript/handler/swwm_handler_shaders.zsc @@ -2,21 +2,21 @@ extend Class SWWMHandler { - static clearscope void ClearAllShaders( PlayerInfo p, bool noscope = false ) + static clearscope void ClearAllShaders( bool noscope = false ) { - Shader.SetEnabled(p,"WaterWarp",false); - Shader.SetEnabled(p,"LavaWarp",false); - Shader.SetEnabled(p,"SlimeWarp",false); - Shader.SetEnabled(p,"ZoomBlur",false); - if ( !noscope ) Shader.SetEnabled(p,"SilverScope",false); - Shader.SetEnabled(p,"BarrierShader",false); - Shader.SetEnabled(p,"GhostShader",false); - Shader.SetEnabled(p,"InvinciShader",false); - Shader.SetEnabled(p,"RagekitShader",false); - Shader.SetEnabled(p,"DevastationShader",false); - Shader.SetEnabled(p,"DivineShader",false); - Shader.SetEnabled(p,"Glitch",false); - Shader.SetEnabled(p,"Grain",false); + PPShader.SetEnabled("WaterWarp",false); + PPShader.SetEnabled("LavaWarp",false); + PPShader.SetEnabled("SlimeWarp",false); + PPShader.SetEnabled("ZoomBlur",false); + if ( !noscope ) PPShader.SetEnabled("SilverScope",false); + PPShader.SetEnabled("BarrierShader",false); + PPShader.SetEnabled("GhostShader",false); + PPShader.SetEnabled("InvinciShader",false); + PPShader.SetEnabled("RagekitShader",false); + PPShader.SetEnabled("DevastationShader",false); + PPShader.SetEnabled("DivineShader",false); + PPShader.SetEnabled("Glitch",false); + PPShader.SetEnabled("Grain",false); } private ui void RenderShaders( RenderEvent e ) @@ -26,117 +26,116 @@ extend Class SWWMHandler bool pc = (p.camera == mo); if ( !mo || !swwm_shaders || !pc ) { - if ( !swwm_shaders ) ClearAllShaders(p,true); + if ( !swwm_shaders ) ClearAllShaders(true); return; } let divi = DivineSpriteEffect(mo.FindInventory("DivineSpriteEffect")); if ( divi ) { - Shader.SetEnabled(p,"DivineShader",true); - Shader.SetUniform1f(p,"DivineShader","timer",(gametic+e.FracTic)/GameTicRate); - double str = clamp((divi.AlphInter.GetValue()-1000.)/6000.,0.,1.)**2.; - Shader.SetUniform1f(p,"DivineShader","str",str); + PPShader.SetEnabled("DivineShader",true); + PPShader.SetUniform1f("DivineShader","timer",(gametic+e.FracTic)/GameTicRate); + double str = divi.AlphInter?(clamp((divi.AlphInter.GetValue()-1000.)/6000.,0.,1.)**2.):0.; + PPShader.SetUniform1f("DivineShader","str",str); } - else Shader.SetEnabled(p,"DevastationShader",false); + else PPShader.SetEnabled("DevastationShader",false); let deva = AngeryPower(mo.FindInventory("AngeryPower")); if ( deva ) { - Shader.SetEnabled(p,"DevastationShader",true); - Shader.SetUniform1f(p,"DevastationShader","timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetEnabled("DevastationShader",true); + PPShader.SetUniform1f("DevastationShader","timer",(gametic+e.FracTic)/GameTicRate); double xstrastr = 1.+max(0,deva.lastpulse-(gametic+e.Fractic))/35.; - Shader.SetUniform1f(p,"DevastationShader","xtrastr",xstrastr**2.); + PPShader.SetUniform1f("DevastationShader","xtrastr",xstrastr**2.); } - else Shader.SetEnabled(p,"DevastationShader",false); + else PPShader.SetEnabled("DevastationShader",false); let rage = RagekitPower(mo.FindInventory("RagekitPower")); if ( rage ) { - Shader.SetEnabled(p,"RagekitShader",true); - Shader.SetUniform1f(p,"RagekitShader","timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetEnabled("RagekitShader",true); + PPShader.SetUniform1f("RagekitShader","timer",(gametic+e.FracTic)/GameTicRate); double xstrastr = 1.+max(0,rage.lastpulse-(gametic+e.Fractic))/35.; - Shader.SetUniform1f(p,"RagekitShader","xtrastr",xstrastr**2.); + PPShader.SetUniform1f("RagekitShader","xtrastr",xstrastr**2.); } - else Shader.SetEnabled(p,"RagekitShader",false); + else PPShader.SetEnabled("RagekitShader",false); let ghost = GhostPower(mo.FindInventory("GhostPower")); - if ( ghost ) Shader.SetEnabled(p,"GhostShader",true); - else Shader.SetEnabled(p,"GhostShader",false); + if ( ghost ) PPShader.SetEnabled("GhostShader",true); + else PPShader.SetEnabled("GhostShader",false); let sunny = InvinciballPower(mo.FindInventory("InvinciballPower")); if ( sunny ) { - Shader.SetEnabled(p,"InvinciShader",true); + PPShader.SetEnabled("InvinciShader",true); double str = max(0,sunny.lastpulse-(gametic+e.Fractic))/35.; - Shader.SetUniform1f(p,"InvinciShader","str",str); + PPShader.SetUniform1f("InvinciShader","str",str); } - else Shader.SetEnabled(p,"InvinciShader",false); + else PPShader.SetEnabled("InvinciShader",false); let coat = BarrierPower(mo.FindInventory("BarrierPower")); if ( coat ) { - Shader.SetEnabled(p,"BarrierShader",true); - Shader.SetUniform1f(p,"BarrierShader","timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetEnabled("BarrierShader",true); + PPShader.SetUniform1f("BarrierShader","timer",(gametic+e.FracTic)/GameTicRate); } - else Shader.SetEnabled(p,"BarrierShader",false); + else PPShader.SetEnabled("BarrierShader",false); if ( !(mo is 'Demolitionist') ) { - Shader.SetEnabled(p,"WaterWarp",false); - Shader.SetEnabled(p,"LavaWarp",false); - Shader.SetEnabled(p,"SlimeWarp",false); - Shader.SetEnabled(p,"Glitch",false); - Shader.SetEnabled(p,"Grain",false); - Shader.SetEnabled(p,"ZoomBlur",false); + PPShader.SetEnabled("WaterWarp",false); + PPShader.SetEnabled("LavaWarp",false); + PPShader.SetEnabled("SlimeWarp",false); + PPShader.SetEnabled("Glitch",false); + PPShader.SetEnabled("Grain",false); + PPShader.SetEnabled("ZoomBlur",false); return; } let demo = Demolitionist(mo); if ( demo.lastunder == Demolitionist.UNDER_WATER ) { - Shader.SetEnabled(p,"WaterWarp",true); - 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.)); - + PPShader.SetEnabled("WaterWarp",true); + PPShader.SetUniform1f("WaterWarp","timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetUniform1f("WaterWarp","dfact",coat?.25:1.); + PPShader.SetUniform3f("WaterWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.)); } - else Shader.SetEnabled(p,"WaterWarp",false); + else PPShader.SetEnabled("WaterWarp",false); if ( demo.lastunder == Demolitionist.UNDER_LAVA ) { - Shader.SetEnabled(p,"LavaWarp",true); - 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.)); + PPShader.SetEnabled("LavaWarp",true); + PPShader.SetUniform1f("LavaWarp","timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetUniform1f("LavaWarp","dfact",coat?.25:1.); + PPShader.SetUniform3f("LavaWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.)); } - else Shader.SetEnabled(p,"LavaWarp",false); + else PPShader.SetEnabled("LavaWarp",false); if ( demo.lastunder == Demolitionist.UNDER_SLIME ) { - Shader.SetEnabled(p,"SlimeWarp",true); - 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.)); + PPShader.SetEnabled("SlimeWarp",true); + PPShader.SetUniform1f("SlimeWarp","timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetUniform1f("SlimeWarp","dfact",coat?.25:1.); + PPShader.SetUniform3f("SlimeWarp","lightcol",(demo.undercol.r/255.,demo.undercol.g/255.,demo.undercol.b/255.)); } - else Shader.SetEnabled(p,"SlimeWarp",false); + else PPShader.SetEnabled("SlimeWarp",false); int lastdmg = (demo.Health>0)?demo.lastdamage:Random[Flicker](60,80); int lastdmgtic = (demo.Health>0)?demo.lastdamagetic:(gametic+Random[Flicker](30,20)); double noiz = min(lastdmg*.09*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.5); - Shader.SetEnabled(p,"Glitch",noiz>0); - Shader.SetEnabled(p,"Grain",noiz>0); + PPShader.SetEnabled("Glitch",noiz>0); + PPShader.SetEnabled("Grain",noiz>0); if ( noiz > 0 ) { - Shader.SetUniform1f(p,"Glitch","Timer",(gametic+e.FracTic)/GameTicRate); - Shader.SetUniform1f(p,"Grain","Timer",(gametic+e.FracTic)/GameTicRate); - Shader.SetUniform1f(p,"Grain","ni",noiz); + PPShader.SetUniform1f("Glitch","Timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetUniform1f("Grain","Timer",(gametic+e.FracTic)/GameTicRate); + PPShader.SetUniform1f("Grain","ni",noiz); noiz = min(lastdmg*.08*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),.8); - Shader.SetUniform1f(p,"Glitch","str1",noiz); + PPShader.SetUniform1f("Glitch","str1",noiz); noiz = min(lastdmg*.03*max(0,(lastdmgtic-(gametic+e.Fractic))/35.),3.5); - Shader.SetUniform1f(p,"Glitch","str2",noiz); + PPShader.SetUniform1f("Glitch","str2",noiz); } if ( !demo.InStateSequence(demo.CurState,demo.FindState("Dash")) ) { - Shader.SetEnabled(p,"ZoomBlur",false); + PPShader.SetEnabled("ZoomBlur",false); return; } - Shader.SetEnabled(p,"ZoomBlur",true); + PPShader.SetEnabled("ZoomBlur",true); Vector3 vel = demo.vel+demo.dashdir*demo.dashboost; double baumpu = max(0.,(demo.bumptic-(gametic+e.Fractic))/35.); vel += demo.dashdir*baumpu; double spd = vel.length(); Vector3 worlddir = vel/spd; - Shader.SetUniform1f(p,"ZoomBlur","Fade",clamp((spd-20.)/60.,0.,1.)); + PPShader.SetUniform1f("ZoomBlur","Fade",clamp((spd-20.)/60.,0.,1.)); double str = min(spd/40.,15.); Vector3 x, y, z; [x, y, z] = swwm_CoordUtil.GetAxes(e.ViewPitch,e.ViewAngle,e.ViewRoll); @@ -148,7 +147,7 @@ extend Class SWWMHandler centerspot.y = 1.-centerspot.y; str *= -1; } - Shader.SetUniform1f(p,"ZoomBlur","Str",str); - Shader.SetUniform2f(p,"ZoomBlur","CenterSpot",centerspot); + PPShader.SetUniform1f("ZoomBlur","Str",str); + PPShader.SetUniform2f("ZoomBlur","CenterSpot",centerspot); } } diff --git a/zscript/handler/swwm_handler_uitick.zsc b/zscript/handler/swwm_handler_uitick.zsc index 24e159bf4..8551968fe 100644 --- a/zscript/handler/swwm_handler_uitick.zsc +++ b/zscript/handler/swwm_handler_uitick.zsc @@ -5,6 +5,8 @@ extend Class SWWMHandler ui bool didstartmsg; bool doextramsg; ui bool didextramsg; + // april fools special + ui bool didaprmsg; private ui void MapstartUITick() { @@ -27,6 +29,20 @@ extend Class SWWMHandler didstartmsg = true; return; } + if ( !didaprmsg && (gamestate == GS_LEVEL) ) + { + didaprmsg = true; + if ( SystemTime.Format("%d%m",SystemTime.Now()) == "0104" ) + { + let msg = new("SWWMDirectMessage").Init(StringTable.Localize("$SWWM_SAYASNAME"),StringTable.Localize("$SWWM_SAYANAME"),"Saya"); + msg.seqname = "SAYAFOOL"; + msg.seqcnt = 5; + msg.delay = 120; + StatusBar.AttachMessage(msg,-1232); + didstartmsg = true; + return; + } + } int whichboss = WhichVanillaBossMap(); if ( bossmap == MAP_DE1M8 ) { diff --git a/zscript/handler/swwm_handler_vanillaboss.zsc b/zscript/handler/swwm_handler_vanillaboss.zsc index 596b2ac56..b2c0d419c 100644 --- a/zscript/handler/swwm_handler_vanillaboss.zsc +++ b/zscript/handler/swwm_handler_vanillaboss.zsc @@ -59,6 +59,7 @@ extend Class SWWMHandler ui int thealth, hmax; ui int oldhealth[30]; ui int cummdamage, lastcummtic; // please do not misread + ui Font mSmallFont; enum EVanillaMap { @@ -487,6 +488,7 @@ extend Class SWWMHandler { if ( !ui_initialized || (bossalpha <= 0.) ) return; if ( !swwm_bosshealthbars ) return; + if ( !mSmallFont ) mSmallFont = Font.GetFont('TewiFont'); if ( !bbar_f ) bbar_f = TexMan.CheckForTexture("graphics/HUD/BossHealthBarBox.png",TexMan.Type_Any); if ( !bbar_r ) bbar_r = TexMan.CheckForTexture("graphics/HUD/BossHealthBar.png",TexMan.Type_Any); if ( !bbar_d ) bbar_d = TexMan.CheckForTexture("graphics/HUD/BossHealthBarDecay.png",TexMan.Type_Any); @@ -503,9 +505,9 @@ extend Class SWWMHandler { double calph = clamp(((lastcummtic+150)-gametic)/50.,0.,1.); string dnum = String.Format("%d",cummdamage); - Screen.DrawText(smallfont,Font.CR_RED,vpos.x+300-smallfont.StringWidth(dnum),vpos.y-(smallfont.GetHeight()+2),dnum,DTA_VirtualWidthF,bar.ss.x,DTA_VirtualHeightF,bar.ss.y,DTA_KeepRatio,true,DTA_Alpha,bossalpha*calph); + Screen.DrawText(mSmallFont,Font.CR_RED,vpos.x+300-mSmallFont.StringWidth(dnum),vpos.y-(mSmallFont.GetHeight()+2),dnum,DTA_VirtualWidthF,bar.ss.x,DTA_VirtualHeightF,bar.ss.y,DTA_KeepRatio,true,DTA_Alpha,bossalpha*calph); } - Screen.DrawText(smallfont,Font.CR_WHITE,vpos.x,vpos.y-(smallfont.GetHeight()+2),StringTable.Localize(swwm_funtags?(bosstag.."_FUN"):bosstag),DTA_VirtualWidthF,bar.ss.x,DTA_VirtualHeightF,bar.ss.y,DTA_KeepRatio,true,DTA_Alpha,bossalpha); + Screen.DrawText(mSmallFont,Font.CR_WHITE,vpos.x,vpos.y-(mSmallFont.GetHeight()+2),StringTable.Localize(swwm_funtags?(bosstag.."_FUN"):bosstag),DTA_VirtualWidthF,bar.ss.x,DTA_VirtualHeightF,bar.ss.y,DTA_KeepRatio,true,DTA_Alpha,bossalpha); } // can't use this until I actually figure out how to make those walls damageable diff --git a/zscript/handler/swwm_handler_worldload.zsc b/zscript/handler/swwm_handler_worldload.zsc index 6eca72a1c..20f91043d 100644 --- a/zscript/handler/swwm_handler_worldload.zsc +++ b/zscript/handler/swwm_handler_worldload.zsc @@ -102,7 +102,7 @@ extend Class SWWMHandler { if ( !playeringame[i] || (players[i].playerstate != PST_DEAD) ) continue; let c = SWWMCredits.Find(players[i]); - if ( c ) c.credits = c.hcredits = 0; + if ( c ) c.credits = 0; } // end of episode resets and enforced pistol starts LevelInfo nextlv = LevelInfo.FindLevelInfo(e.NextMap); @@ -116,9 +116,6 @@ extend Class SWWMHandler if ( !(level.clusterflags&LevelLocals.CLUSTER_HUB) ) demo.invwipe |= Demolitionist.WIPE_MAP; // the playerpawn will know what to do with this in its PreTravelled() } - // prevent achievements from being triggered by the changelevel cheat - // FIXME uncomment when flag is exposed - //if ( level.changemapcheat ) return; // did we complete this map without collecting any of its keys? (doesn't work for hubs) if ( (mapkeys.Size() > 0) && !(level.clusterflags&LevelLocals.CLUSTER_HUB) ) { @@ -240,11 +237,6 @@ extend Class SWWMHandler if ( (level.GetChecksum() ~== "F286BABF0D152259CD6B996E8920CA70") || (level.GetChecksum() ~== "A52BD2038CF814101AAB7D9C78F9ACE2") ) level.ExecuteSpecial(ACS_Execute,null,null,false,-Int('DVACATION_UNFUCK')); - // DUMP 2 and 3 hackaround for the "X maps to go" text being actually readable - else if ( level.GetChecksum() ~== "BC2878CDB82712598A2196807D099C40" ) - level.ExecuteSpecial(ACS_Execute,null,null,false,-Int('DUMP2_HUB')); - else if ( level.GetChecksum() ~== "7E77AA43AF7ACDBC52171E9EE2BF98D0" ) - level.ExecuteSpecial(ACS_Execute,null,null,false,-Int('DUMP3_HUB')); // rampancy boss brain fix (repeatedly triggering "map clear") let ti = ThinkerIterator.Create("Actor"); Actor a, brain; @@ -372,7 +364,7 @@ extend Class SWWMHandler for ( int i=0; i 1) ) @@ -390,7 +392,7 @@ extend Class SWWMHandler continue; if ( (a is 'Chancebox') && (a.CurState != a.SpawnState) ) continue; - SWWMSimpleTracker.Track(a); + SWWMSimpleTracker.Track(self,a); } // we need to refer to the suckables array to find missiles for ( int i=0; i got; + int flashtime; +} + +Enum EMiniHUDFontColor +{ + MCR_DEMOHUD, + MCR_IBUKIHUD, + MCR_SAYAHUD, + MCR_KIRINHUD, + MCR_MARISAHUD, + MCR_VOIDHUD, + MCR_WHITE, + MCR_RED, + MCR_GREEN, + MCR_BLUE, + MCR_YELLOW, + MCR_CYAN, + MCR_PURPLE, + MCR_BRASS, + MCR_SILVER, + MCR_GOLD, + MCR_MANA, + MCR_CRIMSON, + MCR_ELDRITCH, + MCR_KINYLUM, + MCR_NOKRON, + MCR_NOKOROKINYLUM, + MCR_DEMOBLUE, + MCR_DEMOPINK, + MCR_FLASH, + MCR_REDFLASH, + NUM_MINIHUD_COLOR +}; + +extend Class SWWMStatusBar +{ + TextureID AltStatusTex, AltWeaponTex, AltScoreTex, AltHealthTex[9], + AltFuelTex[2], AltDashTex, AltGenericAmmoTex[3], AltAmmoTex[3]; + Font MiniHUDFont, MiniHUDFontOutline; + int mhudfontcol[NUM_MINIHUD_COLOR]; + + int PulsePhase; // for health pulsing + + // for flashing some elements in the hud + Array keyflash; + int oldkills, olditems, oldsecrets; + int oldtkills, oldtitems, oldtsecrets; + int killflash, itemflash, secretflash; + int tkillflash, titemflash, tsecretflash; + + // top stuff colors + int tclabel, tcvalue, tcextra, tccompl, tcsucks; + String tclabel_s, tcextra_s; + + int AmmoFlash[17]; // flash when new ammo is received + int AmmoOldAmounts[17]; // to detect when to flash + int AmmoMaxFlash[17]; // flash when ammo max amount changes + int AmmoOldMaxAmounts[17]; // to detect when to flash + Class AmmoSlots[17]; // ammo type on each slot + String AmmoNames[17]; // ammo 4-letter names + int HealthFlash; // flash when healing + int LastHealth; // to detect when to flash + int LagHealth[10]; // for delayed decay bar + + SmoothDynamicValueInterpolator AltHealthInter, AltFuelInter, AltDashInter; + SmoothLinearValueInterpolator LagHealthInter; + + void Alt_FlushInterpolators() + { + int hp = CPlayer.Health; + AltHealthInter.Reset(hp); + for ( int i=9; i>0; i-- ) + LagHealth[i] = hp; + LagHealthInter.Reset(hp); + let d = Demolitionist(CPlayer.mo); + if ( d ) + { + AltFuelInter.Reset(d.dashfuel/2); + AltDashInter.Reset((40-d.dashcooldown)*3); + } + else + { + AltFuelInter.Reset(0); + AltDashInter.Reset(0); + } + } + + void Alt_UpdateInterpolators() + { + int hp = CPlayer.Health; + AltHealthInter.Update(hp); + // flash 'em + if ( hp > LastHealth ) HealthFlash = gametic+25; + // lag + if ( hp > LastHealth ) + { + for ( int i=9; i>0; i-- ) + LagHealth[i] = hp; + } + LagHealth[0] = LastHealth = hp; + LagHealthInter.Update(LagHealth[9]); + for ( int i=9; i>0; i-- ) + LagHealth[i] = LagHealth[i-1]; + // ammo updates + for ( int i=0; i<17; i++ ) + { + let a = SWWMAmmo(CPlayer.mo.FindInventory(AmmoSlots[i])); + int amt = 0; + int maxamt = 0; + if ( a ) + { + amt = a.Amount; + maxamt = a.MaxAmount; + if ( a.MagAmmoType ) + { + let m = MagAmmo(CPlayer.mo.FindInventory(a.MagAmmoType)); + if ( m ) + { + amt *= m.ClipSize; + amt += m.Amount; + maxamt *= m.ClipSize; + } + } + } + else + { + let a = GetDefaultByType(AmmoSlots[i]); + maxamt = a.MaxAmount; + if ( a.MagAmmoType ) + { + let m = GetDefaultByType(a.MagAmmoType); + maxamt *= m.ClipSize; + } + } + if ( (amt > AmmoOldAmounts[i]) && (AmmoOldAmounts[i] != int.min) ) + AmmoFlash[i] = gametic+25; + AmmoOldAmounts[i] = amt; + if ( (maxamt > AmmoOldMaxAmounts[i]) && (AmmoOldMaxAmounts[i] != int.min) ) + AmmoMaxFlash[i] = gametic+25; + AmmoOldMaxAmounts[i] = maxamt; + } + } + + void Alt_Tick() + { + let d = Demolitionist(CPlayer.mo); + if ( d ) + { + AltFuelInter.Update(d.dashfuel/2); + AltDashInter.Update((40-d.dashcooldown)*3); + } + else + { + AltFuelInter.Update(0); + AltDashInter.Update(0); + } + // stats flashing + if ( level.killed_monsters > oldkills ) + { + oldkills = level.killed_monsters; + killflash = gametic+25; + } + if ( level.found_items > olditems ) + { + olditems = level.found_items; + itemflash = gametic+25; + } + if ( level.found_secrets > oldsecrets ) + { + oldsecrets = level.found_secrets; + secretflash = gametic+25; + } + if ( level.total_monsters > oldtkills ) + { + oldtkills = level.total_monsters; + tkillflash = gametic+25; + } + if ( level.total_items > oldtitems ) + { + oldtitems = level.total_items; + titemflash = gametic+25; + } + if ( level.total_secrets > oldtsecrets ) + { + oldtsecrets = level.total_secrets; + tsecretflash = gametic+25; + } + // purge expired key flashes + for ( int i=0; i= gametic ) continue; + keyflash.Delete(i--); + } + // low health pulsing + if ( (CPlayer.health <= 0) || (CPlayer.health > 25) ) + { + PulsePhase = 0; + return; + } + PulsePhase--; + if ( (PulsePhase < 0) || (PulsePhase > CPlayer.health*2+25) ) + PulsePhase = CPlayer.health*2+25; + } + + // hello??? why is this function clearscope??? + override void ReceivedWeapon( Weapon weapn ) + { + Super.ReceivedWeapon(weapn); + int dummy, slot; + [dummy, slot] = players[consoleplayer].weapons.LocateWeapon(weapn.GetClass()); + EventHandler.SendNetworkEvent("swwmweaponreceive",slot,consoleplayer); + } + + void Alt_Init() + { + AltStatusTex = TexMan.CheckForTexture("graphics/AltHUD/StatusBox.png",TexMan.Type_Any); + AltWeaponTex = TexMan.CheckForTexture("graphics/AltHUD/WeaponBox.png",TexMan.Type_Any); + AltScoreTex = TexMan.CheckForTexture("graphics/AltHUD/ScoreBox.png",TexMan.Type_Any); + AltHealthTex[0] = TexMan.CheckForTexture("graphics/AltHUD/HealthBar0.png",TexMan.Type_Any); + AltHealthTex[1] = TexMan.CheckForTexture("graphics/AltHUD/HealthBar1.png",TexMan.Type_Any); + AltHealthTex[2] = TexMan.CheckForTexture("graphics/AltHUD/HealthBar2.png",TexMan.Type_Any); + AltHealthTex[3] = TexMan.CheckForTexture("graphics/AltHUD/HealthBar3.png",TexMan.Type_Any); + AltHealthTex[4] = TexMan.CheckForTexture("graphics/AltHUD/HealthBarS.png",TexMan.Type_Any); + AltHealthTex[5] = TexMan.CheckForTexture("graphics/AltHUD/HealthBarD.png",TexMan.Type_Any); + AltHealthTex[6] = TexMan.CheckForTexture("graphics/AltHUD/HealthBarP.png",TexMan.Type_Any); + AltHealthTex[7] = TexMan.CheckForTexture("graphics/AltHUD/HealthBarF.png",TexMan.Type_Any); + AltHealthTex[8] = TexMan.CheckForTexture("graphics/AltHUD/HealthBarL.png",TexMan.Type_Any); + AltFuelTex[0] = TexMan.CheckForTexture("graphics/AltHUD/FuelBar.png",TexMan.Type_Any); + AltFuelTex[1] = TexMan.CheckForTexture("graphics/AltHUD/FuelBarS.png",TexMan.Type_Any); + AltDashTex = TexMan.CheckForTexture("graphics/AltHUD/DashBar.png",TexMan.Type_Any); + AltGenericAmmoTex[0] = TexMan.CheckForTexture("graphics/AltHUD/GenericAmmoBoxL.png",TexMan.Type_Any); + AltGenericAmmoTex[1] = TexMan.CheckForTexture("graphics/AltHUD/GenericAmmoBoxM.png",TexMan.Type_Any); + AltGenericAmmoTex[2] = TexMan.CheckForTexture("graphics/AltHUD/GenericAmmoBoxR.png",TexMan.Type_Any); + AltAmmoTex[0] = TexMan.CheckForTexture("graphics/AltHUD/AmmoBoxT.png",TexMan.Type_Any); + AltAmmoTex[1] = TexMan.CheckForTexture("graphics/AltHUD/AmmoBoxM.png",TexMan.Type_Any); + AltAmmoTex[2] = TexMan.CheckForTexture("graphics/AltHUD/AmmoBoxB.png",TexMan.Type_Any); + MiniHudFont = Font.GetFont("MiniHUDShadow"); + MiniHudFontOutline = Font.GetFont("MiniHUDOutline"); + mhudfontcol[MCR_DEMOHUD] = Font.FindFontColor("MiniDemoHUD"); + mhudfontcol[MCR_IBUKIHUD] = Font.FindFontColor("MiniIbukiHUD"); + mhudfontcol[MCR_SAYAHUD] = Font.FindFontColor("MiniSayaHUD"); + mhudfontcol[MCR_KIRINHUD] = Font.FindFontColor("MiniKirinHUD"); + mhudfontcol[MCR_MARISAHUD] = Font.FindFontColor("MiniMarisaHUD"); + mhudfontcol[MCR_VOIDHUD] = Font.FindFontColor("MiniVoidHUD"); + mhudfontcol[MCR_WHITE] = Font.FindFontColor("MiniWhite"); + mhudfontcol[MCR_RED] = Font.FindFontColor("MiniRed"); + mhudfontcol[MCR_GREEN] = Font.FindFontColor("MiniGreen"); + mhudfontcol[MCR_BLUE] = Font.FindFontColor("MiniBlue"); + mhudfontcol[MCR_YELLOW] = Font.FindFontColor("MiniYellow"); + mhudfontcol[MCR_CYAN] = Font.FindFontColor("MiniCyan"); + mhudfontcol[MCR_PURPLE] = Font.FindFontColor("MiniPurple"); + mhudfontcol[MCR_BRASS] = Font.FindFontColor("MiniBrass"); + mhudfontcol[MCR_SILVER] = Font.FindFontColor("MiniSilver"); + mhudfontcol[MCR_GOLD] = Font.FindFontColor("MiniGold"); + mhudfontcol[MCR_MANA] = Font.FindFontColor("MiniMana"); + mhudfontcol[MCR_CRIMSON] = Font.FindFontColor("MiniCrimson"); + mhudfontcol[MCR_ELDRITCH] = Font.FindFontColor("MiniEldritch"); + mhudfontcol[MCR_KINYLUM] = Font.FindFontColor("MiniKinylum"); + mhudfontcol[MCR_NOKRON] = Font.FindFontColor("MiniNokron"); + mhudfontcol[MCR_NOKOROKINYLUM] = Font.FindFontColor("MiniNokorokinylum"); + mhudfontcol[MCR_DEMOBLUE] = Font.FindFontColor("MiniDemoBlue"); + mhudfontcol[MCR_DEMOPINK] = Font.FindFontColor("MiniDemoPink"); + mhudfontcol[MCR_FLASH] = Font.FindFontColor("MiniFlash"); + mhudfontcol[MCR_REDFLASH] = Font.FindFontColor("MiniRedFlash"); + tclabel = mhudfontcol[MCR_BRASS]; + tcvalue = mhudfontcol[MCR_WHITE]; + tcextra = mhudfontcol[MCR_IBUKIHUD]; + tccompl = mhudfontcol[MCR_YELLOW]; + tcsucks = mhudfontcol[MCR_RED]; + tclabel_s = "[MiniBrass]"; + tcextra_s = "[MiniIbukiHUD]"; + LastHealth = CPlayer?CPlayer.health:100; + let d = Demolitionist(CPlayer?CPlayer.mo:null); + AltHealthInter = SmoothDynamicValueInterpolator.Create(LastHealth,.5,1,100); + AltFuelInter = SmoothDynamicValueInterpolator.Create(d?(d.dashfuel/2):120,.5,1,120); + AltDashInter = SmoothDynamicValueInterpolator.Create(d?((40-d.dashcooldown)*3):40,.5,1,40); + LagHealthInter = SmoothLinearValueInterpolator.Create(LastHealth,2); + for ( int i=0; i<10; i++ ) LagHealth[i] = LastHealth; + AmmoSlots[0] = 'RedShell'; + AmmoSlots[1] = 'GreenShell'; + AmmoSlots[2] = 'BlueShell'; + AmmoSlots[3] = 'PurpleShell'; + AmmoSlots[4] = 'BlackShell'; + AmmoSlots[5] = 'GoldShell'; + AmmoSlots[6] = 'EvisceratorShell'; + AmmoSlots[7] = 'HellblazerMissiles'; + AmmoSlots[8] = 'HellblazerCrackshots'; + AmmoSlots[9] = 'HellblazerRavagers'; + AmmoSlots[10] = 'HellblazerWarheads'; + AmmoSlots[11] = 'SparkUnit'; + AmmoSlots[12] = 'SilverBulletAmmo'; + AmmoSlots[13] = 'SilverBulletAmmo2'; + AmmoSlots[14] = 'CandyGunAmmo'; + AmmoSlots[15] = 'CandyGunSpares'; + AmmoSlots[16] = 'YnykronAmmo'; + AmmoNames[0] = "SHOT"; + AmmoNames[1] = "SLUG"; + AmmoNames[2] = "SALT"; + AmmoNames[3] = "BALL"; + AmmoNames[4] = "FLCH"; + AmmoNames[5] = "GOLD"; + AmmoNames[6] = "FLAK"; + AmmoNames[7] = "RCKT"; + AmmoNames[8] = "CLUS"; + AmmoNames[9] = "RAVG"; + AmmoNames[10] = "WARH"; + AmmoNames[11] = "BSPK"; + AmmoNames[12] = "RIFL"; + AmmoNames[13] = "CHOD"; + AmmoNames[14] = "CAND"; + AmmoNames[15] = "CGUN"; + AmmoNames[16] = "CRYS"; + for ( int i=0; i<17; i++ ) + { + AmmoFlash[i] = 0; + AmmoOldAmounts[i] = int.min; + AmmoMaxFlash[i] = 0; + AmmoOldMaxAmounts[i] = int.min; + } + } + + void Alt_DrawTopStuff() + { + int xx, yy = margin; + if ( !automapactive && swwm_mm_enable ) + yy += ((HALFMAPSIZE+2)*2)+5; + // draw stats and timer when automap is open + int fstats = swwm_forcestats; + if ( automapactive || (fstats > 0) ) + { + xx = int(ss.x-(margin+2)); + String str; + if ( automapactive || (fstats > 1) ) + { + int label = am_showmaplabel; + String ln = level.levelname; + int iof = ln.IndexOf(" - by: "); + if ( iof != -1 ) ln.Truncate(iof); + if ( !label || ((level.clusterflags&level.CLUSTER_HUB) && (label == 2)) ) str = ln; + else str = String.Format("%s - %s",level.mapname.MakeUpper(),ln); + Screen.DrawText(mBigFont,tclabel,xx-mBigFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mBigFont.GetHeight()+4; + } + if ( (level.total_monsters > 0) && am_showmonsters && !deathmatch ) + { + str = String.Format("\c"..tclabel_s.."K \c-%d\c"..tcextra_s.."/\c-%d",level.killed_monsters,level.total_monsters); + Screen.DrawText(MiniHUDFontOutline,(level.killed_monsters>=level.total_monsters)?tccompl:tcvalue,xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( killflash && (gametic < killflash) ) + { + double alph = max((killflash-(gametic+FracTic))/25.,0.)**1.5; + str = String.Format("%d/%d",level.killed_monsters,level.total_monsters); + int slashpos = str.IndexOf("/"); + Screen.DrawText(MiniHUDFontOutline,mhudfontcol[MCR_FLASH],xx-MiniHUDFontOutline.StringWidth(str),yy,str.Left(slashpos),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + if ( tkillflash && (gametic < tkillflash) ) + { + double alph = max((tkillflash-(gametic+FracTic))/25.,0.)**1.5; + str = String.Format("%d",level.total_monsters); + Screen.DrawText(MiniHUDFontOutline,mhudfontcol[MCR_FLASH],xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + yy += MiniHUDFontOutline.GetHeight()+2; + } + if ( (level.total_items > 0) && am_showitems && !deathmatch ) + { + str = String.Format("\c"..tclabel_s.."I \c-%d\c"..tcextra_s.."/\c-%d",level.found_items,level.total_items); + Screen.DrawText(MiniHUDFontOutline,(level.found_items>=level.total_items)?tccompl:tcvalue,xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( itemflash && (gametic < itemflash) ) + { + double alph = max((itemflash-(gametic+FracTic))/25.,0.)**1.5; + str = String.Format("%d/%d",level.found_items,level.total_items); + int slashpos = str.IndexOf("/"); + Screen.DrawText(MiniHUDFontOutline,mhudfontcol[MCR_FLASH],xx-MiniHUDFontOutline.StringWidth(str),yy,str.Left(slashpos),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + if ( titemflash && (gametic < titemflash) ) + { + double alph = max((titemflash-(gametic+FracTic))/25.,0.)**1.5; + str = String.Format("%d",level.total_items); + Screen.DrawText(MiniHUDFontOutline,mhudfontcol[MCR_FLASH],xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + yy += MiniHUDFontOutline.GetHeight()+2; + } + if ( (level.total_secrets > 0) && am_showsecrets && !deathmatch ) + { + str = String.Format("\c"..tclabel_s.."S \c-%d\c"..tcextra_s.."/\c-%d",level.found_secrets,level.total_secrets); + Screen.DrawText(MiniHUDFontOutline,(level.found_secrets>=level.total_secrets)?tccompl:tcvalue,xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( secretflash && (gametic < secretflash) ) + { + double alph = max((secretflash-(gametic+FracTic))/25.,0.)**1.5; + str = String.Format("%d/%d",level.found_secrets,level.total_secrets); + int slashpos = str.IndexOf("/"); + Screen.DrawText(MiniHUDFontOutline,mhudfontcol[MCR_FLASH],xx-MiniHUDFontOutline.StringWidth(str),yy,str.Left(slashpos),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + if ( tsecretflash && (gametic < tsecretflash) ) + { + double alph = max((tsecretflash-(gametic+FracTic))/25.,0.)**1.5; + str = String.Format("%d",level.total_secrets); + Screen.DrawText(MiniHUDFontOutline,mhudfontcol[MCR_FLASH],xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + yy += MiniHUDFontOutline.GetHeight()+2; + } + int sec; + if ( am_showtime ) + { + sec = Thinker.Tics2Seconds(level.maptime); + str = String.Format("\c"..tclabel_s.."T \c-%02d\c"..tcextra_s..":\c-%02d\c"..tcextra_s..":\c-%02d",sec/3600,(sec%3600)/60,sec%60); + Screen.DrawText(MiniHUDFontOutline,((level.sucktime>0)&&(sec>=(level.sucktime*3600)))?tcsucks:((level.partime>0)&&(sec<=level.partime))?tccompl:tcvalue,xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += MiniHUDFontOutline.GetHeight()+2; + } + // don't show total time if it's equal to map time + if ( am_showtotaltime && (level.totaltime != level.maptime) ) + { + sec = Thinker.Tics2Seconds(level.totaltime); + str = String.Format("\c"..tclabel_s.."TT \c-%02d\c"..tcextra_s..":\c-%02d\c"..tcextra_s..":\c-%02d",sec/3600,(sec%3600)/60,sec%60); + Screen.DrawText(MiniHUDFontOutline,tcvalue,xx-MiniHUDFontOutline.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += MiniHUDFontOutline.GetHeight()+2; + } + yy += 3; + } + // draw key icons + Vector2 keypos = (ss.x-(margin+2),yy); + int colc = 0; + double colh = 0; + int n = Key.GetKeyTypeCount(); + Array klist; + for ( int i=0; i= keyflash[j].flashtime) ) continue; + double alph = max((keyflash[j].flashtime-(gametic+FracTic))/25.,0.)**1.5; + Screen.DrawTexture(icon,false,keypos.x-siz.x,keypos.y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_TopLeft,true,DTA_ColorOverlay,0xFFFFC040,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + break; + } + keypos.x -= siz.x+2; + colh = max(colh,siz.y); + if ( ++colc == maxcolc ) + { + keypos.x = ss.x-(margin+2); + keypos.y += colh+2; + colh = colc = 0; + } + } + } + + void Alt_DrawWeapons() + { + if ( CPlayer.ReadyWeapon is 'SWWMWeapon' ) SWWMWeapon(CPlayer.ReadyWeapon).DrawWeaponAlt(FracTic,ss.x-(margin+56),ss.y-(margin+12),hs,ss); + else if ( CPlayer.ReadyWeapon ) + { + // generic display + double xx = ss.x-(margin+58), yy = ss.y-(margin+22); + String str; + int len; + if ( CPlayer.ReadyWeapon.Ammo2 && (CPlayer.ReadyWeapon.Ammo2 != CPlayer.ReadyWeapon.Ammo1) ) + { + str = String.Format("%d",CPlayer.ReadyWeapon.Ammo2.Amount); + len = str.Length(); + yy -= 12; + Screen.DrawTexture(AltGenericAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + for ( int i=0; i 0) || Weapon(inv).bAMMO_OPTIONAL) || (Weapon(inv).Ammo2 && ((Weapon(inv).Ammo2.Amount > 0) || Weapon(inv).bALT_AMMO_OPTIONAL))) ) + hasammo = true; + } + if ( !hasammo ) ncolor = mhudfontcol[MCR_RED]; + } + Screen.DrawText(MiniHUDFont,ncolor,xx,yy,String.Format("%d",(i%10)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int f = hnd.WeaponFlash[i%10]; + if ( f && (gametic < f) ) + { + double alph = max((f-(gametic+FracTic))/25.,0.)**1.5; + Screen.DrawText(MiniHUDFont,mhudfontcol[MCR_FLASH],xx,yy,String.Format("%d",(i%10)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_LegacyRenderStyle,STYLE_Add); + } + } + xx = ss.x-(margin+54); + yy = ss.y-(margin+14); + Screen.DrawTexture(AltAmmoTex[2],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + String str; + for ( int i=16; i>=0; i-- ) + { + yy -= 6; + Screen.DrawTexture(AltAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + xx += 2; + let a = AmmoSlots[i]; + let cur = SWWMAmmo(CPlayer.mo.FindInventory(a)); + int amt, amax; + if ( !cur ) + { + amt = 0; + amax = GetDefaultByType(a).MaxAmount; + let def = GetDefaultByType(a); + if ( def.MagAmmoType ) + amax *= GetDefaultByType(def.MagAmmoType).ClipSize; + } + else + { + amt = cur.Amount; + amax = cur.MaxAmount; + if ( cur.MagAmmoType ) + { + let mag = MagAmmo(CPlayer.mo.FindInventory(cur.MagAmmoType)); + // theoretically this should never be null, but nevertheless... + if ( mag ) + { + amt = amt*mag.ClipSize+mag.Amount; + amax = amax*mag.ClipSize+mag.MaxAmount; + } + else + { + let def = GetDefaultByType(cur.MagAmmoType); + amt = amt*def.ClipSize; + amax = amax*def.ClipSize+def.MaxAmount; + } + } + } + bool selected = false, used = false; + if ( CPlayer.ReadyWeapon ) + { + if ( CPlayer.ReadyWeapon is 'SWWMWeapon' ) + { + selected = SWWMWeapon(CPlayer.ReadyWeapon).IsCurrentAmmo(a); + used = SWWMWeapon(CPlayer.ReadyWeapon).UsesAmmo(a); + } + else used = selected = (CPlayer.ReadyWeapon.AmmoType1 == a)||(CPlayer.ReadyWeapon.AmmoType2 == a); + } + int scol = mhudfontcol[selected?MCR_BRASS:MCR_WHITE]; + int ncolor = (amt>0)?scol:mhudfontcol[MCR_RED]; + int dcnt1 = 2-int(Log10(clamp(amt,1,999))); + int dcnt2 = 2-int(Log10(clamp(amax,1,999))); + for ( int j=0; j 500 ) hcolor = MCR_YELLOW; + else if ( round(ht) > 200 ) hcolor = MCR_PURPLE; + else if ( round(ht) > 100 ) hcolor = MCR_CYAN; + if ( isInvulnerable() || CPlayer.mo.FindInventory("InvinciballPower") ) + { + Screen.DrawTexture(AltHealthTex[0],false,margin+3,ss.y-(margin+19),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltHealthTex[4],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw); + hcolor = MCR_WHITE; + } + else + { + Screen.DrawTexture(AltHealthTex[0],false,margin+3,ss.y-(margin+19),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltHealthTex[0],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw); + if ( ht > 100 ) + { + hw = min(ht-100,100); + Screen.DrawTexture(AltHealthTex[1],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw); + } + if ( ht > 200 ) + { + hw = min(ht-200,300)/3.; + Screen.DrawTexture(AltHealthTex[2],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw); + } + if ( ht > 500 ) + { + hw = min(ht-500,500)/5.; + Screen.DrawTexture(AltHealthTex[3],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw); + } + } + if ( CPlayer.mo.FindInventory("DivineSpriteEffect") ) + { + double falph = clamp((ht-1000)/6000.,0.,1.); + Screen.DrawTexture(AltHealthTex[5],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,falph,DTA_LegacyRenderStyle,STYLE_Add); + String tst; + double alph = .1; + int trl = 9; + for ( double alph = .1; alph <= .5; alph += .1 ) + { + tst = "AAA"; + SWWMUtility.ObscureText(tst,(gametic-trl)/3,true); + trl--; + Screen.DrawText(MiniHUDFont,mhudfontcol[MCR_WHITE],margin+107,ss.y-(margin+20),tst,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,falph*alph,DTA_LegacyRenderStyle,STYLE_Add); + } + Screen.DrawText(MiniHUDFont,mhudfontcol[hcolor],margin+107,ss.y-(margin+20),String.Format("%3d",clamp(round(ht),0,999)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,1.-falph); + } + else + { + Screen.DrawText(MiniHUDFont,mhudfontcol[hcolor],margin+107,ss.y-(margin+20),String.Format("%3d",clamp(round(ht),0,999)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int f = HealthFlash; + if ( f && (gametic < f) ) + { + double alph = max((f-(gametic+FracTic))/25.,0.)**1.5; + Screen.DrawTexture(AltHealthTex[7],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,bhw,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + Screen.DrawText(MiniHUDFont,mhudfontcol[MCR_FLASH],margin+107,ss.y-(margin+20),str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,alph); + } + if ( (CPlayer.health > 0) && (CPlayer.health <= 25) && (PulsePhase <= 15) ) + { + double alph = clamp(sin((PulsePhase-FracTic)*12.),0.,1.); + Screen.DrawTexture(AltHealthTex[6],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,hw,DTA_Alpha,alph); + Screen.DrawText(MiniHUDFont,mhudfontcol[MCR_REDFLASH],margin+107,ss.y-(margin+20),str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph); + } + ht = clamp(LagHealthInter.GetValue(fractic),0,1000); + double hwl = min(ht,100); + if ( hwl > bhw ) + { + Screen.DrawTexture(AltHealthTex[8],false,margin+3,ss.y-(margin+19),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowLeftF,bhw,DTA_WindowRightF,hwl,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltHealthTex[8],false,margin+2,ss.y-(margin+20),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowLeftF,bhw,DTA_WindowRightF,hwl); + } + } + double ft = clamp(AltFuelInter.GetValue(fractic),0,120); + Screen.DrawTexture(AltFuelTex[swwm_superfuel],false,margin+3,ss.y-(margin+7),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,ft,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltFuelTex[swwm_superfuel],false,margin+2,ss.y-(margin+8),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,ft); + let d = Demolitionist(CPlayer.mo); + bool blink = (!d || (d.dashfuel > 20) || ((gametic%10) < 5)); + double dt = clamp(AltDashInter.GetValue(fractic),0,120); + Screen.DrawTexture(AltDashTex,false,margin+3,ss.y-(margin+4),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,dt,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltDashTex,false,margin+2,ss.y-(margin+5),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,dt,DTA_ColorOverlay,Color(blink?0:96,0,0,0)); + } +} diff --git a/zscript/hud/swwm_hud.zsc b/zscript/hud/swwm_hud.zsc index 7844d1afc..40031a7ac 100644 --- a/zscript/hud/swwm_hud.zsc +++ b/zscript/hud/swwm_hud.zsc @@ -22,17 +22,20 @@ Class MsgLine lastrep = rep; String nstr = str; if ( rep > 1 ) nstr.AppendFormat(" (x%d)",rep); - l = SmallFont.BreakLines(nstr,(type==PRINT_LOW)?sz:361); - if ( type != PRINT_LOW ) ls = SmallFont.BreakLines(nstr,211); + let fnt = Font.GetFont('TewiFont'); + l = fnt.BreakLines(nstr,(type==PRINT_LOW)?sz:361); + if ( type != PRINT_LOW ) ls = fnt.BreakLines(nstr,211); } } Class SWWMStatusBar : BaseStatusBar { - TextureID StatusTex, WeaponTex, ScoreTex[3], InventoryTex, ChatTex[6], + TextureID StatusTex, WeaponTex, ScoreTex, InventoryTex, ChatTex[6], HealthTex[6], FuelTex[2], DashTex, EnemyBTex, EnemyHTex[6], GenericAmmoTex[3], MiniBox, AutoPage, bgtex; + Font mSmallFont, mBigFont, mTinyFont; + Array MainQueue, PickupQueue; // sorted arrays of various elements @@ -60,11 +63,12 @@ Class SWWMStatusBar : BaseStatusBar int margin; double FracTic; double FrameTime; - int PrevFrame; + double PrevFrame; int chatopen; bool camhidden; int pausetime; Vector2 pausepos, pausedir; + bool isalthud; // shared from renderunderlay, needed for proper interpolation of some things Vector3 viewpos, viewrot; @@ -72,7 +76,7 @@ Class SWWMStatusBar : BaseStatusBar // projection data cache SWWMProjectionData projdata; - DynamicValueInterpolator HealthInter, ScoreInter, ScoreInter2, FuelInter, DashInter; + DynamicValueInterpolator HealthInter, ScoreInter, FuelInter, DashInter; Inventory lastsel; Weapon lastwep; @@ -116,6 +120,7 @@ Class SWWMStatusBar : BaseStatusBar ScoreInter.Reset(SWWMCredits.Get(CPlayer)); FuelInter.Reset((CPlayer.mo is 'Demolitionist')?int(Demolitionist(CPlayer.mo).dashfuel):0); DashInter.Reset((CPlayer.mo is 'Demolitionist')?int((40-Demolitionist(CPlayer.mo).dashcooldown)*3.):0); + Alt_FlushInterpolators(); if ( level.maptime <= 1 ) { // flush ALL messages @@ -161,6 +166,19 @@ Class SWWMStatusBar : BaseStatusBar } return true; } + else if ( msg.Left(11) ~== "swwmkeyget." ) + { + String kname = msg.Mid(11); + Class k = kname; + if ( k ) + { + let kg = new("KeyGet"); + kg.got = k; + kg.flashtime = gametic+25; + keyflash.Push(kg); + } + return true; + } SWWMDirectMessage m, m2; // more hack if ( msg ~== "swwmultdoom2map20dlg" ) @@ -935,11 +953,8 @@ Class SWWMStatusBar : BaseStatusBar void TickInterpolators() { HealthInter.Update(CPlayer.health); - if ( !hnd ) hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - int s1, s2; - [s1, s2] = SWWMCredits.Get(CPlayer); - ScoreInter.Update(s1); - if ( ScoreInter.GetValue() >= ScoreInter.mCurrentValue ) ScoreInter2.Update(s2); + ScoreInter.Update(SWWMCredits.Get(CPlayer)); + Alt_UpdateInterpolators(); } override void Tick() @@ -989,6 +1004,7 @@ Class SWWMStatusBar : BaseStatusBar if ( abs(minimapzoom-desiredzoom) <= .01 ) minimapzoom = desiredzoom; } + if ( !hnd ) hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); let cam = players[consoleplayer].camera; Vector3 viewvec = (cos(viewrot.x)*cos(viewrot.y),sin(viewrot.x)*cos(viewrot.y),sin(-viewrot.y)); int sz; @@ -1142,6 +1158,7 @@ Class SWWMStatusBar : BaseStatusBar } } lastwep = CPlayer.PendingWeapon; + Alt_Tick(); // make sure vanilla nametags don't display DetachMessageID(0x5745504e); // WEPN DetachMessageID(0x53494e56); // SINV @@ -1201,7 +1218,6 @@ Class SWWMStatusBar : BaseStatusBar override void Init() { - Super.Init(); StatusTex = TexMan.CheckForTexture("graphics/HUD/StatusBox.png",TexMan.Type_Any); DashTex = TexMan.CheckForTexture("graphics/HUD/DashBar.png",TexMan.Type_Any); FuelTex[0] = TexMan.CheckForTexture("graphics/HUD/FuelBar.png",TexMan.Type_Any); @@ -1212,9 +1228,7 @@ Class SWWMStatusBar : BaseStatusBar HealthTex[3] = TexMan.CheckForTexture("graphics/HUD/HealthBar3.png",TexMan.Type_Any); HealthTex[4] = TexMan.CheckForTexture("graphics/HUD/HealthBarS.png",TexMan.Type_Any); HealthTex[5] = TexMan.CheckForTexture("graphics/HUD/HealthBarD.png",TexMan.Type_Any); - ScoreTex[0] = TexMan.CheckForTexture("graphics/HUD/ScoreBoxL.png",TexMan.Type_Any); - ScoreTex[1] = TexMan.CheckForTexture("graphics/HUD/ScoreBoxM.png",TexMan.Type_Any); - ScoreTex[2] = TexMan.CheckForTexture("graphics/HUD/ScoreBoxR.png",TexMan.Type_Any); + ScoreTex = TexMan.CheckForTexture("graphics/HUD/ScoreBox.png",TexMan.Type_Any); WeaponTex = TexMan.CheckForTexture("graphics/HUD/WeaponBox.png",TexMan.Type_Any); ChatTex[0] = TexMan.CheckForTexture("graphics/HUD/ChatBoxTop.png",TexMan.Type_Any); ChatTex[1] = TexMan.CheckForTexture("graphics/HUD/ChatBoxLine.png",TexMan.Type_Any); @@ -1236,14 +1250,17 @@ Class SWWMStatusBar : BaseStatusBar MiniBox = TexMan.CheckForTexture("graphics/HUD/MinimapBox.png",TexMan.Type_Any); AutoPage = TexMan.CheckForTexture("AUTOPAGE",TexMan.Type_Autopage); bgtex = TexMan.CheckForTexture("graphics/tempbg.png",TexMan.Type_Any); + mSmallFont = Font.GetFont('TewiFont'); + mBigFont = Font.GetFont('TewiFontOutline'); + mTinyFont = Font.GetFont('MiniwiFont'); minimapzoom = oldminimapzoom = 1.; HealthInter = DynamicValueInterpolator.Create(100,.1,1,100); ScoreInter = DynamicValueInterpolator.Create(0,.1,1,999999999); - ScoreInter2 = DynamicValueInterpolator.Create(0,.1,1,999999999); FuelInter = DynamicValueInterpolator.Create(120,.5,1,100); DashInter = DynamicValueInterpolator.Create(120,.5,1,40); hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - PrevFrame = MSTime(); + Alt_Init(); + PrevFrame = MSTimeF(); } static private string FormatDist( double dist ) @@ -1258,8 +1275,7 @@ Class SWWMStatusBar : BaseStatusBar // don't draw when dead or with automap open if ( (CPlayer.health <= 0) || automapactive ) return; SWWMUtility.PrepareProjData(projdata,ViewPos,ViewRot.x,ViewRot.y,ViewRot.z,players[consoleplayer].fov); - int cliptop = projdata.viewy, clipbottom = projdata.viewy+projdata.viewh, - clipleft = projdata.viewx, clipright = projdata.viewx+projdata.vieww; + Screen.SetClipRect(projdata.viewx,projdata.viewy,projdata.vieww,projdata.viewh); // points of interest String tag; if ( level.allmap ) @@ -1304,9 +1320,9 @@ Class SWWMStatusBar : BaseStatusBar else tag = String.Format("\cy%s\c-",StringTable.Localize("$SWWM_NEXIT")); } } - Screen.DrawText(smallfont2,Font.CR_WHITE,(vpos.x-hsi*smallfont2.StringWidth(tag)/2.)/hsi,(vpos.y-hsi*smallfont2.GetHeight()/2.)/hsi,tag,DTA_VirtualWidthF,ssi.x,DTA_VirtualHeightF,ssi.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(mTinyFont,Font.CR_WHITE,(vpos.x-hsi*mTinyFont.StringWidth(tag)/2.)/hsi,(vpos.y-hsi*mTinyFont.GetHeight()/2.)/hsi,tag,DTA_VirtualWidthF,ssi.x,DTA_VirtualHeightF,ssi.y,DTA_KeepRatio,true); tag = String.Format("\cu(%s\cu)\c-",FormatDist(tdir.length())); - Screen.DrawText(smallfont2,Font.CR_WHITE,(vpos.x-hsi*smallfont2.StringWidth(tag)/2.)/hsi,(vpos.y+hsi*smallfont2.GetHeight()/2.)/hsi,tag,DTA_VirtualWidthF,ssi.x,DTA_VirtualHeightF,ssi.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(mTinyFont,Font.CR_WHITE,(vpos.x-hsi*mTinyFont.StringWidth(tag)/2.)/hsi,(vpos.y+hsi*mTinyFont.GetHeight()/2.)/hsi,tag,DTA_VirtualWidthF,ssi.x,DTA_VirtualHeightF,ssi.y,DTA_KeepRatio,true); } } // sensed items @@ -1325,13 +1341,13 @@ Class SWWMStatusBar : BaseStatusBar double alph = clamp(((s.updated+mtime)-(level.maptime+fractic))/35.,0.,1.); alph *= clamp(1.5-1.5*(tdir.length()/(level.allmap?1200.:800.)),0.,1.); tag = s.tag; - Screen.DrawText(smallfont2,s.vipitem?Font.CR_PURPLE:s.scoreitem?Font.CR_GOLD:Font.CR_GREEN,(vpos.x-hsd*smallfont2.StringWidth(tag)/2.)/hsd,(vpos.y-hsd*smallfont2.GetHeight()/2.)/hsd,tag,DTA_VirtualWidthF,ssd.x,DTA_VirtualHeightF,ssd.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(mTinyFont,s.vipitem?Font.CR_PURPLE:s.scoreitem?Font.CR_GOLD:Font.CR_GREEN,(vpos.x-hsd*mTinyFont.StringWidth(tag)/2.)/hsd,(vpos.y-hsd*mTinyFont.GetHeight()/2.)/hsd,tag,DTA_VirtualWidthF,ssd.x,DTA_VirtualHeightF,ssd.y,DTA_KeepRatio,true,DTA_Alpha,alph); tag = String.Format("\cu(%s\cu)\c-",FormatDist(tdir.length())); - Screen.DrawText(smallfont2,Font.CR_WHITE,(vpos.x-hsd*smallfont2.StringWidth(tag)/2.)/hsd,(vpos.y+hsd*smallfont2.GetHeight()/2.)/hsd,tag,DTA_VirtualWidthF,ssd.x,DTA_VirtualHeightF,ssd.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(mTinyFont,Font.CR_WHITE,(vpos.x-hsd*mTinyFont.StringWidth(tag)/2.)/hsd,(vpos.y+hsd*mTinyFont.GetHeight()/2.)/hsd,tag,DTA_VirtualWidthF,ssd.x,DTA_VirtualHeightF,ssd.y,DTA_KeepRatio,true,DTA_Alpha,alph); if ( s.item is 'SWWMRespawnTimer' ) { tag = String.Format(StringTable.Localize("$SWWM_TRESPAWN"),s.item.special2/GameTicRate); - Screen.DrawText(smallfont2,Font.CR_WHITE,(vpos.x-hsd*smallfont2.StringWidth(tag)/2.)/hsd,(vpos.y+hsd*smallfont2.GetHeight()*2)/hsd,tag,DTA_VirtualWidthF,ssd.x,DTA_VirtualHeightF,ssd.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(mTinyFont,Font.CR_WHITE,(vpos.x-hsd*mTinyFont.StringWidth(tag)/2.)/hsd,(vpos.y+hsd*mTinyFont.GetHeight()*2)/hsd,tag,DTA_VirtualWidthF,ssd.x,DTA_VirtualHeightF,ssd.y,DTA_KeepRatio,true,DTA_Alpha,alph); } } } @@ -1340,7 +1356,7 @@ Class SWWMStatusBar : BaseStatusBar { let targ = trackers[i]; if ( !targ ) continue; - Vector3 ndc = SWWMUtility.ProjectPoint(projdata,ViewPos+level.Vec3Diff(ViewPos,targ.prevpos*(1.-fractic)+targ.pos*fractic)); + Vector3 ndc = SWWMUtility.ProjectPoint(projdata,ViewPos+level.Vec3Diff(ViewPos,SWWMUtility.LerpVector3(targ.prevpos,targ.pos,fractic))); if ( ndc.z >= 1. ) continue; Vector2 vpos = SWWMUtility.NDCToViewport(projdata,ndc); tag = targ.mytag; @@ -1366,7 +1382,7 @@ Class SWWMStatusBar : BaseStatusBar barsiz.y *= hsb; Vector2 barpos = vpos-(barsiz/2.); barpos.y -= 16.; - Font fnt = swwm_bigtags?smallfont:smallfont2; + Font fnt = swwm_bigtags?mSmallFont:mTinyFont; int col = Font.CR_WHITE; if ( teamplay ) { @@ -1375,37 +1391,37 @@ Class SWWMStatusBar : BaseStatusBar if ( col == -1 ) col = Font.CR_WHITE; } if ( swwm_targettags || targ.myplayer && (tag != "") ) - Screen.DrawText(fnt,col,(barpos.x+barsiz.x/2.-(fnt.StringWidth(tag)*hsb)/2.)/hsb,(barpos.y-fnt.GetHeight()*hsb)/hsb,tag,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - Screen.DrawTexture(EnemyBTex,false,barpos.x/hsb,barpos.y/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(fnt,col,(barpos.x+barsiz.x/2.-(fnt.StringWidth(tag)*hsb)/2.)/hsb,(barpos.y-fnt.GetHeight()*hsb)/hsb,tag,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph); + Screen.DrawTexture(EnemyBTex,false,barpos.x/hsb,barpos.y/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph); double ht = clamp(targ.intp.GetValue(),0,targ.maxhealth*100); double hw = (min(ht,targ.maxhealth)*50.)/targ.maxhealth; if ( targ.mytarget && (targ.mytarget.bInvulnerable || (targ.myplayer && (targ.myplayer.cheats&(CF_GODMODE|CF_GODMODE2))) || targ.mytarget.FindInventory("InvinciballPower")) ) { - Screen.DrawTexture(EnemyHTex[4],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawTexture(EnemyHTex[4],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw); } else { - Screen.DrawTexture(EnemyHTex[0],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawTexture(EnemyHTex[0],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw); if ( ht > targ.maxhealth ) { hw = (min(ht-targ.maxhealth,targ.maxhealth)*50.)/targ.maxhealth; - Screen.DrawTexture(EnemyHTex[1],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawTexture(EnemyHTex[1],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw); } if ( ht > targ.maxhealth*2 ) { hw = (min(ht-targ.maxhealth*2,targ.maxhealth*3)*50.)/(targ.maxhealth*3); - Screen.DrawTexture(EnemyHTex[2],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawTexture(EnemyHTex[2],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw); } if ( ht > targ.maxhealth*5 ) { hw = (min(ht-targ.maxhealth*5,targ.maxhealth*5)*50.)/(targ.maxhealth*5); - Screen.DrawTexture(EnemyHTex[3],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawTexture(EnemyHTex[3],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_WindowRightF,hw); } } if ( targ.mytarget && targ.mytarget.FindInventory("DivineSpriteEffect") ) { double falph = clamp((ht-targ.maxhealth*10)/(targ.maxhealth*60.),0.,1.); - Screen.DrawTexture(EnemyHTex[5],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph*falph,DTA_LegacyRenderStyle,STYLE_Add,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawTexture(EnemyHTex[5],false,(barpos.x+2*hsb)/hsb,(barpos.y+2*hsb)/hsb,DTA_VirtualWidthF,ssb.x,DTA_VirtualHeightF,ssb.y,DTA_KeepRatio,true,DTA_Alpha,alph*falph,DTA_LegacyRenderStyle,STYLE_Add); } } // floating kill scores and others @@ -1447,25 +1463,26 @@ Class SWWMStatusBar : BaseStatusBar } double hs0 = isscore?hss:hsn; Vector2 ss0 = isscore?sss:ssn; - Screen.DrawText(smallfont2,snum.tcolor,(vpos.x-hs0*(fo.x+smallfont2.StringWidth(tag)/2.))/hs0,(vpos.y-hs0*(fo.y+(smallfont2.GetHeight()/2.)))/hs0,tag,DTA_VirtualWidthF,ss0.x,DTA_VirtualHeightF,ss0.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(mTinyFont,snum.tcolor,(vpos.x-hs0*(fo.x+mTinyFont.StringWidth(tag)/2.))/hs0,(vpos.y-hs0*(fo.y+(mTinyFont.GetHeight()/2.)))/hs0,tag,DTA_VirtualWidthF,ss0.x,DTA_VirtualHeightF,ss0.y,DTA_KeepRatio,true,DTA_Alpha,alph); // extra strings (if available) if ( !swwm_scorebonus ) continue; - fo.y += smallfont2.GetHeight(); + fo.y += mTinyFont.GetHeight(); for ( int i=0; i 0 ) tag.AppendFormat(" x%d",snum.xscore[i]); - Screen.DrawText(smallfont2,snum.xtcolor[i],(vpos.x-hss*(fo.x+smallfont2.StringWidth(tag)/2.))/hss,(vpos.y-hss*(fo.y+(smallfont2.GetHeight()/2.)))/hss,tag,DTA_VirtualWidthF,sss.x,DTA_VirtualHeightF,sss.y,DTA_KeepRatio,true,DTA_Alpha,alph,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - fo.y += smallfont2.GetHeight(); + Screen.DrawText(mTinyFont,snum.xtcolor[i],(vpos.x-hss*(fo.x+mTinyFont.StringWidth(tag)/2.))/hss,(vpos.y-hss*(fo.y+(mTinyFont.GetHeight()/2.)))/hss,tag,DTA_VirtualWidthF,sss.x,DTA_VirtualHeightF,sss.y,DTA_KeepRatio,true,DTA_Alpha,alph); + fo.y += mTinyFont.GetHeight(); } } + Screen.ClearClipRect(); } override void DrawMyPos() { String str = String.Format("(%d,%d,%d)",CPlayer.mo.pos.X,CPlayer.mo.pos.Y,CPlayer.mo.pos.Z); - Screen.DrawText(smallfont2,Font.CR_GREEN,(ss.x-smallfont2.StringWidth(str))/2,4,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mTinyFont,Font.CR_GREEN,(ss.x-mTinyFont.StringWidth(str))/2,4,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } override void DrawAutomapHUD( double ticFrac ) @@ -1749,9 +1766,9 @@ Class SWWMStatusBar : BaseStatusBar private void DrawMapGrid( Vector2 basepos ) { - double zoomlevel = oldminimapzoom*(1.-FracTic)+minimapzoom*FracTic; + double zoomlevel = SWWMUtility.Lerp(oldminimapzoom,minimapzoom,FracTic); double zoomview = MAPVIEWDIST*zoomlevel, zoomclip = CLIPDIST*zoomlevel; - Vector2 cpos = players[consoleplayer].Camera.prev.xy*(1.-FracTic)+players[consoleplayer].Camera.pos.xy*FracTic; + Vector2 cpos = SWWMUtility.LerpVector2(players[consoleplayer].Camera.prev.xy,players[consoleplayer].Camera.pos.xy,FracTic); // find farthest visible southwest grid point from camera position int maxlines = int(zoomview/64); Vector2 gpt = (cpos-(zoomview,zoomview))/128; @@ -1851,9 +1868,9 @@ Class SWWMStatusBar : BaseStatusBar private void DrawMapLines( Vector2 basepos ) { - double zoomlevel = oldminimapzoom*(1.-FracTic)+minimapzoom*FracTic; + double zoomlevel = SWWMUtility.Lerp(oldminimapzoom,minimapzoom,FracTic); double zoomview = MAPVIEWDIST*zoomlevel, zoomclip = CLIPDIST*zoomlevel; - Vector2 cpos = players[consoleplayer].Camera.prev.xy*(1.-FracTic)+players[consoleplayer].Camera.pos.xy*FracTic; + Vector2 cpos = SWWMUtility.LerpVector2(players[consoleplayer].Camera.prev.xy,players[consoleplayer].Camera.pos.xy,FracTic); Sector csec = players[consoleplayer].Camera.CurSector; for ( int i=0; i 0 ) sstr = String.Format("%d%09d",ScoreInter2.GetValue(),ScoreInter.GetValue()); - else sstr = String.Format("%09d",ScoreInter.GetValue()); - int digits = sstr.Length(); - int xx = 19+6*digits; - Screen.DrawTexture(ScoreTex[0],false,ss.x-(margin+xx),margin,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - xx -= 15; - for ( int i=0; i 0) ) @@ -2248,42 +2255,42 @@ Class SWWMStatusBar : BaseStatusBar if ( iof != -1 ) ln.Truncate(iof); if ( !label || ((level.clusterflags&level.CLUSTER_HUB) && (label == 2)) ) str = ln; else str = String.Format("%s - %s",level.mapname.MakeUpper(),ln); - Screen.DrawText(smallfont,Font.CR_FIRE,xx-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont.GetHeight(); + Screen.DrawText(mSmallFont,Font.CR_FIRE,xx-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mSmallFont.GetHeight(); } if ( (level.total_monsters > 0) && am_showmonsters && !deathmatch ) { str = String.Format("\cxK \c-%d\cu/\c-%d",level.killed_monsters,level.total_monsters); - Screen.DrawText(smallfont2,(level.killed_monsters>=level.total_monsters)?Font.CR_GOLD:Font.CR_WHITE,xx-smallfont2.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont2.GetHeight(); + Screen.DrawText(mTinyFont,(level.killed_monsters>=level.total_monsters)?Font.CR_GOLD:Font.CR_WHITE,xx-mTinyFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mTinyFont.GetHeight(); } if ( (level.total_items > 0) && am_showitems && !deathmatch ) { str = String.Format("\cxI \c-%d\cu/\c-%d",level.found_items,level.total_items); - Screen.DrawText(smallfont2,(level.found_items>=level.total_items)?Font.CR_GOLD:Font.CR_WHITE,xx-smallfont2.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont2.GetHeight(); + Screen.DrawText(mTinyFont,(level.found_items>=level.total_items)?Font.CR_GOLD:Font.CR_WHITE,xx-mTinyFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mTinyFont.GetHeight(); } if ( (level.total_secrets > 0) && am_showsecrets && !deathmatch ) { str = String.Format("\cxS \c-%d\cu/\c-%d",level.found_secrets,level.total_secrets); - Screen.DrawText(smallfont2,(level.found_secrets>=level.total_secrets)?Font.CR_GOLD:Font.CR_WHITE,xx-smallfont2.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont2.GetHeight(); + Screen.DrawText(mTinyFont,(level.found_secrets>=level.total_secrets)?Font.CR_GOLD:Font.CR_WHITE,xx-mTinyFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mTinyFont.GetHeight(); } int sec; if ( am_showtime ) { sec = Thinker.Tics2Seconds(level.maptime); str = String.Format("\cxT \c-%02d\cu:\c-%02d\cu:\c-%02d",sec/3600,(sec%3600)/60,sec%60); - Screen.DrawText(smallfont2,((level.sucktime>0)&&(sec>=(level.sucktime*3600)))?Font.CR_RED:(sec<=level.partime)?Font.CR_GOLD:Font.CR_WHITE,xx-smallfont2.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont2.GetHeight(); + Screen.DrawText(mTinyFont,((level.sucktime>0)&&(sec>=(level.sucktime*3600)))?Font.CR_RED:(sec<=level.partime)?Font.CR_GOLD:Font.CR_WHITE,xx-mTinyFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mTinyFont.GetHeight(); } // don't show total time if it's equal to map time if ( am_showtotaltime && (level.totaltime != level.maptime) ) { sec = Thinker.Tics2Seconds(level.totaltime); str = String.Format("\cxTT \c-%02d\cu:\c-%02d\cu:\c-%02d",sec/3600,(sec%3600)/60,sec%60); - Screen.DrawText(smallfont2,Font.CR_WHITE,xx-smallfont2.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont2.GetHeight(); + Screen.DrawText(mTinyFont,Font.CR_WHITE,xx-mTinyFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mTinyFont.GetHeight(); } yy += 3; } @@ -2300,8 +2307,8 @@ Class SWWMStatusBar : BaseStatusBar { if ( !teamactive[i] ) continue; str = String.Format("\cx%s \c-%d",Teams[i].mName,teamscore[i]); - Screen.DrawText(smallfont,Font.CR_WHITE,xx-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont.GetHeight(); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mSmallFont.GetHeight(); } } else @@ -2309,19 +2316,19 @@ Class SWWMStatusBar : BaseStatusBar // draw rank and spread like in UT if ( tiedscore ) str = String.Format("\cx%s \cg%d\cr/\cg%d\c-",StringTable.Localize("$SWWM_DMRANK"),rank,playercount); else str = String.Format("\cx%s \cj%d\cu/\cj%d\c-",StringTable.Localize("$SWWM_DMRANK"),rank,playercount); - Screen.DrawText(smallfont,Font.CR_WHITE,xx-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont.GetHeight(); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mSmallFont.GetHeight(); if ( lead > 0 ) str = String.Format("\cx%s \cj+%d\c-",StringTable.Localize("$SWWM_DMSPREAD"),lead); else str = String.Format("\cx%s \cj%d\c-",StringTable.Localize("$SWWM_DMSPREAD"),lead); - Screen.DrawText(smallfont,Font.CR_WHITE,xx-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - yy += smallfont.GetHeight()+3; + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += mSmallFont.GetHeight()+3; // draw top 3 players for ( int i=0; i 99999) && !forceamt ) nstr = "99999"; else nstr = String.Format("%d",i.Amount); - int len = smallfont.StringWidth(nstr); - Screen.DrawText(smallfont,Font.CR_FIRE,(xx+30)-len,(yy+30)-10,nstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alpha); + if ( isalthud ) + { + int len = MiniHudFontOutline.StringWidth(nstr); + Screen.DrawText(MiniHudFontOutline,mhudfontcol[(i.Amount<=0)?MCR_RED:selected?MCR_BRASS:MCR_WHITE],(xx+30)-len,(yy+30)-6,nstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alpha); + } + else + { + int len = mSmallFont.StringWidth(nstr); + Screen.DrawText(mSmallFont,(i.Amount<=0)?Font.CR_RED:selected?Font.CR_FIRE:Font.CR_WHITE,(xx+30)-len,(yy+30)-10,nstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alpha); + } } return true; } - private void DrawInventory() + private void DrawInventory( int invy = 58 ) { // active items (armor / powerups) double xx = margin+2; - double yy = ss.y-(margin+58); + double yy = ss.y-(margin+invy); if ( CPlayer.mo.InvSel && !isInventoryBarVisible() ) yy -= 34; bool drewarmor = false; for ( Inventory i=CPlayer.mo.Inv; i; i=i.Inv ) { if ( (i.Amount <= 0) || (!(i is 'SWWMArmor') && !(i is 'BasicArmor')) ) continue; - if ( !DrawInvIcon(i,xx,yy,forceamt:true) ) continue; + if ( !DrawInvIcon(i,xx,yy,forceamt:true,selected:true) ) continue; yy -= 34; drewarmor = true; } - yy = ss.y-(margin+58); + yy = ss.y-(margin+invy); if ( drewarmor ) xx += 40; else if ( CPlayer.mo.InvSel && !isInventoryBarVisible() ) yy -= 34; for ( Inventory i=CPlayer.mo.Inv; i; i=i.Inv ) { if ( (i is 'SWWMLamp') && SWWMLamp(i).bActivated ) { - DrawInvIcon(i,xx,yy,aspowerup:true); + DrawInvIcon(i,xx,yy,selected:true,aspowerup:true); yy -= 34; continue; } if ( (i is 'DivineSpriteEffect') && !DivineSpriteEffect(i).bHealDone ) { - DrawInvIcon(i,xx,yy,aspowerup:true); + DrawInvIcon(i,xx,yy,selected:true,aspowerup:true); yy -= 34; continue; } @@ -2461,18 +2500,18 @@ Class SWWMStatusBar : BaseStatusBar xx = (ss.x-34)/2; yy = (ss.y+64)/2; Screen.DrawTexture(InventoryTex,false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - DrawInvIcon(CPlayer.mo.InvSel,xx+2,yy+2); + DrawInvIcon(CPlayer.mo.InvSel,xx+2,yy+2,selected:true); DrawInvIcon(prev[0],xx-32,yy+2,2./3.); DrawInvIcon(prev[1],xx-66,yy+2,1./3.); DrawInvIcon(next[0],xx+36,yy+2,2./3.); DrawInvIcon(next[1],xx+70,yy+2,1./3.); return; } - Screen.DrawTexture(InventoryTex,false,margin,ss.y-(margin+60),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - DrawInvIcon(CPlayer.mo.InvSel,margin+2,ss.y-(margin+58)); + Screen.DrawTexture(InventoryTex,false,margin,ss.y-(margin+invy+2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + DrawInvIcon(CPlayer.mo.InvSel,margin+2,ss.y-(margin+invy),selected:true); } - private void DrawWeapon() + private void DrawWeapons() { if ( CPlayer.ReadyWeapon is 'SWWMWeapon' ) SWWMWeapon(CPlayer.ReadyWeapon).DrawWeapon(FracTic,ss.x-margin,ss.y-(margin+28),hs,ss); else if ( CPlayer.ReadyWeapon ) @@ -2494,7 +2533,7 @@ Class SWWMStatusBar : BaseStatusBar Screen.DrawTexture(GenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } Screen.DrawTexture(GenericAmmoTex[0],false,xx-3,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawText(smallfont,Font.CR_FIRE,xx,yy+1,astr2,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_FIRE,xx,yy+1,astr2,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); yy += 14; } xx = ss.x-(margin+13); @@ -2507,7 +2546,7 @@ Class SWWMStatusBar : BaseStatusBar Screen.DrawTexture(GenericAmmoTex[1],false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } Screen.DrawTexture(GenericAmmoTex[0],false,xx-3,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawText(smallfont,Font.CR_FIRE,xx,yy+1,astr1,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_FIRE,xx,yy+1,astr1,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } } Screen.DrawTexture(WeaponTex,false,ss.x-(margin+60),ss.y-(margin+28),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); @@ -2545,7 +2584,7 @@ Class SWWMStatusBar : BaseStatusBar } if ( !hasammo ) ncolor = Font.CR_RED; } - Screen.DrawText(smallfont,ncolor,xx,yy,String.Format("%d",(i%10)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,ncolor,xx,yy,String.Format("%d",(i%10)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); xx += 12; if ( i == 5 ) { @@ -2607,16 +2646,16 @@ Class SWWMStatusBar : BaseStatusBar tst = "AAA"; SWWMUtility.ObscureText(tst,(gametic-trl)/3); trl--; - Screen.DrawText(smallfont,Font.CR_WHITE,margin+108,ss.y-(margin+14),tst,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,falph*alph,DTA_LegacyRenderStyle,STYLE_Add); + Screen.DrawText(mSmallFont,Font.CR_WHITE,margin+108,ss.y-(margin+14),tst,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,falph*alph,DTA_LegacyRenderStyle,STYLE_Add); } - Screen.DrawText(smallfont,hcolor,margin+108,ss.y-(margin+14),String.Format("%3d",clamp(ht,0,999)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,1.-falph); + Screen.DrawText(mSmallFont,hcolor,margin+108,ss.y-(margin+14),String.Format("%3d",clamp(ht,0,999)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,1.-falph); } - else Screen.DrawText(smallfont,hcolor,margin+108,ss.y-(margin+14),String.Format("%3d",clamp(ht,0,999)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + else Screen.DrawText(mSmallFont,hcolor,margin+108,ss.y-(margin+14),String.Format("%3d",clamp(ht,0,999)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } private void DrawPickups() { - int h = smallfont.GetHeight(); + int h = mSmallFont.GetHeight(); // draw nametags below them double yy; double nalph = 0.; @@ -2627,10 +2666,10 @@ Class SWWMStatusBar : BaseStatusBar yy = ss.y-(margin+50); // shift up if boss healthbar is present if ( hnd && (hnd.bossalpha > 0.) ) yy -= int(25*clamp(hnd.bossalpha*2.,0.,1.)); - int len = smallfont.StringWidth(ntagstr); + int len = mSmallFont.StringWidth(ntagstr); double xx = (ss.x-len)/2.; Screen.Dim("Black",.8*nalph,int((xx-6)*hs),int(yy*hs),int((len+12)*hs),int((h+4)*hs)); - Screen.DrawText(smallfont,ntagcol,int(xx),yy+2,ntagstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,nalph); + Screen.DrawText(mSmallFont,ntagcol,int(xx),yy+2,ntagstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,nalph); } if ( PickupQueue.Size() <= 0 ) return; // reverse order since they're drawn bottom to top @@ -2639,7 +2678,7 @@ Class SWWMStatusBar : BaseStatusBar // shift up if boss healthbar is present if ( hnd && (hnd.bossalpha > 0.) ) yy -= int(25*clamp(hnd.bossalpha*2.,0.,1.)); // shift up again if nametag is present - if ( nalph > 0. ) yy -= int((smallfont.GetHeight()+6)*clamp(nalph*2.,0.,1.)); + if ( nalph > 0. ) yy -= int((mSmallFont.GetHeight()+6)*clamp(nalph*2.,0.,1.)); for ( int i=PickupQueue.Size()-1; i>=mend; i-- ) { PickupQueue[i].UpdateText(int(ss.x*.75)); @@ -2649,16 +2688,16 @@ Class SWWMStatusBar : BaseStatusBar int maxlen = 0; for ( int j=0; j maxlen ) maxlen = len; } double xx = (ss.x-maxlen)/2.; Screen.Dim("Black",.8*alph,int((xx-6)*hs),int((yy-h*(l.Count()-1))*hs),int((maxlen+12)*hs),int((h*l.Count()+4)*hs)); for ( int j=l.Count()-1; j>=0; j-- ) { - int len = smallfont.StringWidth(l.StringAt(j)); + int len = mSmallFont.StringWidth(l.StringAt(j)); xx = int((ss.x-len)/2.); - Screen.DrawText(smallfont,msg0color,xx,yy+2,l.StringAt(j),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph); + Screen.DrawText(mSmallFont,msg0color,xx,yy+2,l.StringAt(j),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph); yy -= h; } yy -= 6; @@ -2678,20 +2717,20 @@ Class SWWMStatusBar : BaseStatusBar if ( !midl || (midsz != int(ss.x*ssp)) ) { if ( midl ) midl.Destroy(); - midl = SmallFont.BreakLines(midstr,int(ss.x*ssp)); + midl = mSmallFont.BreakLines(midstr,int(ss.x*ssp)); } - int h = smallfont.GetHeight(); + int h = mSmallFont.GetHeight(); int maxlen = 0; - for ( int i=0; i ss.x-4 ) { // draw trailing dots - Screen.DrawText(smallfont,Font.CR_WHITE,xx,yy,"...",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx,yy,"...",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); // shift back xx -= w-(ss.x-4); // draw trimmed - Screen.DrawText(smallfont,Font.CR_WHITE,xx,yy,fullstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipLeft,int(26*hs)); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx,yy,fullstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipLeft,int(26*hs)); } - else Screen.DrawText(smallfont,Font.CR_WHITE,xx,yy,fullstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + else Screen.DrawText(mSmallFont,Font.CR_WHITE,xx,yy,fullstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); return true; } override bool DrawPaused( int player ) { + let fnt = mBigFont?mBigFont:NewSmallFont; + let fnt2 = mSmallFont?mSmallFont:NewConsoleFont; if ( swwm_fuzz ) { Vector2 tsize = TexMan.GetScaledSize(bgtex); @@ -2772,31 +2813,31 @@ Class SWWMStatusBar : BaseStatusBar { pausepos.x += pausedir.x*CleanXFac; pausepos.y += pausedir.y*CleanYFac; - if ( pausepos.x >= Screen.GetWidth()-((bigfont.StringWidth(str)+8)*CleanXFac/2) ) + if ( pausepos.x >= Screen.GetWidth()-((fnt.StringWidth(str)*3+8)*CleanXFac/2) ) pausedir.x = -1; - if ( pausepos.x < ((bigfont.StringWidth(str)+8)*CleanXFac/2) ) + if ( pausepos.x < ((fnt.StringWidth(str)*3+8)*CleanXFac/2) ) pausedir.x = 1; - if ( pausepos.y >= Screen.GetHeight()-((bigfont.GetHeight()+8)*CleanYFac/2) ) + if ( pausepos.y >= Screen.GetHeight()-((fnt.GetHeight()*3+8)*CleanYFac/2) ) pausedir.y = -1; - if ( pausepos.y < ((bigfont.GetHeight()+8)*CleanYFac/2) ) + if ( pausepos.y < ((fnt.GetHeight()*3+8)*CleanYFac/2) ) pausedir.y = 1; } - double xx = pausepos.x-bigfont.StringWidth(str)*CleanXFac/2; - double yy = pausepos.y-bigfont.GetHeight()*CleanYFac/2; + double xx = pausepos.x-(fnt.StringWidth(str)*3*CleanXFac)/2; + double yy = pausepos.y-(fnt.GetHeight()*3*CleanYFac)/2; int tlen = str.CodePointCount(); for ( int i=0, pos=0; i= 0) && (initspd < 32) ) initspd = 32; @@ -48,7 +50,7 @@ Class PayRespects : HUDMessageBase fo.x += (.15*initspd)*((initialspan-(lifespan-fractic))**.6); fo.y += ((initialspan-(lifespan-fractic))**1.6)-boostup*sin((90./initialspan)*(level.maptime+fractic-starttic)); double alph = clamp((lifespan+fractic)/double(initialspan),0.,1.); - Screen.DrawText(smallfont,Font.CR_GREEN,realpos.x-fo.x,realpos.y-fo.y,"F",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph); + Screen.DrawText(mSmallFont,Font.CR_GREEN,realpos.x-fo.x,realpos.y-fo.y,"F",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph); } } @@ -58,6 +60,7 @@ Class SWWMOneLiner : HUDMessageBase String whichline; transient BrokenLines l; int lifespan, curtime; + Font mSmallFont; static SWWMOneLiner Make( String whichline, int lifespan ) { @@ -65,6 +68,7 @@ Class SWWMOneLiner : HUDMessageBase if ( StringTable.Localize(whichline) == "" ) l.whichline = ""; else l.whichline = StringTable.Localize("$SWWM_LQUOTE")..StringTable.Localize(whichline)..StringTable.Localize("$SWWM_RQUOTE"); l.curtime = l.lifespan = lifespan; + l.mSmallFont = Font.GetFont('TewiFont'); return l; } @@ -83,20 +87,18 @@ Class SWWMOneLiner : HUDMessageBase override void Draw( int bottom, int visibility ) { int margin = swwm_hudmargin; - double hs; - if ( swwm_hudscale ) hs = CleanXFac_1; - else hs = max(floor(Screen.GetWidth()/640.),1.); + double hs = max(min(floor(Screen.GetWidth()/640.),floor(Screen.GetHeight()/360.)),1.); Vector2 ss = (Screen.GetWidth()/hs,Screen.GetHeight()/hs); if ( whichline == "" ) return; // don't draw empty strings // split so it can fit - if ( !l ) l = smallfont.BreakLines(whichline,int(ss.x*.5)); + if ( !l ) l = mSmallFont.BreakLines(whichline,int(ss.x*.5)); int maxlen = 0; for ( int i=0; i maxlen ) maxlen = len; } - int h = smallfont.GetHeight(); + int h = mSmallFont.GetHeight(); int fh = h*l.Count(); double fractic = SWWMStatusBar(statusbar)?SWWMStatusBar(statusbar).fractic:0; double fcurtime = curtime-fractic; @@ -106,8 +108,8 @@ Class SWWMOneLiner : HUDMessageBase int yy = margin+fh; for ( int i=0; i weapon ) { @@ -252,6 +256,8 @@ Class SWWMWeaponTooltip : HUDMessageBase fadeintics = 5; fadeouttics = 15; tics = -10; + mSmallFont = Font.GetFont('TewiFont'); + mTinyFont = Font.GetFont('MiniwiFont'); return self; } @@ -265,34 +271,32 @@ Class SWWMWeaponTooltip : HUDMessageBase override void Draw( int bottom, int visibility ) { if ( tics <= 0 ) return; - double hs; - if ( swwm_hudscale ) hs = CleanXFac_1; - else hs = max(floor(Screen.GetWidth()/640.),1.); + double hs = max(min(floor(Screen.GetWidth()/640.),floor(Screen.GetHeight()/360.)),1.); Vector2 ss = (Screen.GetWidth()/hs,Screen.GetHeight()/hs); double fractic = SWWMStatusBar(statusbar)?SWWMStatusBar(statusbar).fractic:0; double ftics = tics+fractic; double alpha = (ftics w ) w = lw; } int cw = int(ceil((max(w1,w)+8)/6.))*6; - int h = smallfont.GetHeight()+8+smallfont2.GetHeight()*l.Count(); + int h = mSmallFont.GetHeight()+8+mTinyFont.GetHeight()*l.Count(); Vector2 pos = (int(ss.x/2),ss.y-(swwm_hudmargin+80+h)); Screen.Dim("Black",.5*alpha,int((pos.x-(cw+4)/2)*hs),int((pos.y-2)*hs),int((cw+4)*hs),int((h+4)*hs)); - Screen.DrawText(smallfont,Font.CR_FIRE,pos.x-w1/2,pos.y,wpn,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alpha); + Screen.DrawText(mSmallFont,Font.CR_FIRE,pos.x-w1/2,pos.y,wpn,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alpha); for ( int i=0; i seqcnt) ) return; EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..txt,level.totaltime,PRINT_CHAT,consoleplayer); @@ -369,7 +375,7 @@ Class SWWMDirectMessage : HUDMessageBase { if ( cur <= 0 ) break; String part = l.StringAt(i).Left(cur); - Screen.DrawText(smallfont,Font.CR_WHITE,pos.x,pos.y,part,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,pos.x,pos.y,part,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); pos.y += 13; cur -= l.StringAt(i).Length(); } @@ -528,9 +534,7 @@ Class SWWMDirectMessage : HUDMessageBase double fractic = SWWMStatusBar(statusbar)?SWWMStatusBar(statusbar).fractic:0; if ( seqnum == 0 ) alph = (fadein+fractic)/15.; else if ( seqnum == (seqcnt+1) ) alph = 1.-(fadeout+fractic)/30.; - double hs; - if ( swwm_hudscale ) hs = CleanXFac_1; - else hs = max(floor(Screen.GetWidth()/640.),1.); + double hs = max(min(floor(Screen.GetWidth()/640.),floor(Screen.GetHeight()/360.)),1.); ss = (Screen.GetWidth()/hs,Screen.GetHeight()/hs); origin = (int(ss.x-270)/2,swwm_hudmargin+70); Screen.DrawTexture(MessageBox,false,origin.x,origin.y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alph); diff --git a/zscript/hud/swwm_hudobjects.zsc b/zscript/hud/swwm_hudobjects.zsc index 0c1310db5..c59abb026 100644 --- a/zscript/hud/swwm_hudobjects.zsc +++ b/zscript/hud/swwm_hudobjects.zsc @@ -31,6 +31,19 @@ Class SWWMScoreObj play else if ( (type > ST_SCORE) && !swwm_healthnums ) return null; let hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); if ( !hnd ) return null; + return SpawnInternal(hnd,score,pos,type,acc,tcolor); + } + + static SWWMScoreObj SpawnFromHandler( SWWMHandler hnd, int score, Vector3 pos, int type = ST_Score, Actor acc = null, int tcolor = -1 ) + { + // early checks + if ( (type == ST_SCORE) && !swwm_scorenums ) return null; + else if ( (type > ST_SCORE) && !swwm_healthnums ) return null; + return SpawnInternal(hnd,score,pos,type,acc,tcolor); + } + + private static SWWMScoreObj SpawnInternal( SWWMHandler hnd, int score, Vector3 pos, int type = ST_Score, Actor acc = null, int tcolor = -1 ) + { let o = new("SWWMScoreObj"); o.score = score; o.pos = pos; @@ -117,10 +130,8 @@ Class SWWMInterest play SWWMInterest next; String keytag; - static SWWMInterest Spawn( Vector3 pos = (0,0,0), Key thekey = null, Line theline = null, int theexit = 0 ) + static SWWMInterest Spawn( SWWMHandler hnd, Vector3 pos = (0,0,0), Key thekey = null, Line theline = null, int theexit = 0 ) { - let hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - if ( !hnd ) return null; if ( (!thekey && !theline) || (thekey && theline) ) return null; let i = new("SWWMInterest"); i.trackedkey = thekey; @@ -259,11 +270,11 @@ Class SWWMCombatTracker play bool bUpdateMorph; String unmorphedtag; - void UpdateTag() + void UpdateTag( SWWMHandler hnd ) { if ( mytarget && (mytarget.player || mytarget.bISMONSTER || (mytarget is 'BossBrain') || (mytarget is 'SWWMHangingKeen') || (mytarget is 'Demolitionist')) ) { - String realtag = swwm_funtags?SWWMUtility.GetFunTag(mytarget,FallbackTag):mytarget.GetTag(FallbackTag); + String realtag = swwm_funtags?SWWMUtility.GetFunTag(hnd,mytarget,FallbackTag):mytarget.GetTag(FallbackTag); if ( realtag == FallbackTag ) { realtag = mytarget.GetClassName(); @@ -274,10 +285,8 @@ Class SWWMCombatTracker play else mytag = ""; } - static SWWMCombatTracker Spawn( Actor target, bool update = false ) + static SWWMCombatTracker Spawn( SWWMHandler hnd, Actor target, bool update = false ) { - let hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - if ( !hnd ) return null; // NOTE: These are only ever called once a thing spawns, so we don't need to "check" if entries already exist // this check will only be performed in "update mode", i.e. when called from the swwmupdatetrackers netevent, // or when a monster is revived @@ -289,7 +298,7 @@ Class SWWMCombatTracker play } t = new("SWWMCombatTracker"); t.mytarget = target; - t.UpdateTag(); + t.UpdateTag(hnd); if ( target.player ) { t.lasthealth = target.health; @@ -393,7 +402,8 @@ Class SWWMCombatTracker play mutated = true; Console.Printf(StringTable.Localize("$SWWM_LTFORM"),mytag); } - }// voodoo dolls don't show as friendly + } + // voodoo dolls don't show as friendly bFRIENDLY = mytarget.IsFriend(players[consoleplayer].mo); if ( mytarget.Health < lasthealth ) firsthit = true; lasthealth = mytarget.Health; @@ -516,10 +526,8 @@ Class SWWMSimpleTracker play expired = (target.Health<=0); } - static SWWMSimpleTracker Track( Actor target ) + static SWWMSimpleTracker Track( SWWMHandler hnd, Actor target ) { - let hnd = SWWMHandler(EventHandler.Find("SWWMHandler")); - if ( !hnd ) return null; SWWMSimpleTracker t; for ( t=hnd.strackers; t; t=t.next ) { diff --git a/zscript/items/swwm_ammoitems.zsc b/zscript/items/swwm_ammoitems.zsc index cca3cd557..bd42a88a7 100644 --- a/zscript/items/swwm_ammoitems.zsc +++ b/zscript/items/swwm_ammoitems.zsc @@ -17,7 +17,7 @@ Class RedShell : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 30; Ammo.BackpackAmount 3; - Ammo.BackpackMaxAmount 50; + Ammo.BackpackMaxAmount 60; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -72,7 +72,7 @@ Class GreenShell : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 25; Ammo.BackpackAmount 2; - Ammo.BackpackMaxAmount 45; + Ammo.BackpackMaxAmount 50; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -112,60 +112,6 @@ Class GreenShell4 : GreenShell } } -Class WhiteShell : SWWMAmmo -{ - Default - { - //$Title 1x White Shells - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_ShellsDragon.png - //$Icon ammo - Tag "$T_WHITESHELL"; - SWWMAmmo.PickupTag "WHITESHELL"; - Stamina 1000; - Inventory.Icon "graphics/HUD/Icons/A_ShellsDragon.png"; - Inventory.Amount 1; - Inventory.MaxAmount 10; - Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 30; - Ammo.DropAmount 1; - +FLOATBOB; - FloatBobStrength 0.25; - Radius 4; - Accuracy 70; - } - States - { - Spawn: - XZW1 A -1; - Stop; - } -} -Class WhiteShell2 : WhiteShell -{ - Default - { - //$Title 2x White Shells - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_ShellsDragon.png - //$Icon ammo - Inventory.Amount 2; - Radius 6; - } -} -Class WhiteShell4 : WhiteShell -{ - Default - { - //$Title 3x White Shells - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_ShellsDragon.png - //$Icon ammo - Inventory.Amount 4; - Radius 6; - } -} - Class BlueShell : SWWMAmmo { Default @@ -176,12 +122,12 @@ Class BlueShell : SWWMAmmo //$Icon ammo Tag "$T_BLUESHELL"; SWWMAmmo.PickupTag "BLUESHELL"; - Stamina 2500; + Stamina 1500; Inventory.Icon "graphics/HUD/Icons/A_ShellsKinylum.png"; Inventory.Amount 1; - Inventory.MaxAmount 15; + Inventory.MaxAmount 20; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 35; + Ammo.BackpackMaxAmount 40; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -221,61 +167,6 @@ Class BlueShell4 : BlueShell } } -Class BlackShell : SWWMAmmo -{ - Default - { - //$Title 1x Black Shells - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_ShellsFuck.png - //$Icon ammo - Tag "$T_BLACKSHELL"; - SWWMAmmo.PickupTag "BLACKSHELL"; - Stamina 4000; - Inventory.Icon "graphics/HUD/Icons/A_ShellsFuck.png"; - Inventory.Amount 1; - Inventory.MaxAmount 5; - Ammo.BackpackAmount 0; - Ammo.BackpackMaxAmount 25; - Ammo.DropAmount 1; - +FLOATBOB; - FloatBobStrength 0.25; - Radius 4; - Height 20; - Accuracy 75; - } - States - { - Spawn: - XZW1 A -1; - Stop; - } -} -Class BlackShell2 : BlackShell -{ - Default - { - //$Title 2x Black Shells - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_ShellsFuck.png - //$Icon ammo - Inventory.Amount 2; - Radius 6; - } -} -Class BlackShell4 : BlackShell -{ - Default - { - //$Title 4x Black Shells - //$Group Ammo - //$Sprite graphics/HUD/Icons/A_ShellsFuck.png - //$Icon ammo - Inventory.Amount 4; - Radius 6; - } -} - Class PurpleShell : SWWMAmmo { Default @@ -286,12 +177,12 @@ Class PurpleShell : SWWMAmmo //$Icon ammo Tag "$T_PURPLESHELL"; SWWMAmmo.PickupTag "PURPLESHELL"; - Stamina 1500; + Stamina 2500; Inventory.Icon "graphics/HUD/Icons/A_ShellsBall.png"; Inventory.Amount 1; - Inventory.MaxAmount 20; + Inventory.MaxAmount 15; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 40; + Ammo.BackpackMaxAmount 30; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -331,6 +222,61 @@ Class PurpleShell4 : PurpleShell } } +Class BlackShell : SWWMAmmo +{ + Default + { + //$Title 1x Black Shells + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_ShellsFuck.png + //$Icon ammo + Tag "$T_BLACKSHELL"; + SWWMAmmo.PickupTag "BLACKSHELL"; + Stamina 4000; + Inventory.Icon "graphics/HUD/Icons/A_ShellsFuck.png"; + Inventory.Amount 1; + Inventory.MaxAmount 10; + Ammo.BackpackAmount 0; + Ammo.BackpackMaxAmount 20; + Ammo.DropAmount 1; + +FLOATBOB; + FloatBobStrength 0.25; + Radius 4; + Height 20; + Accuracy 75; + } + States + { + Spawn: + XZW1 A -1; + Stop; + } +} +Class BlackShell2 : BlackShell +{ + Default + { + //$Title 2x Black Shells + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_ShellsFuck.png + //$Icon ammo + Inventory.Amount 2; + Radius 6; + } +} +Class BlackShell4 : BlackShell +{ + Default + { + //$Title 4x Black Shells + //$Group Ammo + //$Sprite graphics/HUD/Icons/A_ShellsFuck.png + //$Icon ammo + Inventory.Amount 4; + Radius 6; + } +} + Class GoldShellSparkle : Actor { override void PostBeginPlay() @@ -529,7 +475,7 @@ Class HellblazerMissiles : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 18; Ammo.BackpackAmount 2; - Ammo.BackpackMaxAmount 36; + Ammo.BackpackMaxAmount 48; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -755,7 +701,7 @@ Class SparkUnit : SWWMAmmo Inventory.Amount 1; Inventory.MaxAmount 8; Ammo.BackpackAmount 1; - Ammo.BackpackMaxAmount 24; + Ammo.BackpackMaxAmount 20; Ammo.DropAmount 1; +FLOATBOB; FloatBobStrength 0.25; @@ -861,10 +807,11 @@ Class SilverBullets : MagAmmo //$Icon ammo Tag "$T_XSBBULLET"; MagAmmo.PickupTag "XSBBULLET"; + Stamina -12000; Inventory.Icon "graphics/HUD/Icons/A_SilverBulletBullet.png"; MagAmmo.ParentAmmo "SilverBulletAmmo"; MagAmmo.ClipSize 5; - Inventory.MaxAmount 8; + Inventory.MaxAmount 5; +FLOATBOB; FloatBobStrength 0.25; Radius 4; @@ -913,10 +860,11 @@ Class SilverBullets2 : MagAmmo //$Icon ammo Tag "$T_FCBBULLET"; MagAmmo.PickupTag "FCBBULLET"; + Stamina -15000; Inventory.Icon "graphics/HUD/Icons/A_SilverBulletBullet2.png"; MagAmmo.ParentAmmo "SilverBulletAmmo2"; MagAmmo.ClipSize 5; - Inventory.MaxAmount 8; + Inventory.MaxAmount 5; +FLOATBOB; FloatBobStrength 0.25; Radius 4; @@ -1002,10 +950,11 @@ Class CandyGunBullets : MagAmmo //$Icon ammo Tag "$T_CANDYBULLET"; MagAmmo.PickupTag "CANDYBULLET"; + Stamina -14000; Inventory.Icon "graphics/HUD/Icons/A_CandyBullet.png"; MagAmmo.ParentAmmo "CandyGunAmmo"; MagAmmo.ClipSize 7; - Inventory.MaxAmount 10; + Inventory.MaxAmount 7; +FLOATBOB; FloatBobStrength 0.25; Radius 2; diff --git a/zscript/items/swwm_ammospawn.zsc b/zscript/items/swwm_ammospawn.zsc index b17023be9..aeea0c76f 100644 --- a/zscript/items/swwm_ammospawn.zsc +++ b/zscript/items/swwm_ammospawn.zsc @@ -63,10 +63,10 @@ Class SWWMShellAmmoSmall : SWWMAmmoSpawner return 'GreenShell'; case 6: case 7: - return 'PurpleShell'; + return 'BlueShell'; } // case 8-9 - return 'BlueShell'; + return 'PurpleShell'; } } Class SWWMShellAmmoBig : SWWMAmmoSpawner @@ -77,7 +77,7 @@ Class SWWMShellAmmoBig : SWWMAmmoSpawner { /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('PuntzerBeta') || SWWMUtility.ItemExists('PuntzerGamma')) ) return Random[Replacements](0,2)?'SMW05SmallAmmo':'SMW05BigAmmo';*/ - switch( Random[Replacements](0,17) ) + switch( Random[Replacements](0,14) ) { case 0: case 1: @@ -92,16 +92,12 @@ Class SWWMShellAmmoBig : SWWMAmmoSpawner case 8: case 9: case 10: - return 'PurpleShell'; + return 'BlueShell'; case 11: case 12: - case 13: - return 'BlueShell'; - case 14: - case 15: - return 'WhiteShell'; + return 'PurpleShell'; } - // case 16-17 + // case 13-14 return 'BlackShell'; } } @@ -201,15 +197,14 @@ Class SWWMCellAmmoSmall : SWWMAmmoSpawner static Class PickAmmo( bool notondemand = false ) { - /*if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('RayKhom') || SWWMUtility.ItemExists('GrandLance')) ) return 'RayBattery';*/ if ( !Random[Replacements](0,2) ) { if ( !Random[Replacements](0,3) ) { - /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return 'RayBolt2';*/ + /*if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('MisterRifle')) ) return 'MisterGAmmo';*/ if ( notondemand || SWWMUtility.ItemExists('CandyGun') ) return 'CandyGunBullets'; } - /*if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('MisterRifle')) ) return 'MisterGAmmo';*/ + /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return 'RayBolt2';*/ if ( notondemand || SWWMUtility.ItemExists('SilverBullet') ) return Random[Replacements](0,2)?'SilverBullets':'SilverBullets2'; } /*if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('ModernSparkster')) ) return Random[Replacements](0,2)?'SparksterBAmmo':'SparksterRAmmo';*/ @@ -231,8 +226,8 @@ Class SWWMCellAmmoBig : SWWMAmmoSpawner } /*if ( Random[Replacements](0,1) ) { - if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('MisterRifle')) ) return Random[Replacements](0,2)?'MisterRound5':'MisterAmmo'; - if ( notondemand || SWWMUtility.ItemExists('RayKhom') ) return Random[Replacements](0,2)?'RayBolt5':'RayAmmo'; + if ( Random[Replacements](0,1) && (notondemand || SWWMUtility.ItemExists('RayKhom')) ) return Random[Replacements](0,2)?'RayBolt5':'RayAmmo'; + if ( notondemand || SWWMUtility.ItemExists('MisterRifle') ) return Random[Replacements](0,2)?'MisterRound5':'MisterAmmo'; }*/ if ( !Random[Replacements](0,2) && (notondemand || SWWMUtility.ItemExists('SilverBullet')) ) { diff --git a/zscript/items/swwm_armor.zsc b/zscript/items/swwm_armor.zsc index 38da632f8..a40628ec2 100644 --- a/zscript/items/swwm_armor.zsc +++ b/zscript/items/swwm_armor.zsc @@ -4,7 +4,7 @@ Class ArmorNugget : SWWMArmor Default { Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png"; - Inventory.Amount 1; + Inventory.Amount 5; Inventory.MaxAmount 200; Inventory.InterHubAmount 200; SWWMArmor.ArmorPriority 3; @@ -19,11 +19,24 @@ Class ArmorNugget : SWWMArmor } Class ArmorNuggetItem : SWWMSpareArmor { - override Inventory CreateCopy( Actor other ) + override bool Use( bool pickup ) { // additional lore - SWWMLoreLibrary.Add(other.player,"Nugget"); - return Super.CreateCopy(other); + SWWMLoreLibrary.Add(Owner.player,"Nugget"); + bool bUsed = Super.Use(pickup); + // sell excess + if ( !bUsed ) + { + int sellprice = abs(Stamina)/2; + SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); + SWWMCredits.Give(Owner.player,sellprice); + if ( Owner.player ) + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(self)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(self)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } + } + return bUsed; } override void DoPickupSpecial( Actor toucher ) @@ -39,11 +52,10 @@ Class ArmorNuggetItem : SWWMSpareArmor //$Sprite graphics/HUD/Icons/I_ArmorNugget.png //$Icon armour Tag "$T_NUGGETA"; - Stamina 400; - Inventory.Icon "graphics/HUD/Icons/I_ArmorNugget.png"; + Stamina 1200; Inventory.PickupMessage "$T_NUGGETA"; - Inventory.MaxAmount 20; - Inventory.InterHubAmount 20; + Inventory.MaxAmount 0; + Inventory.InterHubAmount 0; Inventory.UseSound "misc/armor_pkup"; SWWMSpareArmor.GiveArmor "ArmorNugget"; +INVENTORY.ALWAYSPICKUP; diff --git a/zscript/items/swwm_baseammo.zsc b/zscript/items/swwm_baseammo.zsc index 25ef5a965..7e21fe2df 100644 --- a/zscript/items/swwm_baseammo.zsc +++ b/zscript/items/swwm_baseammo.zsc @@ -8,7 +8,6 @@ Class SWWMAmmo : Ammo String PickupTag; Class MagAmmoType; private int SAmmoFlags; - transient bool bSinglePrint; // used for pickup messages of mag manager Property PickupTag : PickupTag; Property MagAmmoType : MagAmmoType; @@ -27,12 +26,11 @@ Class SWWMAmmo : Ammo { if ( bUsePickupMsg ) return Super.PickupMessage(); String tagstr = "$T_"..PickupTag; - if ( (Amount > 1) && !bSinglePrint ) + if ( Amount > 1 ) { tagstr = tagstr.."S"; return String.Format("%d %s",Amount,StringTable.Localize(tagstr)); } - bSinglePrint = false; return StringTable.Localize(tagstr); } @@ -142,7 +140,7 @@ Class SWWMAmmo : Ammo override bool HandlePickup( Inventory item ) { // drop excess ammo - if ( (item is 'Ammo') && (Ammo(item).GetParentAmmo() == GetParentAmmo()) ) + if ( !bUNDROPPABLE && !bUNTOSSABLE && (item is 'Ammo') && (Ammo(item).GetParentAmmo() == GetParentAmmo()) ) { int excess = Amount+item.Amount; if ( excess > MaxAmount ) excess -= MaxAmount; @@ -162,6 +160,23 @@ Class SWWMAmmo : Ammo Inventory last; while ( excess > 0 ) { + // first of all, see if we can ADD mag ammo + if ( MagAmmoType ) + { + let ma = MagAmmo(Owner.FindInventory(MagAmmoType)); + if ( !ma ) + { + ma = MagAmmo(Spawn(MagAmmoType)); + ma.Amount = 0; + ma.AttachToOwner(Owner); + } + if ( ma.Amount <= (ma.MaxAmount-ma.ClipSize) ) + { + ma.Amount += ma.ClipSize; + excess--; + continue; + } + } for ( int i=0; i 0 ) ma.CreateTossable(dropamt); - if ( (bul == ma.ClipSize) && (Amount < MaxAmount) ) Amount++; - else ma.Amount = min(ma.MaxAmount,ma.Amount+bul); + // split into bullets + for ( int i=0; i 0 ) ma.CreateTossable(dropamt); + ma.Amount = min(ma.MaxAmount,ma.Amount+bul); + } + item.bPickupGood = true; + return true; } + } + else if ( ma.Amount <= (ma.MaxAmount-ma.ClipSize*item.Amount) ) + { + // when mag ammo is undroppable, can only divide in full mags EXACTLY + ma.Amount += ma.ClipSize*item.Amount; item.bPickupGood = true; return true; } @@ -275,7 +304,7 @@ Class MagAmmo : Inventory abstract int ClipSize; int countdown; String PickupTag; - transient bool bSinglePrint; // used for pickup messages of mag manager + int BackpackAmount; Property ParentAmmo : ParentAmmo; Property ClipSize : ClipSize; @@ -334,12 +363,11 @@ Class MagAmmo : Inventory abstract override string PickupMessage() { String tagstr = "$T_"..PickupTag; - if ( (Amount > 1) && !bSinglePrint ) + if ( Amount > 1 ) { tagstr = tagstr.."S"; return String.Format("%d %s",Amount,StringTable.Localize(tagstr)); } - bSinglePrint = false; return StringTable.Localize(tagstr); } @@ -348,46 +376,89 @@ Class MagAmmo : Inventory abstract // drop excess mag ammo if ( (item is 'MagAmmo') && (MagAmmo(item).GetParentMagAmmo() == GetClass()) ) { - int excess = Amount+item.Amount; - if ( excess > MaxAmount ) excess -= MaxAmount; - if ( excess < item.Amount ) + // can somehow happen + if ( !pamo ) { - // enumerate all subclasses - Array > ammotypes; - ammotypes.Clear(); - for ( int i=0; i)(AllActorClasses[i])); + pamo = Ammo(Spawn(ParentAmmo)); + pamo.AttachToOwner(Owner); + pamo.Amount = 0; } - // sort from largest to smallest - qsort_ammotypes(ammotypes,0,ammotypes.Size()-1); - // drop spares - Inventory last; - while ( excess > 0 ) + } + if ( bUNDROPPABLE || bUNTOSSABLE ) + { + // undroppable mag ammo only drops full mags. + // due to the way this works, we theoretically + // should never end up with ammo "disappearing" + while ( Amount+item.Amount >= MaxAmount ) { - // drop full mag if possible - if ( excess >= ClipSize ) + if ( Amount < ClipSize ) break; + // first of all, see if we can INCREASE + // parent ammo, rather than drop a mag + if ( pamo.Amount < pamo.MaxAmount ) pamo.Amount++; + else if ( !pamo.bUNDROPPABLE && !pamo.bUNTOSSABLE ) DoDrop(ParentAmmo); + Amount -= ClipSize; + } + } + else if ( pamo.Amount < pamo.MaxAmount ) + { + // see if we can fill mags with this, and drop the excess + int toadd = Amount+item.Amount; + while ( (pamo.Amount < pamo.MaxAmount) && (toadd >= ClipSize) ) + { + pamo.Amount++; + toadd -= ClipSize; + } + Amount = toadd; + if ( Amount > MaxAmount ) CreateTossable(Amount-MaxAmount); + item.bPickupGood = true; + return true; + } + else + { + int excess = Amount+item.Amount; + if ( excess > MaxAmount ) excess -= MaxAmount; + if ( excess < item.Amount ) + { + // enumerate all subclasses + Array > ammotypes; + ammotypes.Clear(); + for ( int i=0; i)(AllActorClasses[i])); } - // drop bullets otherwise - for ( int i=0; i 0 ) { - let def = GetDefaultByType(ammotypes[i]); - if ( excess >= def.Amount ) + // drop full mag if possible + if ( excess >= ClipSize ) { double ang = FRandom[Junk](0,360); - last = DoDrop(ammotypes[i]); + last = DoDrop(ParentAmmo); last.SetOrigin(item.pos,false); last.vel.xy = (cos(ang),sin(ang))*FRandom[Junk](2,5); - excess -= def.Amount; - break; + excess -= ClipSize; + continue; + } + // drop bullets otherwise + for ( int i=0; i= def.Amount ) + { + double ang = FRandom[Junk](0,360); + last = DoDrop(ammotypes[i]); + last.SetOrigin(item.pos,false); + last.vel.xy = (cos(ang),sin(ang))*FRandom[Junk](2,5); + excess -= def.Amount; + break; + } } } } @@ -485,13 +556,9 @@ Class MagAmmo : Inventory abstract pamo.Amount = 0; } } - // check if we can fill a mag (delayed) + // check if we can fill a mag if ( (Amount < ClipSize) || (pamo.Amount >= pamo.MaxAmount) ) - { - countdown = 35; return; - } - if ( countdown-- > 0 ) return; MagFill(); } @@ -514,13 +581,7 @@ Class MagAmmo : Inventory abstract pamo.Amount++; Amount -= ClipSize; given = true; - if ( Owner.CheckLocalView() ) - { - SWWMAmmo(pamo).bSinglePrint = true; - pamo.PrintPickupMessage(true,pamo.PickupMessage()); - } } - if ( given ) pamo.PlayPickupSound(Owner); return given; } @@ -572,7 +633,14 @@ Class MagAmmo : Inventory abstract override void ModifyDropAmount( int dropamount ) { Super.ModifyDropAmount(dropamount); - Amount = min(Random[ShellDrop](1,ClipSize),Amount); + int maxdrop = 1; + for ( int i=0; i)(AllActorClasses[i])); + maxdrop = max(maxdrop,def.amount); + } + Amount = Random[ShellDrop](1,clamp(dropamount,1,maxdrop)); } } diff --git a/zscript/items/swwm_basearmor.zsc b/zscript/items/swwm_basearmor.zsc index 2150c5d46..7e12854ac 100644 --- a/zscript/items/swwm_basearmor.zsc +++ b/zscript/items/swwm_basearmor.zsc @@ -140,7 +140,7 @@ Class SWWMSpareArmor : Inventory abstract override bool Use( bool pickup ) { let cur = Owner.FindInventory(giveme); - if ( !cur || (!pickup && (cur.Amount < cur.MaxAmount)) || (GetDefaultByType(giveme).Amount+cur.Amount <= cur.MaxAmount) ) + if ( !cur || (!pickup && (cur.Amount < cur.MaxAmount)) || (GetDefaultByType(giveme).Amount+cur.Amount <= cur.MaxAmount) || ((default.MaxAmount <= 0) && (cur.Amount < cur.MaxAmount)) ) { if ( pickup && ((Owner.player == players[consoleplayer]) || bBigPowerup) ) Owner.A_StartSound(UseSound,CHAN_ITEMEXTRA,CHANF_OVERLAP); Owner.GiveInventory(giveme,GetDefaultByType(giveme).Amount); diff --git a/zscript/items/swwm_basehealth.zsc b/zscript/items/swwm_basehealth.zsc index 70dbd9128..f9d7ac0c7 100644 --- a/zscript/items/swwm_basehealth.zsc +++ b/zscript/items/swwm_basehealth.zsc @@ -70,9 +70,9 @@ Class SWWMHealth : Inventory abstract override bool Use( bool pickup ) { if ( Owner.Health >= GetDefaultByType(giveme).MaxAmount ) return false; - // healing items won't get auto-used on pickup if their healing could "be wasted", unless they're powerup health (e.g. Refresher) - if ( pickup && !bBIGPOWERUP && (Owner.Health+GetDefaultByType(giveme).Amount > GetDefaultByType(giveme).MaxAmount) ) return false; - if ( pickup && ((Owner.player == players[consoleplayer]) || bBigPowerup) ) Owner.A_StartSound(UseSound,CHAN_ITEMEXTRA); + // healing items won't get auto-used on pickup if their healing could "be wasted", unless they're powerup health (e.g. Refresher) or bonus health + if ( pickup && !bBIGPOWERUP && (default.MaxAmount > 0) && (Owner.Health+GetDefaultByType(giveme).Amount > GetDefaultByType(giveme).MaxAmount) ) return false; + if ( pickup && ((Owner.player == players[consoleplayer]) || bBigPowerup) ) Owner.A_StartSound(UseSound,CHAN_ITEMEXTRA,CHANF_OVERLAP); SWWMHandler.HealthFlash(Owner.PlayerNumber()); Owner.GiveInventory(giveme,GetDefaultByType(giveme).Amount); SWWMScoreObj.Spawn(GetDefaultByType(giveme).Amount,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2),ST_Health); diff --git a/zscript/items/swwm_baseitem.zsc b/zscript/items/swwm_baseitem.zsc index 486ca58f5..cadd19ea9 100644 --- a/zscript/items/swwm_baseitem.zsc +++ b/zscript/items/swwm_baseitem.zsc @@ -15,11 +15,14 @@ Mixin Class SWWMAutoUseFix // sell excess if there's a price if ( !deathmatch && bALWAYSPICKUP && (Amount+item.Amount > MaxAmount) && (Stamina != 0) ) { - int sellprice = int(abs(Stamina)*.5); + int sellprice = abs(Stamina)/2; SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); SWWMCredits.Give(Owner.player,sellprice); if ( Owner.player ) - Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice); + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } } } return Super.HandlePickup(item); @@ -52,10 +55,43 @@ Class CrossLineFinder : LineTracer } } +// hitbox with default collision size for items +Class SWWMExtendedItemHitbox : Actor +{ + override void Tick() + { + if ( !master ) + { + Destroy(); + return; + } + if ( pos != master.pos ) SetOrigin(master.pos,false); + } + override void Touch( Actor toucher ) + { + if ( !master || !master.bSPECIAL || !swwm_extendedpickup ) + return; + master.Touch(toucher); + } + default + { + +NOGRAVITY; + +SPECIAL; + } +} + Mixin Class SWWMUseToPickup { bool bUsePickup; + override void BeginPlay() + { + Super.BeginPlay(); + if ( !swwm_extendedpickup ) return; + let box = Spawn("SWWMExtendedItemHitbox",pos); + box.master = self; + } + // allow pickup by use override bool Used( Actor user ) { diff --git a/zscript/items/swwm_funstuff.zsc b/zscript/items/swwm_funstuff.zsc index 8e4ad79f7..874add639 100644 --- a/zscript/items/swwm_funstuff.zsc +++ b/zscript/items/swwm_funstuff.zsc @@ -333,6 +333,7 @@ Class SWWMGasCloud : Actor +NOTELEPORT; +DONTSPLASH; +NOINTERACTION; + +FORCERADIUSDMG; } override void Tick() { @@ -969,9 +970,8 @@ Class Chancebox : Actor else if ( Random[Chancebox](0,1) ) { Class vipammodrop = null; - if ( SWWMUtility.ItemExists("Ynykron") && Random[Chancebox](0,1) ) vipammodrop = "YnykronAmmo"; - //if ( SWWMUtility.ItemExists("GrandLance") && Random[Chancebox](0,1) && !vipammodrop ) vipammodrop = "GrandAmmo"; - //if ( SWWMUtility.ItemExists("RafanKos") && Random[Chancebox](0,1) && !vipammodrop ) vipammodrop = "UltimateAmmo"; + if ( SWWMUtility.ItemExists("Ynykron") && SWWMUtility.CheckNeedsItem("YnykronAmmo",true) && Random[Chancebox](0,1) ) vipammodrop = "YnykronAmmo"; + if ( SWWMUtility.ItemExists("RafanKos") && SWWMUtility.CheckNeedsItem("UltimateAmmo",true) && Random[Chancebox](0,1) && !vipammodrop ) vipammodrop = "UltimateAmmo"; if ( SWWMUtility.ItemExists("Spreadgun") && SWWMUtility.CheckNeedsItem("GoldShell",true) && !vipammodrop ) vipammodrop = "GoldShell"; Class vipitemdrop = null; if ( SWWMUtility.CheckNeedsItem("Mykradvo",true) && !SWWMUtility.ItemExists("Mykradvo",worldonly:true) && Random[Chancebox](0,1) ) vipitemdrop = "Mykradvo"; @@ -1050,21 +1050,13 @@ Class Chancebox : Actor a.bDROPPED = false; a.bNOGRAVITY = false; a.vel.z = FRandom[Chancebox](2,4); - for ( int i=0; i<3; i++ ) - { - a = Spawn("WhiteShell",pos); - a.bDROPPED = false; - a.bNOGRAVITY = false; - a.vel.z = FRandom[Chancebox](2,4); - a.vel.xy = (cos(i*120),sin(i*120))*FRandom[Chancebox](1,2); - } for ( int i=0; i<8; i++ ) { a = Spawn((i%2)?"PurpleShell":"BlueShell",pos); a.bDROPPED = false; a.bNOGRAVITY = false; a.vel.z = FRandom[Chancebox](2,4); - a.vel.xy = (cos(i*72),sin(i*72))*FRandom[Chancebox](3,4); + a.vel.xy = (cos(i*72),sin(i*72))*FRandom[Chancebox](2,3); } for ( int i=0; i<12; i++ ) { @@ -1072,7 +1064,7 @@ Class Chancebox : Actor a.bDROPPED = false; a.bNOGRAVITY = false; a.vel.z = FRandom[Chancebox](2,4); - a.vel.xy = (cos(i*30),sin(i*30))*FRandom[Chancebox](5,6); + a.vel.xy = (cos(i*30),sin(i*30))*FRandom[Chancebox](4,5); } } else if ( Random[Chancebox](0,1) ) @@ -1294,7 +1286,7 @@ Class Chancebox : Actor XZW2 A 1 { A_SetSize(default.radius*scale.x,2.5*scale.y); - A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.2); + A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:200,rollIntensity:.2); A_StartSound("chancebox/explode",CHAN_VOICE,pitch:1./scale.x); angle = specialf1; pitch = roll = 0; diff --git a/zscript/items/swwm_health.zsc b/zscript/items/swwm_health.zsc index 30940f31f..6fdc89acc 100644 --- a/zscript/items/swwm_health.zsc +++ b/zscript/items/swwm_health.zsc @@ -3,7 +3,7 @@ Class HealthNugget : Health { Default { - Inventory.Amount 1; + Inventory.Amount 2; Inventory.MaxAmount 200; } } @@ -65,11 +65,24 @@ Class RefresherRegen : Powerup Class HealthNuggetItem : SWWMHealth { - override Inventory CreateCopy( Actor other ) + override bool Use( bool pickup ) { // additional lore - SWWMLoreLibrary.Add(other.player,"Nugget"); - return Super.CreateCopy(other); + SWWMLoreLibrary.Add(Owner.player,"Nugget"); + bool bUsed = Super.Use(pickup); + // sell excess + if ( !bUsed ) + { + int sellprice = abs(Stamina)/2; + SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); + SWWMCredits.Give(Owner.player,sellprice); + if ( Owner.player ) + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(self)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(self)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } + } + return bUsed; } override void DoPickupSpecial( Actor toucher ) { @@ -83,13 +96,13 @@ Class HealthNuggetItem : SWWMHealth //$Sprite graphics/HUD/Icons/I_HealthNugget.png //$Icon health Tag "$T_NUGGETH"; - Stamina 200; - Inventory.Icon "graphics/HUD/Icons/I_HealthNugget.png"; + Stamina 500; Inventory.PickupMessage "$T_NUGGETH"; - Inventory.MaxAmount 20; - Inventory.InterHubAmount 20; + Inventory.MaxAmount 0; + Inventory.InterHubAmount 0; SWWMHealth.GiveHealth "HealthNugget"; +INVENTORY.ALWAYSPICKUP; + -INVENTORY.INVBAR; Radius 4; Height 22; } diff --git a/zscript/items/swwm_powerups.zsc b/zscript/items/swwm_powerups.zsc index f3792503a..bf72312e5 100644 --- a/zscript/items/swwm_powerups.zsc +++ b/zscript/items/swwm_powerups.zsc @@ -40,7 +40,7 @@ Class GrilledCheeseSandwich : Inventory { SWWMUtility.AchievementProgressInc("gcsandwich",1,Owner.player); SWWMHandler.DoFlash(Owner,Color(64,255,255,64),10); - Owner.A_QuakeEx(9,9,9,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(9,9,9,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); Owner.GiveBody(1000,1000); SWWMScoreObj.Spawn(1000,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2),ST_Health); if ( Owner is 'Demolitionist' ) @@ -1089,7 +1089,7 @@ Class RagekitPower : Powerup lastrage = SWWMHandler.AddOneliner("ragekit",2,20)+40; Owner.A_AlertMonsters(swwm_uncapalert?0:5000); SWWMHandler.DoFlash(Owner,Color(64,255,0,0),30); - Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); lasteffect = int.min; lastpulse = max(lastpulse,gametic+35); Demolitionist(Owner).lastbump *= .95; @@ -1113,7 +1113,7 @@ Class RagekitPower : Powerup Owner.A_AlertMonsters(swwm_uncapalert?0:2000); if ( (Owner.player == players[consoleplayer]) && (gametic > lastrage) && (swwm_mutevoice < 2) ) lastrage = SWWMHandler.AddOneliner("ragekit",2,5)+20; - Owner.A_QuakeEx(2,2,2,Random[Rage](1,2),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5); + Owner.A_QuakeEx(2,2,2,Random[Rage](1,2),0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.5); lastpulse = max(lastpulse,gametic+10); Demolitionist(Owner).lastbump *= .995; } @@ -1132,7 +1132,7 @@ Class RagekitPower : Powerup if ( !Owner ) return; Owner.A_StartSound("powerup/ragekitend",CHAN_ITEMEXTRA,CHANF_OVERLAP); SWWMHandler.DoFlash(Owner,Color(128,255,0,0),30); - Owner.A_QuakeEx(4,4,4,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(4,4,4,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); Owner.A_AlertMonsters(2000); Demolitionist(Owner).lastbump *= .9; if ( (EffectTics <= 0) && Owner && Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_RAGEKIT")); @@ -1145,7 +1145,7 @@ Class RagekitPower : Powerup SWWMScoreObj.Spawn(5,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2),ST_Health); Owner.A_AlertMonsters(swwm_uncapalert?0:5000); SWWMHandler.DoFlash(Owner,Color(64,255,0,0),10); - Owner.A_QuakeEx(8,8,8,Random[Rage](3,8),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,Random[Rage](3,8),0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); if ( (Owner.player == players[consoleplayer]) && (gametic > lastrage) && (swwm_mutevoice < 2) ) lastrage = SWWMHandler.AddOneliner("ragekit",2,5)+40; Owner.A_StartSound("powerup/ragekithit",CHAN_POWERUP,CHANF_OVERLAP); @@ -1191,7 +1191,7 @@ Class Ragekit : Inventory if ( !(Owner is 'Demolitionist') ) { SWWMHandler.DoFlash(Owner,Color(64,255,0,0),30); - Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); return true; } let r = RagekitPower(Owner.FindInventory("RagekitPower")); @@ -1199,7 +1199,7 @@ Class Ragekit : Inventory { r.EffectTics += r.default.EffectTics; SWWMHandler.DoFlash(Owner,Color(64,255,0,0),30); - Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); r.lastpulse = max(r.lastpulse,gametic+35); Demolitionist(Owner).lastbump *= .95; } @@ -1894,11 +1894,14 @@ Class SWWMLamp : Inventory if ( (Charge >= Default.Charge) && (Amount+item.Amount > MaxAmount) ) { // sell excess - int sellprice = SWWMUtility.Round100(Stamina*.7); + int sellprice = abs(Stamina)/2; SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); SWWMCredits.Give(Owner.player,sellprice); if ( Owner.player ) - Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice); + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } } else if ( Charge > 0 ) { @@ -2687,7 +2690,7 @@ Class MykradvoBurst : Actor { nstep = clamp(targets.Size()/10,1,5); A_AlertMonsters(swwm_uncapalert?0:8000); - A_QuakeEx(9,9,9,80,0,3000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:1000,rollintensity:2.); + A_QuakeEx(9,9,9,80,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:1000,rollintensity:2.); A_StartSound("powerup/mykradvo",CHAN_BODY,CHANF_DEFAULT,1.,.25); A_StartSound("powerup/mykradvo",CHAN_VOICE,CHANF_DEFAULT,1.,.25); FlashPlayer(100,1500); @@ -2871,7 +2874,7 @@ Class Mykradvo : Inventory } if ( Owner is 'Demolitionist' ) Demolitionist(Owner).lastbump *= 0.98; - Owner.A_QuakeEx(1,1,1,4,0,8,"",QF_RELATIVE|QF_SCALEDOWN); + Owner.A_QuakeEx(1,1,1,4,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); // don't consume on failure Amount++; return true; @@ -3006,6 +3009,7 @@ Class MykradvoX : GhostArtifactX { Super.PostBeginPlay(); A_StartSound("powerup/mykradvoamb",CHAN_VOICE,CHANF_LOOP,attenuation:2.); + WorldOffset = (0,0,16); } override void Tick() { @@ -3014,16 +3018,20 @@ Class MykradvoX : GhostArtifactX Destroy(); return; } - prev = target.prev+(0,0,16); + prev = target.prev; vel = target.vel; - if ( (target.pos != pos+(0,0,16)) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+(0,0,16)+vel,true); + if ( (target.pos != pos) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+vel,true); if ( angle != target.angle ) A_SetAngle(target.angle,SPF_INTERPOLATE); FloatBobPhase = target.FloatBobPhase; A_SetScale(.16+.01*sin(GetAge()*4)); if ( !bsprite ) bsprite = GetSpriteIndex('XZW0'); + bool bOldInvis = bInvisible; bInvisible = target.bInvisible||(target.sprite!=bsprite); - SetState(SpawnState+bInvisible); - A_SoundVolume(CHAN_VOICE,bInvisible?0.:1.); + if ( bInvisible != bOldInvis ) + { + SetState(SpawnState+bInvisible); + A_SoundVolume(CHAN_VOICE,bInvisible?0.:1.); + } } States { @@ -3040,6 +3048,11 @@ Class MykradvoX2 : GhostArtifactX { +ROLLSPRITE; } + override void PostBeginPlay() + { + Super.PostBeginPlay(); + WorldOffset = (0,0,16+special2); + } override void Tick() { if ( !target ) @@ -3047,17 +3060,19 @@ Class MykradvoX2 : GhostArtifactX Destroy(); return; } - prev = target.prev+(0,0,16+special2); + prev = target.prev; vel = target.vel; - if ( (target.pos != pos+(0,0,16+special2)) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+(0,0,16+special2)+vel,true); + if ( (target.pos != pos) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+vel,true); if ( angle != target.angle ) A_SetAngle(target.angle,SPF_INTERPOLATE); A_SetPitch(sin(GetAge()*special1*8)*5,SPF_INTERPOLATE); A_SetRoll(cos(GetAge()*special1*8)*5,SPF_INTERPOLATE); FloatBobPhase = target.FloatBobPhase; A_SetScale(1.+.05*cos(GetAge()*4)*special1); if ( !bsprite ) bsprite = GetSpriteIndex('XZW0'); + bool bOldInvis = bInvisible; bInvisible = target.bInvisible||(target.sprite!=bsprite); - SetState(SpawnState+bInvisible); + if ( bInvisible != bOldInvis ) + SetState(SpawnState+bInvisible); } States { @@ -3281,7 +3296,7 @@ Class AngeryPower : Powerup if ( !Owner ) return; Owner.A_AlertMonsters(swwm_uncapalert?0:5000); SWWMHandler.DoFlash(Owner,Color(64,224,0,255),30); - Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); lasteffect = int.min; lastpulse = max(lastpulse,gametic+35); if ( Owner is 'Demolitionist' ) @@ -3305,7 +3320,7 @@ Class AngeryPower : Powerup if ( !Owner ) return; Owner.A_StartSound("powerup/devastationend",CHAN_ITEMEXTRA,CHANF_OVERLAP); SWWMHandler.DoFlash(Owner,Color(128,224,0,255),30); - Owner.A_QuakeEx(4,4,4,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(4,4,4,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); Owner.A_AlertMonsters(2000); if ( Owner is 'Demolitionist' ) Demolitionist(Owner).lastbump *= .9; @@ -3317,7 +3332,7 @@ Class AngeryPower : Powerup if ( level.maptime <= lasteffect+5 ) return; Owner.A_AlertMonsters(swwm_uncapalert?0:5000); SWWMHandler.DoFlash(Owner,Color(64,224,0,255),10); - Owner.A_QuakeEx(8,8,8,Random[Rage](3,8),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,Random[Rage](3,8),0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); Owner.A_StartSound("powerup/devastationhit",CHAN_POWERUP,CHANF_OVERLAP); lasteffect = level.maptime; lastpulse = max(lastpulse,gametic+35); @@ -3353,7 +3368,7 @@ Class AngerySigil : Inventory { r.EffectTics += r.default.EffectTics; SWWMHandler.DoFlash(Owner,Color(64,224,0,255),30); - Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + Owner.A_QuakeEx(8,8,8,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); if ( Owner is 'Demolitionist' ) Demolitionist(Owner).lastbump *= .95; } @@ -3426,6 +3441,7 @@ Class AngerySigilX : GhostArtifactX { Super.PostBeginPlay(); A_StartSound("powerup/devastationamb",CHAN_VOICE,CHANF_LOOP,attenuation:2.); + WorldOffset = (0,0,20); } override void Tick() { @@ -3434,15 +3450,19 @@ Class AngerySigilX : GhostArtifactX Destroy(); return; } - prev = target.prev+(0,0,20); + prev = target.prev; vel = target.vel; - if ( (target.pos != pos+(0,0,20)) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+(0,0,20)+vel,true); + if ( (target.pos != pos) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+vel,true); if ( angle != target.angle ) A_SetAngle(target.angle,SPF_INTERPOLATE); FloatBobPhase = target.FloatBobPhase; if ( !bsprite ) bsprite = GetSpriteIndex('XZW1'); + bool bOldInvis = bInvisible; bInvisible = target.bInvisible||(target.sprite!=bsprite); - SetState(SpawnState+bInvisible); - A_SoundVolume(CHAN_VOICE,bInvisible?0.:1.); + if ( bInvisible != bOldInvis ) + { + SetState(SpawnState+bInvisible); + A_SoundVolume(CHAN_VOICE,bInvisible?0.:1.); + } } States { @@ -3698,6 +3718,7 @@ Class DivineSpriteX : GhostArtifactX { Super.PostBeginPlay(); A_StartSound("powerup/divineamb",CHAN_VOICE,CHANF_LOOP,attenuation:2.); + WorldOffset = (0,0,16); } override void Tick() { @@ -3706,15 +3727,19 @@ Class DivineSpriteX : GhostArtifactX Destroy(); return; } - prev = target.prev+(0,0,16); + prev = target.prev; vel = target.vel; - if ( (target.pos != pos+(0,0,16)) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+(0,0,16)+vel,true); + if ( (target.pos != pos) || (target.vel != (0,0,0)) ) SetOrigin(target.pos+vel,true); if ( angle != target.angle ) A_SetAngle(target.angle,SPF_INTERPOLATE); FloatBobPhase = target.FloatBobPhase; if ( !bsprite ) bsprite = GetSpriteIndex('XZW1'); + bool bOldInvis = bInvisible; bInvisible = target.bInvisible||(target.sprite!=bsprite); - SetState(SpawnState+bInvisible); - A_SoundVolume(CHAN_VOICE,bInvisible?0.:1.); + if ( bOldInvis != bInvisible ) + { + SetState(SpawnState+bInvisible); + A_SoundVolume(CHAN_VOICE,bInvisible?0.:1.); + } } States { diff --git a/zscript/kbase/swwm_kbase.zsc b/zscript/kbase/swwm_kbase.zsc index edb33b5a3..b63815f41 100644 --- a/zscript/kbase/swwm_kbase.zsc +++ b/zscript/kbase/swwm_kbase.zsc @@ -42,7 +42,7 @@ Class DemolitionistMenu : GenericMenu String tmsg; int tmsgtic; // money owned, for store - int muns1, muns2; + int muns; // other text String clockstr, munstr; // menu keybind @@ -67,6 +67,8 @@ Class DemolitionistMenu : GenericMenu Array tabs; int curtab; int oldtab; // used for returning from help tab + // fonts + Font mSmallFont, mTinyFont; int GenTUID() { @@ -158,9 +160,13 @@ Class DemolitionistMenu : GenericMenu FrameTex = TexMan.CheckForTexture("graphics/KBase/FrameTex.png",TexMan.Type_MiscPatch); VSepTex = TexMan.CheckForTexture("graphics/KBase/VSepTex.png",TexMan.Type_MiscPatch); HSepTex = TexMan.CheckForTexture("graphics/KBase/HSepTex.png",TexMan.Type_MiscPatch); + mSmallFont = Font.GetFont('TewiFont'); + mTinyFont = Font.GetFont('MiniwiFont'); // note that we can assume 640x400 will always be the smallest resolution allowed by gzdoom, but we still need to handle widescreen - hs = max(min(floor(Screen.GetWidth()/640.),floor(Screen.GetHeight()/266.)),1.); - ss = (Screen.GetWidth(),Screen.GetHeight())/hs; + double sw = max(Screen.GetWidth(),640); + double sh = max(Screen.GetHeight(),400); + hs = max(min(floor(sw/640.),floor(sh/266.)),1.); + ss = (sw,sh)/hs; ws.x = 640.; double th = 640*(ss.y/ss.x); ws.y = round(th); @@ -321,10 +327,8 @@ Class DemolitionistMenu : GenericMenu // update time string clockstr = CrimeTime(); // update money - [muns1, muns2] = SWWMCredits.Get(players[consoleplayer]); - munstr = "\cg¥\c-"; - if ( muns2 > 0 ) munstr.AppendFormat("%d",muns2); - munstr.AppendFormat("%09d",muns1); + muns = SWWMCredits.Get(players[consoleplayer]); + munstr = String.Format("\cg¥\c-%09d",muns); if ( (tabs.Size() <= 0) || (curtab == -1) || !tabs[curtab] ) return; tabs[curtab].Ticker(); } @@ -348,7 +352,7 @@ Class DemolitionistMenu : GenericMenu { if ( tabs[i].bHidden ) continue; str = tabs[i].title; - len = smallfont.StringWidth(str)+10; + len = mSmallFont.StringWidth(str)+10; if ( (mpos.x >= xx) && (mpos.x < xx+len) ) { if ( curtab == i ) break; @@ -508,7 +512,15 @@ Class DemolitionistMenu : GenericMenu { if ( isclosing ) return; // draw the background and main frame - if ( swwm_fuzz ) Screen.DrawTexture(FancyBg,false,origin.x,origin.y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Add,DTA_Alpha,.5,DTA_ClipBottom,int((origin.y+ws.y)*hs)); + if ( swwm_fuzz ) + { + // fuzz was designed for 16:10, so we'll have to extend it at taller ratios + int count = int(ceil(ws.y/400.)); + Screen.SetClipRect(int(origin.x*hs),int(origin.y*hs),int(ws.x*hs),int(ws.y*hs)); + for ( int i=0; i clipbottom ) continue; - if ( rpos.x+rsiz.x < clipleft ) continue; - if ( rpos.x > clipright ) continue; - items[i].Drawer(pos,(i==selected),cliptop,clipbottom,clipleft,clipright); + if ( rpos.y+rsiz.y < cy ) continue; + if ( rpos.y > cy+ch ) continue; + if ( rpos.x+rsiz.x < cx ) continue; + if ( rpos.x > cx+cw ) continue; + items[i].Drawer(pos,(i==selected)); } // scrollbar drawing is handled by the tab, as the list itself is entirely unaware of its frame dimensions } @@ -71,12 +73,12 @@ Class DemolitionistMenuListItem ui virtual int GetWidth() { - return smallfont.StringWidth(label); + return master.mSmallFont.StringWidth(label); } virtual int GetHeight() { - return smallfont.GetHeight(); + return master.mSmallFont.GetHeight(); } virtual Vector2 GetDrawBounds() @@ -100,8 +102,8 @@ Class DemolitionistMenuListItem ui // nothing in the base class } - virtual void Drawer( Vector2 pos, bool selected, int cliptop, int clipbottom, int clipleft, int clipright ) + virtual void Drawer( Vector2 pos, bool selected ) { - Screen.DrawText(smallfont,selected?Font.CR_FIRE:Font.CR_WHITE,master.origin.x+pos.x,master.origin.y+pos.y,label,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mSmallFont,selected?Font.CR_FIRE:Font.CR_WHITE,master.origin.x+pos.x,master.origin.y+pos.y,label,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } diff --git a/zscript/kbase/swwm_kbase_tab.zsc b/zscript/kbase/swwm_kbase_tab.zsc index 3a86fb91a..57317baa4 100644 --- a/zscript/kbase/swwm_kbase_tab.zsc +++ b/zscript/kbase/swwm_kbase_tab.zsc @@ -43,9 +43,9 @@ Class DemolitionistMenuTab ui abstract { // placeholder (so don't call super) String str = StringTable.Localize("$SWWM_COMINGSOON"); - double xx = int(master.ws.x-smallfont.StringWidth(str))/2; - double yy = int(master.ws.y-smallfont.GetHeight())/2; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + double xx = int(master.ws.x-master.mSmallFont.StringWidth(str))/2; + double yy = int(master.ws.y-master.mSmallFont.GetHeight())/2; + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } diff --git a/zscript/kbase/swwm_kbase_textbox.zsc b/zscript/kbase/swwm_kbase_textbox.zsc index d831367f2..c9769b24f 100644 --- a/zscript/kbase/swwm_kbase_textbox.zsc +++ b/zscript/kbase/swwm_kbase_textbox.zsc @@ -22,12 +22,12 @@ Class DemolitionistMenuTextBox ui else self.txt = txt; ofs = 0; // break lines - l = smallfont.BreakLines(self.txt,self.w-12); + l = master.mSmallFont.BreakLines(self.txt,self.w-12); int h = l.Count()*13; if ( h > (master.ws.y-34) ) { l.Destroy(); - l = smallfont.BreakLines(self.txt,self.w-20); + l = master.mSmallFont.BreakLines(self.txt,self.w-20); scrollbar = true; maxofs = int((l.Count()*13)-(master.ws.y-34)); } @@ -45,14 +45,14 @@ Class DemolitionistMenuTextBox ui // break lines again (if changed) if ( (self.w == oldw) && (self.txt == oldtxt) ) return; if ( l ) l.Destroy(); - l = smallfont.BreakLines(self.txt,self.w-12); + l = master.mSmallFont.BreakLines(self.txt,self.w-12); int h = l.Count()*13; scrollbar = false; maxofs = 0; if ( h > (master.ws.y-34) ) { l.Destroy(); - l = smallfont.BreakLines(self.txt,self.w-20); + l = master.mSmallFont.BreakLines(self.txt,self.w-20); scrollbar = true; maxofs = int((l.Count()*13)-(master.ws.y-34)); } @@ -97,27 +97,28 @@ Class DemolitionistMenuTextBox ui { double xx = x+6; double yy = 17-smofs; - int miny = int((master.origin.y+17)*master.hs); - int maxy = int((master.origin.y+(master.ws.y-17))*master.hs); + Screen.SetClipRect(int((master.origin.x+xx)*master.hs),int((master.origin.y+17)*master.hs),int(w*master.hs),int((master.ws.y-34)*master.hs)); // draw image if defined and visible if ( img.IsValid() ) { Vector2 imgsz = TexMan.GetScaledSize(img); - if ( (yy+imgsz.y >= 17) && (yy < master.ws.y) ) - Screen.DrawTexture(img,false,master.origin.x+xx,master.origin.y+yy,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,miny,DTA_ClipBottom,maxy); + Vector2 imgofs = TexMan.GetScaledOffset(img); + if ( (yy+imgsz.y-imgofs.y >= 17) && (yy-imgofs.y < master.ws.y) ) + Screen.DrawTexture(img,false,master.origin.x+xx,master.origin.y+yy,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } for ( int i=0; i= master.ws.y-19 ) continue; - Screen.DrawText(smallfont,Font.CR_WHITE,master.origin.x+xx,master.origin.y+yy,l.StringAt(i),DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,dark?Color(96,0,0,0):Color(0,0,0,0),DTA_ClipTop,miny,DTA_ClipBottom,maxy); + Screen.DrawText(master.mSmallFont,Font.CR_WHITE,master.origin.x+xx,master.origin.y+yy,l.StringAt(i),DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,dark?Color(96,0,0,0):Color(0,0,0,0)); } + Screen.ClearClipRect(); if ( !scrollbar ) return; xx = x+(w-8); master.DrawVSeparator(xx,14,master.ws.y-28); xx += 2; yy = floor(smofs*((master.ws.y-39)/maxofs))+14; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▮",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▮",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } diff --git a/zscript/kbase/swwm_kbasetab_chat.zsc b/zscript/kbase/swwm_kbasetab_chat.zsc index a34b7a4bf..23d7b93ed 100644 --- a/zscript/kbase/swwm_kbasetab_chat.zsc +++ b/zscript/kbase/swwm_kbasetab_chat.zsc @@ -6,12 +6,14 @@ Class DemolitionistChatTab : DemolitionistMenuTab int ofs, maxofs; double smofs; bool drag; + bool justopened; SWWMFullHistory hist; override DemolitionistMenuTab Init( DemolitionistMenu master ) { title = StringTable.Localize("$SWWM_CHATTAB"); hist = SWWMFullHistory.Get(); + justopened = true; return Super.Init(master); } @@ -24,6 +26,7 @@ Class DemolitionistChatTab : DemolitionistMenuTab override void OnSelect() { smofs = ofs; + justopened = true; } override void OnDeselect() { @@ -65,13 +68,19 @@ Class DemolitionistChatTab : DemolitionistMenuTab } if ( ofs < maxofs ) recenter = false; // don't recenter if we weren't at the bottom } - else recenter = false; + else + { + for ( int i=0; i")+6); + lwidth = max(lwidth,master.mSmallFont.StringWidth("<‼ "..sname[i].." ‼>")+6); lists[i] = new("DemolitionistMenuList"); lists[i].master = master; } @@ -62,7 +62,7 @@ Class DemolitionistLibraryTab : DemolitionistMenuTab let ent = lore.ent[i]; let le = new("DemolitionistMenuLoreItem").Init(master,ent); lists[ent.tab].items.Push(le); - lwidth = max(lwidth,smallfont.StringWidth("‼"..le.label)+6); + lwidth = max(lwidth,master.mSmallFont.StringWidth("‼"..le.label)+6); } for ( int i=0; i<4; i++ ) { @@ -105,7 +105,7 @@ Class DemolitionistLibraryTab : DemolitionistMenuTab let ent = lore.ent[i]; let le = new("DemolitionistMenuLoreItem").Init(master,ent); lists[ent.tab].items.Push(le); - lwidth = max(lwidth,smallfont.StringWidth("‼"..le.label)+6); + lwidth = max(lwidth,master.mSmallFont.StringWidth("‼"..le.label)+6); } // re-sort the lists, ensuring we are still selecting the same entry for ( int i=0; i<4; i++ ) @@ -359,7 +359,7 @@ Class DemolitionistLibraryTab : DemolitionistMenuTab String str = sname[section]; master.DrawVSeparator(lwidth,14,master.ws.y-28); master.DrawHSeparator(0,28,lwidth); - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+(lwidth-smallfont.StringWidth(str))/2,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+(lwidth-master.mSmallFont.StringWidth(str))/2,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); bool hasprev = false; bool hasunreadprev = false; for ( int i=0; i",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_WHITE,master.origin.x+lwidth-9,master.origin.y+yy,">",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); if ( hasunreadnext ) - Screen.DrawText(smallfont,Font.CR_GOLD,master.origin.x+lwidth-15,master.origin.y+yy,"‼",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_GOLD,master.origin.x+lwidth-15,master.origin.y+yy,"‼",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); xx = 3; yy = 32; - int cliptop = int((master.origin.y+32)*master.hs); - int clipbottom = int((master.origin.y+master.ws.y-18)*master.hs); - int clipleft = int((master.origin.x+3)*master.hs); - int clipright = int((master.origin.x+lwidth-3)*master.hs); - lists[section].Drawer((xx,yy-smofs[section]),cliptop,clipbottom,clipleft,clipright); + Screen.SetClipRect(int((master.origin.x+3)*master.hs),int((master.origin.y+32)*master.hs),int((lwidth-6)*master.hs),int((master.ws.y-50)*master.hs)); + lists[section].Drawer((xx,yy-smofs[section])); + Screen.ClearClipRect(); if ( maxofs[section] > 0 ) { xx = lwidth; master.DrawVSeparator(xx+8,14,master.ws.y-28); xx += 2; yy = floor(smofs[section]*((master.ws.y-39)/maxofs[section]))+14; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▮",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▮",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } if ( clore && ltext ) ltext.Drawer(); else { str = StringTable.Localize("$SWWM_LOREUNSEL"); int lwx = lwidth+((maxofs[section]>0)?8:0); - xx = lwx+int((master.ws.x-lwx)-smallfont.StringWidth(str))/2; - yy = int(master.ws.y-smallfont.GetHeight())/2; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + xx = lwx+int((master.ws.x-lwx)-master.mSmallFont.StringWidth(str))/2; + yy = int(master.ws.y-master.mSmallFont.GetHeight())/2; + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } } @@ -439,8 +437,8 @@ Class DemolitionistMenuLoreItem : DemolitionistMenuListItem override int GetWidth() { - if ( !ent.read ) return smallfont.StringWidth("‼"..label); - return smallfont.StringWidth(label); + if ( !ent.read ) return master.mSmallFont.StringWidth("‼"..label); + return master.mSmallFont.StringWidth(label); } // marks this entry as read @@ -450,10 +448,10 @@ Class DemolitionistMenuLoreItem : DemolitionistMenuListItem EventHandler.SendNetworkEvent(String.Format("swwmmarkloreread.%s",ent.tag),consoleplayer); } - override void Drawer( Vector2 pos, bool selected, int cliptop, int clipbottom, int clipleft, int clipright ) + override void Drawer( Vector2 pos, bool selected ) { String str = label; if ( !ent.read ) str = "\cf‼\c-"..label; - Screen.DrawText(smallfont,bActive?Font.CR_FIRE:Font.CR_WHITE,master.origin.x+pos.x,master.origin.y+pos.y,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright,DTA_ColorOverlay,selected?Color(0,0,0,0):Color(96,0,0,0)); + Screen.DrawText(master.mSmallFont,bActive?Font.CR_FIRE:Font.CR_WHITE,master.origin.x+pos.x,master.origin.y+pos.y,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,selected?Color(0,0,0,0):Color(96,0,0,0)); } } diff --git a/zscript/kbase/swwm_kbasetab_mission.zsc b/zscript/kbase/swwm_kbasetab_mission.zsc index 982cf3683..19ef331e5 100644 --- a/zscript/kbase/swwm_kbasetab_mission.zsc +++ b/zscript/kbase/swwm_kbasetab_mission.zsc @@ -277,16 +277,16 @@ Class DemolitionistMissionTab : DemolitionistMenuTab else { String str = StringTable.Localize("$SWWM_MISSION_NONE"); - double xx = int(master.ws.x-smallfont.StringWidth(str))/2; - double yy = int(master.ws.y-smallfont.GetHeight())/2; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + double xx = int(master.ws.x-master.mSmallFont.StringWidth(str))/2; + double yy = int(master.ws.y-master.mSmallFont.GetHeight())/2; + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); return; } if ( mtext.Size() <= 1 ) return; double xx = master.ws.x-(mtext[sel].scrollbar?11:3); double yy = master.ws.y-25; String str = String.Format("%d \cf/\c- %d",sel+1,mtext.Size()); - Screen.DrawText(smallfont2,Font.CR_FIRE,(master.origin.x+xx)-smallfont2.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mTinyFont,Font.CR_FIRE,(master.origin.x+xx)-master.mTinyFont.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } diff --git a/zscript/kbase/swwm_kbasetab_secret.zsc b/zscript/kbase/swwm_kbasetab_secret.zsc index a9d98970a..331ecc646 100644 --- a/zscript/kbase/swwm_kbasetab_secret.zsc +++ b/zscript/kbase/swwm_kbasetab_secret.zsc @@ -18,7 +18,7 @@ Class DemolitionistSecretTab : DemolitionistMenuTab img = TexMan.CheckForTexture("graphics/KBase/Drawing_Kirin.png",TexMan.Type_Any); sub = StringTable.Localize("$SWWM_FROMKIRIN"); String str = StringTable.Localize("$SWWM_KIRINPOEM"); - l = smallfont.BreakLines(str,600); + l = master.mSmallFont.BreakLines(str,600); } else if ( (gameinfo.gametype&GAME_Heretic) || SWWMUtility.IsEviternity() ) { @@ -126,24 +126,24 @@ Class DemolitionistSecretTab : DemolitionistMenuTab double yy; if ( maxofs <= 0 ) yy = master.ws.y/2-160; else yy = 20-smofs; - int miny = int((master.origin.y+20)*master.hs); - int maxy = int((master.origin.y+(master.ws.y-20))*master.hs); - Screen.DrawTexture(img,false,master.origin.x+xx,master.origin.y+yy,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,miny,DTA_ClipBottom,maxy); + Screen.SetClipRect(int((master.origin.x+20)*master.hs),int((master.origin.y+20)*master.hs),int((master.ws.x-40)*master.hs),int((master.ws.y-40)*master.hs)); + Screen.DrawTexture(img,false,master.origin.x+xx,master.origin.y+yy,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); int mxlen = 0; if ( l ) for ( int i=0; i mxlen ) mxlen = l.StringWidth(i); xx = (i 0 ) str = String.Format("\cx%s\cu¥\c-%d%09d",StringTable.Localize("$SWWM_STATHISCORE"),stats.hhiscore,stats.hiscore); - else str = String.Format("\cx%s\cu¥\c-%09d",StringTable.Localize("$SWWM_STATHISCORE"),stats.hiscore); + str = String.Format("\cx%s\cu¥\c-%09d",StringTable.Localize("$SWWM_STATHISCORE"),stats.hiscore); lists[0].items[30].label = str; break; case 1: @@ -360,24 +359,24 @@ Class DemolitionistStatsTab : DemolitionistMenuTab // and calculate "max lengths" int sec = Thinker.Tics2Seconds(l.s.time); str = String.Format("T %02d:%02d:%02d",sec/3600,(sec%3600)/60,sec%60); - len[0] = smallfont2.StringWidth(str); + len[0] = master.mTinyFont.StringWidth(str); if ( len[0] > maxlen[0] ) maxlen[0] = len[0]; if ( l.s.stotal > 0 ) { str = String.Format("S %d/%d",l.s.scount,l.s.stotal); - len[1] = smallfont2.StringWidth(str); + len[1] = master.mTinyFont.StringWidth(str); if ( len[1] > maxlen[1] ) maxlen[1] = len[1]; } if ( l.s.itotal > 0 ) { str = String.Format("I %d/%d",l.s.icount,l.s.itotal); - len[2] = smallfont2.StringWidth(str); + len[2] = master.mTinyFont.StringWidth(str); if ( len[2] > maxlen[2] ) maxlen[2] = len[2]; } if ( l.s.ktotal > 0 ) { str = String.Format("K %d/%d",l.s.kcount,l.s.ktotal); - len[3] = smallfont2.StringWidth(str); + len[3] = master.mTinyFont.StringWidth(str); if ( len[3] > maxlen[3] ) maxlen[3] = len[3]; } } @@ -493,7 +492,7 @@ Class DemolitionistStatsTab : DemolitionistMenuTab for ( int i=0; i<4; i++ ) { if ( pos.x < 9 ) continue; - if ( pos.x > 9+smallfont.StringWidth(sname[i]) ) continue; + if ( pos.x > 9+master.mSmallFont.StringWidth(sname[i]) ) continue; if ( pos.y < 23+16*i ) continue; if ( pos.y > 36+16*i ) continue; if ( section != i ) @@ -526,6 +525,7 @@ Class DemolitionistStatsTab : DemolitionistMenuTab drag = true; break; } + break; case MB_WHEELUP: if ( Scroll(-8) ) master.MenuSound("menu/demoscroll"); break; @@ -541,16 +541,16 @@ Class DemolitionistStatsTab : DemolitionistMenuTab double yy = 23; for ( int i=0; i<4; i++ ) { - Screen.DrawText(smallfont,(i==section)?Font.CR_FIRE:Font.CR_WHITE,master.origin.x+xx,master.origin.y+yy,sname[i],DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,(i==section)?Font.CR_FIRE:Font.CR_WHITE,master.origin.x+xx,master.origin.y+yy,sname[i],DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); yy += 16; } master.DrawVSeparator(lwidth,14,master.ws.y-28); if ( lists[section].items.Size() == 0 ) { String str = StringTable.Localize("$SWWM_NOSTAT"); - xx = lwidth+int((master.ws.x-lwidth)-smallfont.StringWidth(str))/2; - yy = int(master.ws.y-smallfont.GetHeight())/2; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + xx = lwidth+int((master.ws.x-lwidth)-master.mSmallFont.StringWidth(str))/2; + yy = int(master.ws.y-master.mSmallFont.GetHeight())/2; + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); return; } if ( section == 3 ) @@ -558,29 +558,24 @@ Class DemolitionistStatsTab : DemolitionistMenuTab // achievement drawer has different margins xx = lwidth+12; yy = 26; - int cliptop = int((master.origin.y+26)*master.hs); - int clipbottom = int((master.origin.y+master.ws.y-26)*master.hs); - int clipleft = int((master.origin.x+lwidth+12)*master.hs); - int clipright = int((master.origin.x+master.ws.x-12)*master.hs); - lists[section].Drawer((xx,yy-smofs[section]),cliptop,clipbottom,clipleft,clipright); + Screen.SetClipRect(int((master.origin.x+lwidth+12)*master.hs),int((master.origin.y+26)*master.hs),int((master.ws.x-(lwidth+24))*master.hs),int((master.ws.y-52)*master.hs)); + lists[section].Drawer((xx,yy-smofs[section])); } else { xx = lwidth+9; yy = 23; - int cliptop = int((master.origin.y+23)*master.hs); - int clipbottom = int((master.origin.y+master.ws.y-23)*master.hs); - int clipleft = int((master.origin.x+lwidth+9)*master.hs); - int clipright = int((master.origin.x+master.ws.x-9)*master.hs); - lists[section].Drawer((xx,yy-smofs[section]),cliptop,clipbottom,clipleft,clipright); + Screen.SetClipRect(int((master.origin.x+lwidth+9)*master.hs),int((master.origin.y+23)*master.hs),int((master.ws.x-(lwidth+18))*master.hs),int((master.ws.y-46)*master.hs)); + lists[section].Drawer((xx,yy-smofs[section])); } + Screen.ClearClipRect(); if ( maxofs[section] > 0 ) { xx = master.ws.x-8; master.DrawVSeparator(xx,14,master.ws.y-28); xx += 2; yy = floor(smofs[section]*((master.ws.y-39)/maxofs[section]))+14; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▮",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▮",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } } @@ -611,11 +606,11 @@ Class DemolitionistMenuKillItem : DemolitionistMenuListItem return width; } - override void Drawer( Vector2 pos, bool selected, int cliptop, int clipbottom, int clipleft, int clipright ) + override void Drawer( Vector2 pos, bool selected ) { - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+pos.x,master.origin.y+pos.y,label,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+pos.x,master.origin.y+pos.y,label,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); String str = String.Format("%d",s.kills); - Screen.DrawText(smallfont,Font.CR_WHITE,master.origin.x+pos.x+width-smallfont.StringWidth(str),master.origin.y+pos.y,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mSmallFont,Font.CR_WHITE,master.origin.x+pos.x+width-master.mSmallFont.StringWidth(str),master.origin.y+pos.y,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } @@ -640,38 +635,38 @@ Class DemolitionistMenuMapStatItem : DemolitionistMenuListItem return width; } - override void Drawer( Vector2 pos, bool selected, int cliptop, int clipbottom, int clipleft, int clipright ) + override void Drawer( Vector2 pos, bool selected ) { String str = label; if ( selected ) str = "\cd▸\c- "..str; - bool smallname = smallfont.StringWidth(str)>(width-(maxlen[3]+maxlen[2]+maxlen[1]+maxlen[0]+24)); - Screen.DrawText(smallname?smallfont2:smallfont,Font.CR_FIRE,master.origin.x+pos.x,master.origin.y+pos.y+smallname*2,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + bool smallname = master.mSmallFont.StringWidth(str)>(width-(maxlen[3]+maxlen[2]+maxlen[1]+maxlen[0]+24)); + Screen.DrawText(smallname?master.mTinyFont:master.mSmallFont,Font.CR_FIRE,master.origin.x+pos.x,master.origin.y+pos.y+smallname*2,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); double xx = pos.x+width; double yy = pos.y+2; int sec = Thinker.Tics2Seconds(s.time); str = String.Format("%02d\cu:\c-%02d\cu:\c-%02d",sec/3600,(sec%3600)/60,sec%60); - Screen.DrawText(smallfont2,((s.suck>0)&&(sec>=(s.suck*3600)))?Font.CR_RED:(sec<=s.par)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-smallfont2.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - Screen.DrawText(smallfont2,Font.CR_FIRE,master.origin.x+xx-maxlen[0],master.origin.y+yy,"T",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mTinyFont,((s.suck>0)&&(sec>=(s.suck*3600)))?Font.CR_RED:(sec<=s.par)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-master.mTinyFont.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mTinyFont,Font.CR_FIRE,master.origin.x+xx-maxlen[0],master.origin.y+yy,"T",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); if ( maxlen[0] > 0 ) xx -= maxlen[0]+8; if ( s.stotal > 0 ) { str = String.Format("%d\cu/\c-%d",s.scount,s.stotal); - Screen.DrawText(smallfont2,(s.scount>=s.stotal)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-smallfont2.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - Screen.DrawText(smallfont2,Font.CR_FIRE,master.origin.x+xx-maxlen[1],master.origin.y+yy,"S",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mTinyFont,(s.scount>=s.stotal)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-master.mTinyFont.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mTinyFont,Font.CR_FIRE,master.origin.x+xx-maxlen[1],master.origin.y+yy,"S",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } if ( maxlen[1] > 0 ) xx -= maxlen[1]+8; if ( s.itotal > 0 ) { str = String.Format("%d\cu/\c-%d",s.icount,s.itotal); - Screen.DrawText(smallfont2,(s.icount>=s.itotal)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-smallfont2.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - Screen.DrawText(smallfont2,Font.CR_FIRE,master.origin.x+xx-maxlen[2],master.origin.y+yy,"I",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mTinyFont,(s.icount>=s.itotal)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-master.mTinyFont.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mTinyFont,Font.CR_FIRE,master.origin.x+xx-maxlen[2],master.origin.y+yy,"I",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } if ( maxlen[2] > 0 ) xx -= maxlen[2]+8; if ( s.ktotal > 0 ) { str = String.Format("%d\cu/\c-%d",s.kcount,s.ktotal); - Screen.DrawText(smallfont2,(s.kcount>=s.ktotal)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-smallfont2.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - Screen.DrawText(smallfont2,Font.CR_FIRE,master.origin.x+xx-maxlen[3],master.origin.y+yy,"K",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mTinyFont,(s.kcount>=s.ktotal)?Font.CR_GOLD:Font.CR_WHITE,master.origin.x+xx-master.mTinyFont.StringWidth(str),master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mTinyFont,Font.CR_FIRE,master.origin.x+xx-maxlen[3],master.origin.y+yy,"K",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } } @@ -725,44 +720,44 @@ Class DemolitionistMenuAchievementItem : DemolitionistMenuListItem return 50; // hardcoded } - override void Drawer( Vector2 pos, bool selected, int cliptop, int clipbottom, int clipleft, int clipright ) + override void Drawer( Vector2 pos, bool selected ) { if ( bHidden ) return; bool completed = !!a.state; bool hasprogress = (a.maxval && a.val); double xx = master.origin.x+pos.x; double yy = master.origin.y+pos.y; - Screen.DrawTexture(BaseBox,false,xx+1,yy+1,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright,DTA_FillColor,(!completed&&!hasprogress&&ShouldObscure)?Color(8,8,8):Color(16,16,16)); - Screen.DrawTexture((!completed&&!hasprogress&&ShouldObscure)?AchievementUnknown:a.icon,false,xx,yy,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright,DTA_Desaturate,(!completed)*255,DTA_ColorOverlay,completed?Color(0,0,0,0):(hasprogress||!ShouldObscure)?Color(96,0,0,0):Color(192,0,0,0)); - Screen.DrawTexture(BarTex[0],false,xx+1,yy+36,DTA_DestWidthF,width,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright,DTA_FillColor,Color(0,0,0)); + Screen.DrawTexture(BaseBox,false,xx+1,yy+1,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_FillColor,(!completed&&!hasprogress&&ShouldObscure)?Color(8,8,8):Color(16,16,16)); + Screen.DrawTexture((!completed&&!hasprogress&&ShouldObscure)?AchievementUnknown:a.icon,false,xx,yy,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_Desaturate,(!completed)*255,DTA_ColorOverlay,completed?Color(0,0,0,0):(hasprogress||!ShouldObscure)?Color(96,0,0,0):Color(192,0,0,0)); + Screen.DrawTexture(BarTex[0],false,xx+1,yy+36,DTA_DestWidthF,width,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_FillColor,Color(0,0,0)); String str; if ( a.maxval && (!ShouldObscure || hasprogress) ) { int val = clamp(a.val,0,a.maxval); - if ( val < a.maxval ) Screen.DrawTexture(BarTex[0],false,xx,yy+35,DTA_DestWidthF,width,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); - Screen.DrawTexture(BarTex[completed?2:1],false,xx,yy+35,DTA_DestWidthF,width*(val/double(a.maxval)),DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + if ( val < a.maxval ) Screen.DrawTexture(BarTex[0],false,xx,yy+35,DTA_DestWidthF,width,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(BarTex[completed?2:1],false,xx,yy+35,DTA_DestWidthF,width*(val/double(a.maxval)),DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); if ( completed ) str = String.Format("%s / %s",SWWMUtility.ThousandsNum(a.maxval),SWWMUtility.ThousandsNum(a.maxval)); else str = String.Format("%s / %s",SWWMUtility.ThousandsNum(val),SWWMUtility.ThousandsNum(a.maxval)); - int ox = (width-smallfont2.StringWidth(str))/2; - Screen.DrawText(smallfont2,completed?Font.CR_GREEN:Font.CR_WHITE,xx+ox,yy+37,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + int ox = (width-master.mTinyFont.StringWidth(str))/2; + Screen.DrawText(master.mTinyFont,completed?Font.CR_GREEN:Font.CR_WHITE,xx+ox,yy+37,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } - else Screen.DrawTexture(BarTex[completed?2:0],false,xx,yy+35,DTA_DestWidthF,width,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + else Screen.DrawTexture(BarTex[completed?2:0],false,xx,yy+35,DTA_DestWidthF,width,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); str = a.hasformat?String.Format(StringTable.Localize("$SWWM_ACHIEVEMENT_"..a.basename.."_TXT"),a.maxval):StringTable.Localize("$SWWM_ACHIEVEMENT_"..a.basename.."_TXT"); if ( str != oldstr ) { if ( l ) l.Destroy(); - l = smallfont2.BreakLines(str,width-40); + l = master.mTinyFont.BreakLines(str,width-40); oldstr = str; } str = StringTable.Localize("$SWWM_ACHIEVEMENT_"..a.basename.."_TAG"); if ( !completed && !hasprogress && ShouldObscure ) SWWMUtility.ObscureText(str,(gametic/3)+ypos*2+1); int oy = (32-(14+(9*l.Count())))/2; - Screen.DrawText(smallfont,completed?Font.CR_GREEN:Font.CR_DARKGRAY,xx+36,yy+oy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright); + Screen.DrawText(master.mSmallFont,completed?Font.CR_GREEN:Font.CR_DARKGRAY,xx+36,yy+oy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); for ( int i=0; i= cur.MaxAmount) ) return true; + // nuggets are skipped if more can't be picked up + if ( (type is 'HealthNuggetItem') && (players[consoleplayer].Health >= GetDefaultByType('HealthNugget').MaxAmount) ) return true; + if ( (type is 'ArmorNuggetItem') && (players[consoleplayer].mo.CountInv('ArmorNugget') >= GetDefaultByType('ArmorNugget').MaxAmount) ) return true; // ignore ammo for weapons not owned if buying bool notownedammo = false; if ( type is 'Ammo' ) @@ -136,6 +141,7 @@ Class DemolitionistStoreTab : DemolitionistMenuTab } // ignore child ammos if ( (type is 'Ammo') && (type.GetParentClass() != 'SWWMAmmo') ) return true; + if ( (type is 'MagAmmo') && (type.GetParentClass() != 'MagAmmo') ) return true; // items must have a set price if ( inv.Stamina == 0 ) return true; // items with negative stamina can only be sold @@ -377,24 +383,22 @@ Class DemolitionistStoreTab : DemolitionistMenuTab if ( !invlist[bSell] || (invlist[bSell].items.Size() <= 0) ) { String str = StringTable.Localize(bSell?"$SWWM_NOSTORESELL":"$SWWM_NOSTORE"); - double xx = int(master.ws.x-smallfont.StringWidth(str))/2; - double yy = int(master.ws.y-smallfont.GetHeight())/2; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + double xx = int(master.ws.x-master.mSmallFont.StringWidth(str))/2; + double yy = int(master.ws.y-master.mSmallFont.GetHeight())/2; + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,str,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); return; } double xx = 9; double yy = 23; - int cliptop = int((master.origin.y+23)*master.hs); - int clipbottom = int((master.origin.y+master.ws.y-23)*master.hs); - int clipleft = int((master.origin.x+9)*master.hs); - int clipright = int((master.origin.x+master.ws.x-9)*master.hs); - invlist[bSell].Drawer((xx-smofs,yy),cliptop,clipbottom,clipleft,clipright); + Screen.SetClipRect(int((master.origin.x+9)*master.hs),int((master.origin.y+23)*master.hs),int((master.ws.x-18)*master.hs),int((master.ws.y-46)*master.hs)); + invlist[bSell].Drawer((xx-smofs,yy)); + Screen.ClearClipRect(); if ( maxofs <= 0 ) return; yy = master.ws.y-21; master.DrawHSeparator(0,yy,master.ws.x); yy -= 4; xx = floor(smofs*((master.ws.x-10)/maxofs))+2; - Screen.DrawText(smallfont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▬",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); + Screen.DrawText(master.mSmallFont,Font.CR_FIRE,master.origin.x+xx,master.origin.y+yy,"▬",DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true); } } @@ -428,7 +432,7 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem // used for the store display calculation int GetFullWidth() { - return smallfont.StringWidth(label)+96+smallfont.StringWidth(pricelabel); + return master.mSmallFont.StringWidth(label)+96+master.mSmallFont.StringWidth(pricelabel); } // so the prices don't get cut off @@ -441,7 +445,7 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem override bool CheckBounds( double x, double y ) { if ( Super.CheckBounds(x,y) ) return true; - int ofs = (width-16)-smallfont.StringWidth(pricelabel); + int ofs = (width-16)-master.mSmallFont.StringWidth(pricelabel); if ( x < xpos+ofs ) return false; if ( y < ypos ) return false; if ( x > xpos+width ) return false; @@ -475,21 +479,33 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem } } } - // nuggets can be bought/sold in bulk + else if ( inv is 'MagAmmo' ) + { + // never bought, only sold + int maxamt = cur.Amount; + // get the largest affordable child pickup amount (that we can sell) + for ( int j=0; j)(AllActorClasses[j]); + if ( !inv2 || (inv2.GetParentClass() != inv) ) continue; + let def2 = GetDefaultByType(inv2); + int cprice = int(abs(def.Stamina)*(1.+.75*(def2.Amount-1))); + if ( (def2.Amount > amt) && (def2.Amount <= maxamt) ) + { + price = cprice; + amt = def2.Amount; + } + } + } + // nuggets can be bought in bulk else if ( inv is 'HealthNuggetItem' ) { let def2 = GetDefaultByType(SWWMHealth(def).giveme); - int maxamt; - if ( bSell ) maxamt = cur.Amount; - else - { - maxamt = (def2.MaxAmount-players[consoleplayer].Health); - maxamt += cur?(cur.MaxAmount-cur.Amount):def.MaxAmount; - } - for ( int j=5; j<=20; j+=5 ) + int maxamt = int(ceil((def2.MaxAmount-players[consoleplayer].Health)/double(def2.Amount))); + for ( int j=5; j<=25; j+=5 ) { int cprice = int(def.Stamina*(1.+.75*(j-1))); - if ( (j <= maxamt) && (bSell || SWWMCredits.CanTake(players[consoleplayer],cprice)) ) + if ( (j <= maxamt) && SWWMCredits.CanTake(players[consoleplayer],cprice) ) { price = cprice; amt = j; @@ -500,17 +516,11 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem { let def2 = GetDefaultByType(SWWMSpareArmor(def).giveme); let cur2 = players[consoleplayer].mo.FindInventory(SWWMSpareArmor(def).giveme); - int maxamt; - if ( bSell ) maxamt = cur.Amount; - else - { - maxamt = cur2?(cur2.MaxAmount-cur2.Amount):def2.MaxAmount; - maxamt += cur?(cur.MaxAmount-cur.Amount):def.MaxAmount; - } + int maxamt = int(ceil((cur2?(cur2.MaxAmount-cur2.Amount):def2.MaxAmount)/double(def2.Amount))); for ( int j=5; j<=20; j+=5 ) { int cprice = int(def.Stamina*(1.+.75*(j-1))); - if ( (j <= maxamt) && (bSell || SWWMCredits.CanTake(players[consoleplayer],cprice)) ) + if ( (j <= maxamt) && SWWMCredits.CanTake(players[consoleplayer],cprice) ) { price = cprice; amt = j; @@ -524,17 +534,16 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem if ( w.AmmoType1 && (w.AmmoGive1 > 0) ) { let am1 = GetDefaultByType(w.AmmoType1); - if ( am1.Stamina > 0 ) price -= int(am1.Stamina*(1.+.75*(w.AmmoGive1-1))); + if ( am1.Stamina != 0 ) price -= int(abs(am1.Stamina)*(1.+.75*(w.AmmoGive1-1))); } - // candygun and rafan-kos are a special case for secondary ammo - if ( w.AmmoType2 && (w.AmmoGive2 > 0) && ((inv is 'CandyGun') || (inv is 'RafanKos')) ) + if ( w.AmmoType2 && (w.AmmoGive2 > 0) ) { let am2 = GetDefaultByType(w.AmmoType2); - if ( am2.Stamina > 0 ) price -= int(am2.Stamina*(1.+.75*(w.AmmoGive2-1))); + if ( am2.Stamina != 0 ) price -= int(abs(am2.Stamina)*(1.+.75*(w.AmmoGive2-1))); } } // sell at half price - if ( bSell ) price /= 2; + if ( bSell ) price = int(abs(def.Stamina)*amt)/2; return price, amt; } @@ -548,15 +557,14 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem { pricelabel = String.Format("\cd¥%d\c-",price); int cur = (inv is 'CandyGun')?(players[consoleplayer].mo.CountInv("CandyGunSpares")+1):players[consoleplayer].mo.CountInv(inv); - if ( (cur > 1) || (inv is 'Ammo') ) label = String.Format("%s (%d/%d)",def.GetTag(),amt,cur); + if ( (cur > 1) || (inv is 'Ammo') || (inv is 'MagAmmo') ) label = String.Format("%s (%d/%d)",def.GetTag(),amt,cur); else label = def.GetTag(); } else { - if ( (price > master.muns1) && (master.muns2 <= 0) ) - pricelabel = String.Format("\cm¥%d\c-",price); + if ( price > master.muns ) pricelabel = String.Format("\cm¥%d\c-",price); else pricelabel = String.Format("\cx¥%d\cx",price); - if ( (amt > 1) || (inv is 'Ammo') ) label = String.Format("%dx %s",amt,def.GetTag()); + if ( (amt > 1) || (inv is 'Ammo') || (inv is 'MagAmmo') ) label = String.Format("%dx %s",amt,def.GetTag()); else label = def.GetTag(); } } @@ -566,10 +574,10 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem UpdateLabel(); } - override void Drawer( Vector2 pos, bool selected, int cliptop, int clipbottom, int clipleft, int clipright ) + override void Drawer( Vector2 pos, bool selected ) { - Screen.DrawText(smallfont,col,master.origin.x+pos.x,master.origin.y+pos.y,label,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright,DTA_ColorOverlay,selected?Color(0,0,0,0):Color(96,0,0,0)); - Screen.DrawText(smallfont,Font.CR_UNTRANSLATED,master.origin.x+pos.x+(width-16)-smallfont.StringWidth(pricelabel),master.origin.y+pos.y,pricelabel,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ClipTop,cliptop,DTA_ClipBottom,clipbottom,DTA_ClipLeft,clipleft,DTA_ClipRight,clipright,DTA_ColorOverlay,selected?Color(0,0,0,0):Color(96,0,0,0)); + Screen.DrawText(master.mSmallFont,col,master.origin.x+pos.x,master.origin.y+pos.y,label,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,selected?Color(0,0,0,0):Color(96,0,0,0)); + Screen.DrawText(master.mSmallFont,Font.CR_UNTRANSLATED,master.origin.x+pos.x+(width-16)-master.mSmallFont.StringWidth(pricelabel),master.origin.y+pos.y,pricelabel,DTA_VirtualWidthF,master.ss.x,DTA_VirtualHeightF,master.ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,selected?Color(0,0,0,0):Color(96,0,0,0)); } void BuySellItem() @@ -601,7 +609,7 @@ Class DemolitionistMenuStoreItem : DemolitionistMenuListItem camt = 0; max = GetDefaultByType(inv).MaxAmount; } - if ( camt >= max ) + if ( (max > 0) && (camt >= max) ) { master.MenuSound("menu/noinvuse"); master.tmsg = StringTable.Localize("$SWWM_STOREFULL"); diff --git a/zscript/menu/swwm_achievementmenu.zsc b/zscript/menu/swwm_achievementmenu.zsc index 30be7a23b..5515afed2 100644 --- a/zscript/menu/swwm_achievementmenu.zsc +++ b/zscript/menu/swwm_achievementmenu.zsc @@ -113,13 +113,13 @@ Class SWWMAchievementMenu : GenericMenu { str = StringTable.Localize("$SWWM_AC_COMPLETE1"); xx = (Screen.GetWidth()-newsmallfont.StringWidth(str)*CleanXFac_1)/2; - Screen.DrawText(newsmallfont,Font.CR_FIRE,xx,yy,str,DTA_CleanNoMove_1,true,DTA_ColorOverlay,Color(int(64+64*sin(MSTime()/3.6)),255,255,255)); + Screen.DrawText(newsmallfont,Font.CR_FIRE,xx,yy,str,DTA_CleanNoMove_1,true,DTA_ColorOverlay,Color(int(64+64*sin(MSTimeF()/3.6)),255,255,255)); yy += newsmallfont.GetHeight()*CleanYFac_1; // spanish hotfix needed int gnd = players[consoleplayer].GetGender(); str = String.Format(StringTable.Localize("$SWWM_AC_COMPLETE2"),(gnd==1)?"a":""); xx = (Screen.GetWidth()-newsmallfont.StringWidth(str)*CleanXFac_1)/2; - Screen.DrawText(newsmallfont,Font.CR_FIRE,xx,yy,str,DTA_CleanNoMove_1,true,DTA_ColorOverlay,Color(int(64+64*sin(MSTime()/3.6)),255,255,255)); + Screen.DrawText(newsmallfont,Font.CR_FIRE,xx,yy,str,DTA_CleanNoMove_1,true,DTA_ColorOverlay,Color(int(64+64*sin(MSTimeF()/3.6)),255,255,255)); return; } String str1 = StringTable.Localize("$SWWM_AC_UNLOCKED"); diff --git a/zscript/menu/swwm_credits.zsc b/zscript/menu/swwm_credits.zsc index 6d2d59946..f1fc46a12 100644 --- a/zscript/menu/swwm_credits.zsc +++ b/zscript/menu/swwm_credits.zsc @@ -2,22 +2,22 @@ Class SWWMCreditsEntry ui { String title; - bool MariHack; - TextureID MariSprite[15]; + TextureID Sprite; + int sheight; int tics, cur; BrokenLines btext; int width, height; int titlecol, btextcol; + Font mSmallFont; - SWWMCreditsEntry Init( String t, String b = "", int c1 = Font.CR_SAPPHIRE, int c2 = Font.CR_WHITE, bool mari = false ) + SWWMCreditsEntry Init( String t, String b = "", int c1 = Font.CR_SAPPHIRE, int c2 = Font.CR_WHITE, String s = "" ) { - if ( mari ) + mSmallFont = Font.GetFont('TewiFont'); + if ( s != "" ) { - MariHack = true; - for ( int i=0; i<15; i++ ) - MariSprite[i] = TexMan.CheckForTexture(String.Format("graphics/Credits/MariSprite%d.png",i),TexMan.Type_Any); - tics = 3; - cur = 0; + Sprite = TexMan.CheckForTexture(s,TexMan.Type_Any); + Vector2 ofs = TexMan.GetScaledOffset(Sprite); + sheight = int(ofs.y); } titlecol = c1; btextcol = c2; @@ -29,7 +29,7 @@ Class SWWMCreditsEntry ui return self; } String b2 = StringTable.Localize(b); - btext = smallfont.BreakLines(b2,320); + btext = mSmallFont.BreakLines(b2,320); width = CalcWidth(); height = CalcHeight(); return self; @@ -43,7 +43,7 @@ Class SWWMCreditsEntry ui private int CalcWidth() { - int len = smallfont.StringWidth(title); + int len = mSmallFont.StringWidth(title); if ( !btext ) return len; for ( int i=0; i 0 ) tics--; - if ( !tics ) - { - cur = (cur+1)%15; - tics = 3; - } - } - double Draw( Vector2 ss, double x, double y ) { // don't draw if we're offscreen, saves time if ( (y+height < 0) || (y > ss.y) ) return height; double yy = y; - if ( MariHack ) + if ( Sprite.IsValid() ) { - yy += 148; - Screen.DrawTexture(MariSprite[cur],false,x,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + yy += sheight; + Screen.DrawTexture(Sprite,true,x+1,yy+1,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(Sprite,true,x,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } - int w = smallfont.StringWidth(title); + int w = mSmallFont.StringWidth(title); double xx = x-w/2; - Screen.DrawText(smallfont,titlecol,xx,yy,title,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,titlecol,xx,yy,title,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); if ( !btext ) return height; // underline int cw = int(ceil((w+8)/6.))*6; xx = x-cw/2; for ( int i=0; i ss.y) ) return logosz.y; if ( swwm_oldlogo ) Screen.DrawTexture(logo,true,x-logosz.x/2,y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); else Screen.DrawTexture(logo,true,x-logosz.x/2,y,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ScaleX,(2./3.),DTA_ScaleY,(2./3.)); - Screen.DrawText(smallfont,Font.CR_SAPPHIRE,x-smallfont.StringWidth(stitle)/2,y+(logosz.y-28),stitle,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_SAPPHIRE,x-mSmallFont.StringWidth(stitle)/2,y+(logosz.y-28),stitle,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); // underline - int w = max(smallfont.StringWidth(stitle),smallfont.StringWidth(stitle2)); + int w = max(mSmallFont.StringWidth(stitle),mSmallFont.StringWidth(stitle2)); int cw = int(ceil((w+8)/6.))*6; double xx = x-cw/2; for ( int i=0; i ss.y) ) return bigfont.GetHeight(); - Screen.DrawText(bigfont,Font.CR_BLUE,x-bigfont.StringWidth(txt)/2,y,txt,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - return bigfont.GetHeight(); + if ( (y+mBigFont.GetHeight()*2 < 0) || (y > ss.y) ) return mBigFont.GetHeight()*2; + Screen.DrawText(mBigFont,Font.CR_BLUE,x-mBigFont.StringWidth(txt),y,txt,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ScaleX,2,DTA_ScaleY,2); + return mBigFont.GetHeight()*2; } override void Drawer() { @@ -378,7 +372,6 @@ Class SWWMCreditsMenu : GenericMenu spos -= speed/GameTicRate; if ( spos < -theight ) spos = ss.y; if ( spos > ss.y ) spos = -theight; - cdev[0].Ticker(); } override bool TranslateKeyboardEvents() { diff --git a/zscript/menu/swwm_help.zsc b/zscript/menu/swwm_help.zsc index 87b185da5..e45c91edd 100644 --- a/zscript/menu/swwm_help.zsc +++ b/zscript/menu/swwm_help.zsc @@ -7,6 +7,7 @@ Class SWWMHelpMenu : GenericMenu TextureID bgtex; bool isrclick; int pagedir; + Font mSmallFont, mSmallFont2; enum EHelpPage { @@ -32,44 +33,46 @@ Class SWWMHelpMenu : GenericMenu fadetic = gametic; pagedir = 0; bgtex = TexMan.CheckForTexture("graphics/tempbg.png",TexMan.Type_Any); + mSmallFont = Font.GetFont('TewiFont'); + mSmallFont2 = Font.GetFont('TewiFontOutline'); for ( int i=0; i= NUM_HELP_PAGES) ) @@ -172,7 +175,7 @@ Class SWWMHelpMenu : GenericMenu let hdr = pagehdr[page]; let l = pagetxt[page]; lh = l.Count()*h; - Screen.DrawText(smallfont,Font.CR_FIRE,xofs+(Screen.GetWidth()-smallfont.StringWidth(hdr)*CleanXFac_1)/2,(Screen.GetHeight()-(h*3+lh)*CleanYFac_1)/2,hdr,DTA_CleanNoMove_1,true,DTA_Alpha,alpha); + Screen.DrawText(mSmallFont2,Font.CR_FIRE,xofs+(Screen.GetWidth()-mSmallFont2.StringWidth(hdr)*CleanXFac_1)/2,(Screen.GetHeight()-(h*3+lh)*CleanYFac_1)/2,hdr,DTA_CleanNoMove_1,true,DTA_Alpha,alpha); for ( int i=0; i 0 ) - Screen.DrawText(smallfont,Font.CR_GOLD,12*CleanXFac_1,y,"<",DTA_CleanNoMove_1,true); + Screen.DrawText(mSmallFont,Font.CR_GOLD,12*CleanXFac_1,y,"<",DTA_CleanNoMove_1,true); if ( curpage < NUM_HELP_PAGES-1 ) - Screen.DrawText(smallfont,Font.CR_GOLD,Screen.GetWidth()-18*CleanXFac_1,y,">",DTA_CleanNoMove_1,true); + Screen.DrawText(mSmallFont,Font.CR_GOLD,Screen.GetWidth()-18*CleanXFac_1,y,">",DTA_CleanNoMove_1,true); y += h*CleanYFac_1; } Super.Drawer(); diff --git a/zscript/menu/swwm_inter.zsc b/zscript/menu/swwm_inter.zsc index 565cf0cad..4e785b6c3 100644 --- a/zscript/menu/swwm_inter.zsc +++ b/zscript/menu/swwm_inter.zsc @@ -1,23 +1,20 @@ // Custom intermission screens -Class SWWMStatScreenData : Thinker -{ - // to prevent repetition - Array lasttip, lastart; -} - Class SWWMStatScreen : StatusScreen abstract { transient TextureID bgtex, arttex; int whichart, whichtip; double hs, hs2; Vector2 ss, ss2, origin, origin2; - double bgfade; + Font mSmallFont; String tipstr; transient BrokenLines tipl; + double bgfade; + bool bFade; override void Start( wbstartstruct wbstartstruct ) { Super.Start(wbstartstruct); + mSmallFont = Font.GetFont('TewiFont'); // support for old author text style int iof = lnametexts[0].IndexOf(" - by: "); if ( iof != -1 ) @@ -39,12 +36,7 @@ Class SWWMStatScreen : StatusScreen abstract } private void drawSWWMBg() { - let pdata = SWWMStatScreenData(ThinkerIterator.Create("SWWMStatScreenData",Thinker.STAT_STATIC).Next()); - if ( !pdata ) - { - pdata = new("SWWMStatScreenData"); - pdata.ChangeStatNum(Thinker.STAT_STATIC); - } + let shnd = SWWMStaticHandler(StaticEventHandler.Find("SWWMStaticHandler")); if ( !whichart && swwm_interart ) { int no = StringTable.Localize("$SWWM_NFANART").ToInt(); @@ -61,24 +53,24 @@ Class SWWMStatScreen : StatusScreen abstract rno++; } no = rno; - if ( pdata.lastart.Size() >= no ) + if ( shnd.lastart.Size() >= no ) { // exclude last one, start over - int excludeme = pdata.lastart[pdata.lastart.Size()-1]; + int excludeme = shnd.lastart[shnd.lastart.Size()-1]; ents.Delete(excludeme-1); - pdata.lastart.Clear(); + shnd.lastart.Clear(); } else { - for ( int i=0; i= maxtip ) + if ( shnd.lasttip.Size() >= maxtip ) { // exclude last one, start over - int excludeme = pdata.lasttip[pdata.lasttip.Size()-1]; + int excludeme = shnd.lasttip[shnd.lasttip.Size()-1]; ents.Delete(excludeme-1); - pdata.lasttip.Clear(); + shnd.lasttip.Clear(); } else { - for ( int i=0; i lw ) lw = tipl.StringWidth(i); - int bw = int((lw+12)*hs), bh = int((smallfont.GetHeight()*tipl.Count()+8)*hs); - double xx = 8, yy = (ss.y-8)-(smallfont.GetHeight()*tipl.Count()); + int bw = int((lw+12)*hs), bh = int((mSmallFont.GetHeight()*tipl.Count()+8)*hs); + double xx = 8, yy = (ss.y-8)-(mSmallFont.GetHeight()*tipl.Count()); Screen.Dim("Black",.8,int((xx-4)*hs),int((yy-4)*hs),bw,bh); for ( int i=0; i0); - Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(4*hs2),dimlen,int((smallfont.GetHeight()+(auth?2:4))*hs2)); - Screen.DrawText(smallfont,Font.CR_GREEN,int((ss2.x-len[0])/2.),6,lnametexts[0],DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); - double foy = smallfont.GetHeight()+(auth?6:8); + Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(4*hs2),dimlen,int((mSmallFont.GetHeight()+(auth?2:4))*hs2)); + Screen.DrawText(mSmallFont,Font.CR_GREEN,int((ss2.x-len[0])/2.),6,lnametexts[0],DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + double foy = mSmallFont.GetHeight()+(auth?6:8); if ( auth ) { double oy = foy*(hs2/hs); - Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(oy*hs),dimlen,int((smallfont.GetHeight()+2)*hs)); - Screen.DrawText(smallfont,Font.CR_WHITE,int((ss.x-len[1])/2.),oy,authortexts[0],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - foy += (smallfont.GetHeight()+2)*(hs/hs2); + Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(oy*hs),dimlen,int((mSmallFont.GetHeight()+2)*hs)); + Screen.DrawText(mSmallFont,Font.CR_WHITE,int((ss.x-len[1])/2.),oy,authortexts[0],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + foy += (mSmallFont.GetHeight()+2)*(hs/hs2); } foy += 4.; String str = StringTable.Localize("$WI_FINISHED"); - len[0] = smallfont.StringWidth(str); - Screen.Dim("Black",.8,int((ss2.x-len[0]-8)/2*hs2),int(foy*hs2),int((len[0]+8)*hs2),int((smallfont.GetHeight()+4)*hs2)); - Screen.DrawText(smallfont,Font.CR_FIRE,int((ss2.x-len[0])/2.),foy+2,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len[0] = mSmallFont.StringWidth(str); + Screen.Dim("Black",.8,int((ss2.x-len[0]-8)/2*hs2),int(foy*hs2),int((len[0]+8)*hs2),int((mSmallFont.GetHeight()+4)*hs2)); + Screen.DrawText(mSmallFont,Font.CR_FIRE,int((ss2.x-len[0])/2.),foy+2,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); // return not used return 0; } @@ -196,21 +188,21 @@ Class SWWMStatScreen : StatusScreen abstract // remove trailing colon (usually appearing on Heretic) if ( str.RightIndexOf(":") == (str.length()-1) ) str.Truncate(str.length()-1); int len[2]; - len[0] = smallfont.StringWidth(str); - Screen.Dim("Black",.8,int((ss2.x-len[0]-8)/2*hs2),int(4*hs2),int((len[0]+8)*hs2),int((smallfont.GetHeight()+4)*hs2)); - Screen.DrawText(smallfont,Font.CR_FIRE,int((ss2.x-len[0])/2.),6,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); - double foy = smallfont.GetHeight()+12; - len[0] = smallfont.StringWidth(lnametexts[1]); - len[1] = smallfont.StringWidth(authortexts[1]); + len[0] = mSmallFont.StringWidth(str); + Screen.Dim("Black",.8,int((ss2.x-len[0]-8)/2*hs2),int(4*hs2),int((len[0]+8)*hs2),int((mSmallFont.GetHeight()+4)*hs2)); + Screen.DrawText(mSmallFont,Font.CR_FIRE,int((ss2.x-len[0])/2.),6,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + double foy = mSmallFont.GetHeight()+12; + len[0] = mSmallFont.StringWidth(lnametexts[1]); + len[1] = mSmallFont.StringWidth(authortexts[1]); int dimlen = max(int((len[0]+8)*hs2),int((len[1]+8)*hs)); bool auth = (authortexts[1].Length()>0); - Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(foy*hs2),dimlen,int((smallfont.GetHeight()+(auth?2:4))*hs2)); - Screen.DrawText(smallfont,Font.CR_GREEN,int((ss2.x-len[0])/2.),foy+2,lnametexts[1],DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(foy*hs2),dimlen,int((mSmallFont.GetHeight()+(auth?2:4))*hs2)); + Screen.DrawText(mSmallFont,Font.CR_GREEN,int((ss2.x-len[0])/2.),foy+2,lnametexts[1],DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); if ( auth ) { - double oy = (foy+smallfont.GetHeight()+2)*(hs2/hs); - Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(oy*hs),dimlen,int((smallfont.GetHeight()+2)*hs)); - Screen.DrawText(smallfont,Font.CR_WHITE,int((ss.x-len[1])/2.),oy,authortexts[1],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + double oy = (foy+mSmallFont.GetHeight()+2)*(hs2/hs); + Screen.Dim("Black",.8,int((Screen.GetWidth()-dimlen)/2.),int(oy*hs),dimlen,int((mSmallFont.GetHeight()+2)*hs)); + Screen.DrawText(mSmallFont,Font.CR_WHITE,int((ss.x-len[1])/2.),oy,authortexts[1],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } } override void drawShowNextLoc( void ) @@ -242,64 +234,23 @@ Class SWWMStatScreen : StatusScreen abstract break; } if ( bgfade <= 0. ) return; - // redraw bgs on top, hiding the rest of the ui - if ( whichart ) - { - double ar = Screen.GetAspectRatio(); - Vector2 tsize = TexMan.GetScaledSize(arttex); - double sar = tsize.x/tsize.y; - Vector2 vsize; - if ( sar > ar ) vsize = (tsize.y*ar,tsize.y); - else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar); - else vsize = tsize; - Screen.DrawTexture(arttex,false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,bgfade); - } - else - { - double ar = Screen.GetAspectRatio(); - Vector2 tsize = TexMan.GetScaledSize(bgtex); - double sar = tsize.x/tsize.y; - Vector2 vsize; - if ( sar > ar ) vsize = (tsize.y*ar,tsize.y); - else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar); - else vsize = tsize; - Screen.DrawTexture(bgtex,false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,bgfade); - } - } - protected void checkForAccelerateNew( void ) - { - // check for button presses to skip delays (but only recognize fire/use buttons) - for ( int i=0; i < MAXPLAYERS; i++ ) - { - if ( !playeringame[i] ) continue; - PlayerInfo p = players[i]; - if ( (p.cmd.buttons^p.oldbuttons) && ((p.cmd.buttons&p.oldbuttons) == p.oldbuttons) && !p.Bot ) - { - if ( p.cmd.buttons&(BT_ATTACK|BT_USE) ) - { - acceleratestage = 1; - playerready[i] = true; - } - if ( p.cmd.buttons&BT_RELOAD ) - { - if ( !swwm_nointertips ) PlaySound("menu/demoscroll"); - whichtip = 0; - } - if ( p.cmd.buttons&BT_ZOOM ) - { - if ( swwm_interart ) PlaySound("menu/demoscroll"); - whichart = 0; - arttex.SetNull(); - } - } - p.oldbuttons = p.buttons; - } + // redraw BG on top, hiding the rest of the ui + TextureID tx; + if ( whichart ) tx = arttex; + else tx = bgtex; + double ar = Screen.GetAspectRatio(); + Vector2 tsize = TexMan.GetScaledSize(tx); + double sar = tsize.x/tsize.y; + Vector2 vsize; + if ( sar > ar ) vsize = (tsize.y*ar,tsize.y); + else if ( sar < ar ) vsize = (tsize.x,tsize.x/ar); + else vsize = tsize; + Screen.DrawTexture(tx,false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,bgfade); } override void Ticker( void ) { bcnt++; if ( bcnt == 1 ) StartMusic(); - checkForAccelerateNew(); switch (CurState) { case StatCount: @@ -316,7 +267,7 @@ Class SWWMStatScreen : StatusScreen abstract break; } // check fade - if ( players[me].cmd.buttons&BT_ALTATTACK ) bgfade = min(1.,bgfade+3./GameTicRate); + if ( bFade ) bgfade = min(1.,bgfade+3./GameTicRate); else bgfade = max(0.,bgfade-4./GameTicRate); // force toggle if ( !swwm_interart && (whichart != 0) ) @@ -341,6 +292,45 @@ Class SWWMStatScreen : StatusScreen abstract if ( b <= 0 ) return inv?0:100; // for "missed" percentage return (a*100)/b; } + + override bool OnEvent( InputEvent evt ) + { + if ( evt.type == InputEvent.Type_KeyDown ) + { + String cmd = Bindings.GetBinding(evt.KeyScan); + if ( (cmd ~== "+attack") || (cmd ~== "+use") ) + { + accelerateStage = 1; + return true; + } + if ( cmd ~== "+altattack" ) + { + bFade = true; + return true; + } + if ( cmd ~== "+reload" ) + { + if ( !swwm_nointertips ) PlaySound("menu/demoscroll"); + whichtip = 0; + return true; + } + if ( cmd ~== "+zoom" ) + { + if ( swwm_interart ) PlaySound("menu/demoscroll"); + whichart = 0; + arttex.SetNull(); + return true; + } + return false; + } + else if ( (evt.type == InputEvent.Type_KeyUp) + && (Bindings.GetBinding(evt.KeyScan) ~== "+altattack") ) + { + bFade = false; + return true; + } + return false; + } } Class SWWMStatScreen_SP : SWWMStatScreen @@ -467,70 +457,70 @@ Class SWWMStatScreen_SP : SWWMStatScreen int maxlen, maxlenl = 0, maxlenr = 0; // left strings String str = StringTable.Localize("$TXT_IMKILLS")..":"; - int len = smallfont.StringWidth(str); + int len = mSmallFont.StringWidth(str); maxlenl = len; str = StringTable.Localize("$TXT_IMITEMS")..":"; - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenl ) maxlenl = len; str = StringTable.Localize("$TXT_IMSECRETS")..":"; - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenl ) maxlenl = len; str = StringTable.Localize("$TXT_IMTIME")..":"; - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenl ) maxlenl = len; if ( wi_showtotaltime ) { str = StringTable.Localize("$SCORE_TOTAL")..":"; // hey, as long as it works - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenl ) maxlenl = len; } if ( wbs.partime ) { str = StringTable.Localize("$TXT_IMPAR")..":"; - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenl ) maxlenl = len; } // right strings if ( wi_percents ) { str = String.Format("%d%%",GetPct(Plrs[me].skills,wbs.maxkills)); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); maxlenr = len; str = String.Format("%d%%",GetPct(Plrs[me].sitems,wbs.maxitems)); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; str = String.Format("%d%%",GetPct(Plrs[me].ssecret,wbs.maxsecret)); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; } else { str = String.Format("%d / %d",Plrs[me].skills,wbs.maxkills); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); maxlenr = len; str = String.Format("%d / %d",Plrs[me].sitems,wbs.maxitems); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; str = String.Format("%d / %d",Plrs[me].ssecret,wbs.maxsecret); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; } str = TimeStr(Thinker.Tics2Seconds(Plrs[me].stime)); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; if ( wi_showtotaltime ) { str = TimeStr(Thinker.Tics2Seconds(wbs.totaltime)); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; } if ( wbs.partime ) { str = TimeStr(wbs.partime/GameTicRate); - len = smallfont.StringWidth(str); + len = mSmallFont.StringWidth(str); if ( len > maxlenr ) maxlenr = len; } - int step = smallfont.GetHeight()+1; + int step = mSmallFont.GetHeight()+1; int nl = clamp(sp_state/2,0,4); if ( (nl == 4) ) { @@ -542,20 +532,20 @@ Class SWWMStatScreen_SP : SWWMStatScreen // draw the whole damn thing if ( sp_state >= 2 ) Screen.Dim("Black",.8,int((ss2.x-maxlen-8)*.5*hs2),int((ss2.y-nl-8)*.5*hs2),int((maxlen+8)*hs2),int((nl+8)*hs2)); int xx = int((ss2.x-maxlen)/2), yy = int((ss2.y-nl)/2); - if ( sp_state >= 2 ) Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMKILLS")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + if ( sp_state >= 2 ) Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMKILLS")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); yy += step; - if ( sp_state >= 4 ) Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMITEMS")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + if ( sp_state >= 4 ) Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMITEMS")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); yy += step; - if ( sp_state >= 6 ) Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMSECRETS")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + if ( sp_state >= 6 ) Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMSECRETS")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); yy += step; - if ( sp_state >= 8 ) Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMTIME")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + if ( sp_state >= 8 ) Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMTIME")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); yy += step; if ( wi_showtotaltime ) { - if ( sp_state >= 8 ) Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,StringTable.Localize("$SCORE_TOTAL")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + if ( sp_state >= 8 ) Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,StringTable.Localize("$SCORE_TOTAL")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); yy += step; } - if ( wbs.partime && (sp_state >= 8) ) Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMPAR")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + if ( wbs.partime && (sp_state >= 8) ) Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,StringTable.Localize("$TXT_IMPAR")..":",DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); xx = int((ss2.x+maxlen)/2); yy = int((ss2.y-nl)/2); if ( wi_percents ) @@ -563,22 +553,22 @@ Class SWWMStatScreen_SP : SWWMStatScreen if ( cnt_kills[0] >= 0 ) { str = String.Format("%d\cu%%\c-",GetPct(cnt_kills[0],wbs.maxkills)); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(!wbs.maxkills||(cnt_kills[0]>=wbs.maxkills))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(!wbs.maxkills||(cnt_kills[0]>=wbs.maxkills))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; if ( cnt_items[0] >= 0 ) { str = String.Format("%d\cu%%\c-",GetPct(cnt_items[0],wbs.maxitems)); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(!wbs.maxitems||(cnt_items[0]>=wbs.maxitems))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(!wbs.maxitems||(cnt_items[0]>=wbs.maxitems))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; if ( cnt_secret[0] >= 0 ) { str = String.Format("%d\cu%%\c-",GetPct(cnt_secret[0],wbs.maxsecret)); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(!wbs.maxsecret||(cnt_secret[0]>=wbs.maxsecret))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(!wbs.maxsecret||(cnt_secret[0]>=wbs.maxsecret))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; } @@ -587,30 +577,30 @@ Class SWWMStatScreen_SP : SWWMStatScreen if ( cnt_kills[0] >= 0 ) { str = String.Format("%d \cu/\c- \cj%d\c-",max(cnt_kills[0],0),wbs.maxkills); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(wbs.maxkills&&(cnt_kills[0]>=wbs.maxkills))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(wbs.maxkills&&(cnt_kills[0]>=wbs.maxkills))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; if ( cnt_items[0] >= 0 ) { str = String.Format("%d \cu/\c- \cj%d\c-",max(cnt_items[0],0),wbs.maxitems); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(wbs.maxitems&&(cnt_items[0]>=wbs.maxitems))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(wbs.maxitems&&(cnt_items[0]>=wbs.maxitems))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; if ( cnt_secret[0] >= 0 ) { str = String.Format("%d \cu/\c- \cj%d\c-",max(cnt_secret[0],0),wbs.maxsecret); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(wbs.maxsecret&&(cnt_secret[0]>=wbs.maxsecret))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(wbs.maxsecret&&(cnt_secret[0]>=wbs.maxsecret))?Font.CR_GOLD:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; } if ( cnt_time >= 0 ) { str = TimeStr(cnt_time); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,(wbs.partime&&(cnt_time<=(wbs.partime/GameTicRate)))?Font.CR_GOLD:((wbs.sucktime>0)&&(cnt_time>(wbs.sucktime*3600)))?Font.CR_RED:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,(wbs.partime&&(cnt_time<=(wbs.partime/GameTicRate)))?Font.CR_GOLD:((wbs.sucktime>0)&&(cnt_time>(wbs.sucktime*3600)))?Font.CR_RED:Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; if ( wi_showtotaltime ) @@ -618,16 +608,16 @@ Class SWWMStatScreen_SP : SWWMStatScreen if ( cnt_total_time >= 0 ) { str = TimeStr(cnt_total_time); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } yy += step; } if ( wbs.partime && (cnt_par >= 0) ) { str = TimeStr(cnt_par); - len = smallfont.StringWidth(str); - Screen.DrawText(smallfont,Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); + len = mSmallFont.StringWidth(str); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx-len,yy,str,DTA_VirtualWidthF,ss2.x,DTA_VirtualHeightF,ss2.y,DTA_KeepRatio,true); } } } @@ -774,12 +764,12 @@ Class SWWMStatScreen_Coop : SWWMStatScreen String killsstr = StringTable.Localize("$SCORE_KILLS"); String missedstr = StringTable.Localize("$SCORE_MISSED"); String totalstr = StringTable.Localize("$SCORE_TOTAL"); - int namelen = max(max(smallfont.StringWidth(namestr),smallfont.StringWidth("XXXXXXXXXX")),max(smallfont.StringWidth(missedstr),smallfont.StringWidth(totalstr))); + int namelen = max(max(mSmallFont.StringWidth(namestr),mSmallFont.StringWidth("XXXXXXXXXX")),max(mSmallFont.StringWidth(missedstr),mSmallFont.StringWidth(totalstr))); int nplayers = 0; for ( int i=0; i= 4 ) { str = String.Format("%3d\cu%%\c-",GetPct(cnt_items[i],wbs.maxitems)); - Screen.DrawText(smallfont,(!wbs.maxitems||(cnt_items[i]>=wbs.maxitems))?Font.CR_GOLD:Font.CR_WHITE,xx+itemslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,(!wbs.maxitems||(cnt_items[i]>=wbs.maxitems))?Font.CR_GOLD:Font.CR_WHITE,xx+itemslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); misseditems -= cnt_items[i]; } xx += itemslen+spc; if ( ng_state >= 6 ) { str = String.Format("%3d\cu%%\c-",GetPct(cnt_secret[i],wbs.maxsecret)); - Screen.DrawText(smallfont,(!wbs.maxsecret||(cnt_secret[i]>=wbs.maxsecret))?Font.CR_GOLD:Font.CR_WHITE,xx+secretlen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,(!wbs.maxsecret||(cnt_secret[i]>=wbs.maxsecret))?Font.CR_GOLD:Font.CR_WHITE,xx+secretlen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); missedsecret -= cnt_secret[i]; } xx += secretlen+spc; str = String.Format("%3d\cu%%\c-",GetPct(cnt_kills[i],wbs.maxkills)); - Screen.DrawText(smallfont,(!wbs.maxkills||(cnt_kills[i]>=wbs.maxkills))?Font.CR_GOLD:Font.CR_WHITE,xx+killslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,(!wbs.maxkills||(cnt_kills[i]>=wbs.maxkills))?Font.CR_GOLD:Font.CR_WHITE,xx+killslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); missedkills -= cnt_kills[i]; yy += lineh+lspc; } xx = int((ss.x-boxwidth)/2+pad+pad+rwidth); yy += hspc; - Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,missedstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,missedstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); xx += namelen+spc; if ( ng_state >= 4 ) { str = String.Format("%3d\cu%%\c-",GetPct(misseditems,wbs.maxitems,true)); - Screen.DrawText(smallfont,(wbs.maxitems&&(misseditems>0))?Font.CR_WHITE:Font.CR_GOLD,xx+itemslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,(wbs.maxitems&&(misseditems>0))?Font.CR_WHITE:Font.CR_GOLD,xx+itemslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } xx += itemslen+spc; if ( ng_state >= 6 ) { str = String.Format("%3d\cu%%\c-",GetPct(missedsecret,wbs.maxsecret,true)); - Screen.DrawText(smallfont,(wbs.maxsecret&&(missedsecret>0))?Font.CR_WHITE:Font.CR_GOLD,xx+secretlen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,(wbs.maxsecret&&(missedsecret>0))?Font.CR_WHITE:Font.CR_GOLD,xx+secretlen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } xx += secretlen+spc; str = String.Format("%3d\cu%%\c-",GetPct(missedkills,wbs.maxkills,true)); - Screen.DrawText(smallfont,(wbs.maxkills&&(missedkills>0))?Font.CR_WHITE:Font.CR_GOLD,xx+killslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,(wbs.maxkills&&(missedkills>0))?Font.CR_WHITE:Font.CR_GOLD,xx+killslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); yy += lineh+lspc; xx = int((ss.x-boxwidth)/2+pad+pad+rwidth); - Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,totalstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,totalstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); xx += namelen+spc; if ( ng_state >= 4 ) { str = String.Format("%d",wbs.maxitems); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+itemslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+itemslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } xx += itemslen+spc; if ( ng_state >= 6 ) { str = String.Format("%d",wbs.maxsecret); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+secretlen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+secretlen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } xx += secretlen+spc; str = String.Format("%d",wbs.maxkills); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+killslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+killslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } } @@ -993,36 +983,36 @@ Class SWWMStatScreen_DM : SWWMStatScreen String deathsstr = StringTable.Localize("$SCORE_DEATHS"); String fragsstr = StringTable.Localize("$SCORE_FRAGS"); String totalstr = StringTable.Localize("$SCORE_TOTAL"); - int namelen = max(max(smallfont.StringWidth(namestr),smallfont.StringWidth("XXXXXXXXXX")),smallfont.StringWidth(totalstr)); + int namelen = max(max(mSmallFont.StringWidth(namestr),mSmallFont.StringWidth("XXXXXXXXXX")),mSmallFont.StringWidth(totalstr)); int nplayers = 0; for ( int i=0; i sorted; @@ -1034,31 +1024,31 @@ Class SWWMStatScreen_DM : SWWMStatScreen xx = int((ss.x-boxwidth)/2+pad); Screen.Dim(players[i].GetDisplayColor(),.4,int(xx*hs),int(yy*hs),int(linew*hs),int(lineh*hs)); xx += pad; - if ( playerready[i] || players[i].Bot ) Screen.DrawChar(smallfont,Font.CR_GREEN,xx,yy,checkmark,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( playerready[i] || players[i].Bot ) Screen.DrawChar(mSmallFont,Font.CR_GREEN,xx,yy,checkmark,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); xx += rwidth; - Screen.DrawText(smallfont,GetRowColor(players[i],i==me),xx,yy,players[i].GetUserName(),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,GetRowColor(players[i],i==me),xx,yy,players[i].GetUserName(),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); xx += namelen+spc; if ( ng_state >= 2 ) { str = String.Format("%d",cnt_deaths[i]); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+deathslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+deathslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } xx += deathslen+spc; str = String.Format("%d",cnt_frags[i]); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+fragslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+fragslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); yy += lineh+lspc; } xx = int((ss.x-boxwidth)/2+pad+pad+rwidth); yy += hspc; - Screen.DrawText(smallfont,Font.CR_GREEN,xx,yy,totalstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_GREEN,xx,yy,totalstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); xx += namelen+spc; if ( ng_state >= 4 ) { str = String.Format("%d",total_deaths); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+deathslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+deathslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } xx += deathslen+spc; str = String.Format("%d",total_frags); - Screen.DrawText(smallfont,Font.CR_WHITE,xx+fragslen-smallfont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_WHITE,xx+fragslen-mSmallFont.StringWidth(str),yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); } } diff --git a/zscript/menu/swwm_menus.zsc b/zscript/menu/swwm_menus.zsc index 66a4c9670..3482a9714 100644 --- a/zscript/menu/swwm_menus.zsc +++ b/zscript/menu/swwm_menus.zsc @@ -175,7 +175,15 @@ Class OptionMenuItemSWWMPlayTime : OptionMenuItem // option menu /w tooltips Class SWWMOptionMenu : OptionMenu { - private String ttip; + private String ttip, olttip; + private Font mTipFont; + private BrokenLines ttlines; + + override void Init( Menu parent, OptionMenuDescriptor desc ) + { + Super.Init(parent,desc); + mTipFont = Font.GetFont('TewiFont'); + } override void Ticker() { @@ -185,13 +193,16 @@ Class SWWMOptionMenu : OptionMenu String mcvar = mDesc.mItems[mDesc.mSelectedItem].GetAction(); mcvar.Replace(" ","_"); // need to strip whitespace for command actions String locstr = String.Format("TOOLTIP_%s",mcvar); + olttip = ttip; ttip = StringTable.Localize(locstr,false); if ( ttip == locstr ) ttip = ""; + if ( (ttip != olttip) && ttlines ) ttlines.Destroy(); + if ( !ttlines ) ttlines = mTipFont.BreakLines(ttip,CleanWidth_1-8); } override void Drawer() { Super.Drawer(); - if ( ttip == "" ) return; + if ( (ttip == "") || !ttlines ) return; // re-evaluate y to check where the cursor is int cy = 0; int y = mDesc.mPosition; @@ -220,22 +231,20 @@ Class SWWMOptionMenu : OptionMenu break; } } - let lines = smallfont.BreakLines(ttip,CleanWidth_1-8); - int height = (4+smallfont.GetHeight()*lines.Count())*CleanYFac_1; + int height = (4+mTipFont.GetHeight()*ttlines.Count())*CleanYFac_1; // draw at the bottom unless the selected option could be covered by the tooltip int ypos = Screen.GetHeight()-height; if ( cy > ypos ) ypos = 0; Screen.Dim("Black",.75,0,ypos,Screen.GetWidth(),height); ypos += 2*CleanYFac_1; - for ( int i=0; i 0 ) { - if ( isclean ) Screen.DrawText(smallfont,Font.CR_FIRE,x,y+30*CleanYFac_1,str,DTA_CleanNoMove_1,true); - else Screen.DrawText(smallfont,Font.CR_FIRE,x,y+30,str,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43); + if ( isclean ) Screen.DrawText(mSmallFont,Font.CR_FIRE,x,y+16*CleanYFac_1,str,DTA_CleanNoMove_1,true); + else Screen.DrawText(mSmallFont,Font.CR_FIRE,x,y+16,str,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43); } if ( ofs < (mDesc.mItems.Size()-8) ) { str = "⌄ ⌄ ⌄"; - if ( isclean ) Screen.DrawText(smallfont,Font.CR_FIRE,x,y+296*CleanYFac_1,str,DTA_CleanNoMove_1,true); - else Screen.DrawText(smallfont,Font.CR_FIRE,x,y+296,str,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43); + if ( isclean ) Screen.DrawText(mSmallFont,Font.CR_FIRE,x,y+256*CleanYFac_1,str,DTA_CleanNoMove_1,true); + else Screen.DrawText(mSmallFont,Font.CR_FIRE,x,y+256,str,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43); } for ( int i=0; i= 4) ) return; - Screen.DrawText(textfont,OptionMenuSettings.mFontColorSelection,(destWidth-2*textfont.StringWidth(messageSelection?strno:stryes))/2-72,y+fontheight*2*messageSelection,"►",DTA_VirtualWidth,destWidth,DTA_VirtualHeight,destHeight,DTA_KeepRatio,true,DTA_ScaleX,2.,DTA_ScaleY,2.); - Screen.DrawText(textfont,OptionMenuSettings.mFontColorSelection,(destWidth+2*textfont.StringWidth(messageSelection?strno:stryes))/2+24,y+fontheight*2*messageSelection,"◄",DTA_VirtualWidth,destWidth,DTA_VirtualHeight,destHeight,DTA_KeepRatio,true,DTA_ScaleX,2.,DTA_ScaleY,2.); + Screen.DrawText(textfont,OptionMenuSettings.mFontColorSelection,(destWidth-2*textfont.StringWidth(messageSelection?strno:stryes))/2-26,y+fontheight*2*messageSelection,"►",DTA_VirtualWidth,destWidth,DTA_VirtualHeight,destHeight,DTA_KeepRatio,true,DTA_ScaleX,2.,DTA_ScaleY,2.); + Screen.DrawText(textfont,OptionMenuSettings.mFontColorSelection,(destWidth+2*textfont.StringWidth(messageSelection?strno:stryes))/2+12,y+fontheight*2*messageSelection,"◄",DTA_VirtualWidth,destWidth,DTA_VirtualHeight,destHeight,DTA_KeepRatio,true,DTA_ScaleX,2.,DTA_ScaleY,2.); } } @@ -767,10 +786,26 @@ Mixin Class SWWMSelector } } +// allow the player to skip skill confirmation message boxes +Mixin Class SWWMSkillConfirmSkippable +{ + override bool Activate() + { + Menu.SetMenu(((mAction=='StartgameConfirm')&&swwm_skipskill)?'Startgame':mAction,mParam); + return true; + } + + override Name, int GetAction() + { + return (((mAction=='StartgameConfirm')&&swwm_skipskill)?'Startgame':mAction),mParam; + } +} + // main menu item with wiggly text when selected and Demo face selectors on both sides -class ListMenuItemSWWMTextItemM : ListMenuItemSelectable +Class ListMenuItemSWWMTextItemM : ListMenuItemSelectable { Mixin SWWMSelector; + Mixin SWWMSkillConfirmSkippable; String mText; Font mFont; @@ -800,7 +835,9 @@ class ListMenuItemSWWMTextItemM : ListMenuItemSelectable override int GetWidth() { let font = menuDelegate.PickFont(mFont); - return max(1,font.StringWidth(StringTable.Localize(mText))); + int w = font.StringWidth(StringTable.Localize(mText)); + if ( font != NewSmallFont ) w *= 2; + return max(1,w); } override void Draw( bool selected, ListMenuDescriptor desc ) @@ -809,13 +846,16 @@ class ListMenuItemSWWMTextItemM : ListMenuItemSelectable int h = desc?desc.DisplayHeight():-1; String text = StringTable.Localize(mText); let font = menuDelegate.PickFont(mFont); + int scl; + if ( font != NewSmallFont ) scl = 2; + else scl = 1; double x; // centered - if ( w == ListMenuDescriptor.CleanScale ) x = (320-font.StringWidth(text))/2; - else x = (w-font.StringWidth(text))/2; + if ( w == ListMenuDescriptor.CleanScale ) x = (320-font.StringWidth(text)*scl)/2; + else x = (w-font.StringWidth(text)*scl)/2; double y = mYpos; // offset text so it's centered - y += (mHeight-font.GetHeight())/2; + y += (mHeight-font.GetHeight()*scl)/2; if ( selected ) { double xx = x; @@ -830,8 +870,8 @@ class ListMenuItemSWWMTextItemM : ListMenuItemSelectable int ch; [ch, pos] = text.GetNextCodePoint(pos); double yy = y+4*sin(32*i+8*Menu.MenuTime())*CleanYFac_1; - Screen.DrawChar(font,mColorSelected,xx,yy,ch,DTA_CleanNoMove_1,true); - xx += (font.GetCharWidth(ch)+kern)*CleanXFac_1; + Screen.DrawChar(font,mColorSelected,xx,yy,ch,DTA_ScaleX,CleanXFac_1*scl,DTA_ScaleY,CleanYFac_1*scl); + xx += (font.GetCharWidth(ch)+kern)*CleanXFac_1*scl; } } else @@ -841,17 +881,17 @@ class ListMenuItemSWWMTextItemM : ListMenuItemSelectable int ch; [ch, pos] = text.GetNextCodePoint(pos); double yy = y+4*sin(32*i+8*Menu.MenuTime()); - Screen.DrawChar(mFont,mColorSelected,xx,yy,ch,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43); - xx += (font.GetCharWidth(ch)+kern); + Screen.DrawChar(mFont,mColorSelected,xx,yy,ch,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43,DTA_ScaleX,scl,DTA_ScaleY,scl); + xx += (font.GetCharWidth(ch)+kern)*scl; } } } else if ( w == ListMenuDescriptor.CleanScale ) { SWWMUtility.AdjustClean_1(x,y); - Screen.DrawText(font,mColor,x,y,text,DTA_CleanNoMove_1,true); + Screen.DrawText(font,mColor,x,y,text,DTA_ScaleX,CleanXFac_1*scl,DTA_ScaleY,CleanYFac_1*scl); } - else Screen.DrawText(font,mColor,x,y,text,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43); + else Screen.DrawText(font,mColor,x,y,text,DTA_VirtualWidth,w,DTA_VirtualHeight,h,DTA_FullscreenScale,FSMode_ScaleToFit43,DTA_ScaleX,scl,DTA_ScaleY,scl); } } @@ -860,6 +900,7 @@ class ListMenuItemSWWMTextItemM : ListMenuItemSelectable Class ListMenuItemSWWMPatchItemM : ListMenuItemSelectable { Mixin SWWMSelector; + Mixin SWWMSkillConfirmSkippable; TextureID mTexture; @@ -972,15 +1013,16 @@ Class OptionMenuItemScaleSliderFix : OptionMenuItemScaleSlider } } +// draw captions using our own font Class SWWMMenuDelegate : DoomMenuDelegate { - // we've got our own fonts 'round here - override Font PickFont( Font fnt ) + Font mBigFont; + + override int DrawCaption( String title, Font fnt, int y, bool drawit ) { - if ( generic_ui ) return NewSmallFont; - if ( !fnt ) return SmallFont; - if ( (fnt == AlternativeBigFont) || (fnt == OriginalBigFont) || (fnt == IntermissionFont) ) return BigFont; - if ( (fnt == AlternativeSmallFont) || (fnt == NewSmallFont) ) return SmallFont; - return fnt; + if ( !mBigFont ) mBigFont = Font.GetFont('TewiFontOutline'); + fnt = mBigFont; + if ( drawit ) Screen.DrawText(fnt,OptionMenuSettings.mTitleColor,(Screen.GetWidth()-fnt.StringWidth(title)*CleanXFac_1*2)/2,8*CleanYFac_1,title,DTA_ScaleX,CleanXFac_1*2,DTA_ScaleY,CleanYFac_1*2); + return (y+fnt.GetHeight()*2)*CleanYFac_1; } } diff --git a/zscript/menu/swwm_title.zsc b/zscript/menu/swwm_title.zsc index f7ab7092b..518979b00 100644 --- a/zscript/menu/swwm_title.zsc +++ b/zscript/menu/swwm_title.zsc @@ -12,7 +12,8 @@ Struct TitleExplosion Class SWWMTitleStuff : EventHandler { - ui TextureID tex[5]; + ui bool bInitialized; + ui TextureID tex[6]; ui TextureID letters[13]; ui TextureID camtex; // must be drawn for shaders to actually use it ui BrokenLines stitle; @@ -23,10 +24,12 @@ Class SWWMTitleStuff : EventHandler ui bool lastlogo; ui TitleExplosion smk[64]; ui TextureID smk_frame[19]; - int titletimer; + ui int titletimer; + int playtimer; // required for the logo fader ui int rss; ui int stopinit_t; - bool bFadeIn; + ui bool bFadeIn; + ui Font mSmallFont, mBigFont; private ui int GetUIRandom() { @@ -67,8 +70,46 @@ Class SWWMTitleStuff : EventHandler } } - override void WorldTick() + override void WorldLoaded( WorldEvent e ) { + let f = LogoFader(Actor.Spawn("LogoFader")); + f.hnd = self; + TexMan.SetCameraToTexture(f,"LOGOFADE",90); + // fallback in case netevents fail (old gzdoom) + playtimer = -65536; + } + + // synchronize ui->play timer + override void NetworkProcess( ConsoleEvent e ) + { + if ( e.Name == "swwmtitle.timer" ) + playtimer = e.Args[0]; + } + + override void UiTick() + { + // you're not supposed to be here + if ( gamestate == GS_LEVEL ) + ThrowAbortException("Attempted to warp into TITLEMAP"); + if ( !bInitialized ) + { + bInitialized = true; + titletimer = -300; + // birthday event + if ( SystemTime.Format("%d%m",SystemTime.Now()) == "2001" ) + titletimer = -500; + let shnd = SWWMStaticHandler(StaticEventHandler.Find("SWWMStaticHandler")); + if ( shnd ) + { + if ( shnd.titlefirst ) + { + titletimer = GameTicRate*22; // skip to logo + S_ChangeMusic("music/TRAUMATI.XM",1); // skip to order 1 + bFadeIn = true; + } + shnd.titlefirst = true; + } + } if ( titletimer == -250 ) { if ( gameinfo.gametype&GAME_Hexen ) S_ChangeMusic("HEXEN"); @@ -82,43 +123,17 @@ Class SWWMTitleStuff : EventHandler } } if ( titletimer == -75 ) S_ChangeMusic(""); - if ( titletimer == 0 ) S_ChangeMusic("music/TRAUMATI.XM"); - titletimer++; - if ( menuactive && (titletimer < -80) ) titletimer = -80; - } - - override void WorldLoaded( WorldEvent e ) - { - let f = LogoFader(Actor.Spawn("LogoFader")); - f.hnd = self; - TexMan.SetCameraToTexture(f,"LOGOFADE",90); - titletimer = -300; - let shnd = SWWMStaticHandler(StaticEventHandler.Find("SWWMStaticHandler")); - if ( !shnd ) return; - if ( shnd.titlefirst ) - { - titletimer = GameTicRate*22; // skip to logo - S_ChangeMusic("music/TRAUMATI.XM",1); // skip to order 1 - bFadeIn = true; - } - shnd.titlefirst = true; - } - - override void UiTick() - { if ( (titletimer > -80) && (titletimer < -20) ) TickExplosions(); + if ( titletimer == 0 ) S_ChangeMusic("music/TRAUMATI.XM"); if ( !swwm_oldlogo ) { // title lettering if ( ((double(titletimer)/GameTicRate) >= 23.) && ((double(titletimer)/GameTicRate) <= 25.4) && !(titletimer%5) ) S_StartSound("title/thump",CHAN_WEAPON,CHANF_UI|CHANF_OVERLAP,1.,ATTN_NONE); } - if ( gamestate != GS_LEVEL ) return; - // you're not supposed to be here - Menu.SetMenu('EndGameMenu'); - let m = MessageBoxMenu(Menu.GetCurrentMenu()); - if ( m ) m.HandleResult(true); - // special thanks to marrub for this absolute crime + titletimer++; + EventHandler.SendNetworkEvent("swwmtitle.timer",titletimer); + if ( menuactive && (titletimer < -80) && (titletimer >= -300) ) titletimer = -80; } private ui void RenderExplosions() @@ -137,17 +152,39 @@ Class SWWMTitleStuff : EventHandler override void RenderUnderlay( RenderEvent e ) { + if ( !mSmallFont ) mSmallFont = Font.GetFont('TewiFont'); + if ( !mBigFont ) mBigFont = Font.GetFont('TewiFontOutline'); if ( !camtex ) camtex = TexMan.CheckForTexture("LOGOFADE",TexMan.Type_Any); Screen.DrawTexture(camtex,false,0,0); if ( !tex[2] ) tex[2] = TexMan.CheckForTexture("graphics/tempbg.png",TexMan.Type_Any); - if ( !tex[3] ) tex[3] = TexMan.CheckForTexture((gameinfo.gametype&GAME_Raven)?"TITLE":"TITLEPIC",TexMan.Type_MiscPatch); + if ( !tex[5] ) tex[5] = TexMan.CheckForTexture("graphics/DemoIcon.png",TexMan.Type_Any); Vector2 tsize, vsize; + if ( titletimer < -300 ) + { + Screen.Dim("Black",1.,0,0,Screen.GetWidth(),Screen.GetHeight()); + double alf; + if ( titletimer < -420 ) alf = clamp((titletimer+450)/30.,0.,1.); + else if ( titletimer > -330 ) alf = clamp(1.-(titletimer+330)/30.,0.,1.); + else alf = 1.; + double xx, yy; + Screen.DrawTexture(tex[5],false,Screen.GetWidth()/2,Screen.GetHeight()/2,DTA_CleanNoMove_1,true,DTA_Alpha,alf); + String str = "2148-01-20"; + xx = int(Screen.GetWidth()-mBigFont.StringWidth(str)*CleanXFac_1*3.)/2; + yy = Screen.GetHeight()/2-(72.+mBigFont.GetHeight()*3.)*CleanYFac_1; + Screen.DrawText(mBigFont,Font.CR_WHITE,xx,yy,str,DTA_Alpha,alf,DTA_ScaleX,CleanXFac_1*3.,DTA_ScaleY,CleanYFac_1*3.); + str = "Happy Birthday, \cdDemo-chan\c-!"; + xx = int(Screen.GetWidth()-mBigFont.StringWidth(str)*CleanXFac_1*2.)/2; + yy = Screen.GetHeight()/2+72.*CleanYFac_1; + Screen.DrawText(mBigFont,Font.CR_WHITE,xx,yy,str,DTA_Alpha,alf,DTA_ScaleX,CleanXFac_1*2.,DTA_ScaleY,CleanYFac_1*2.); + return; + } + if ( !tex[3] ) tex[3] = TexMan.CheckForTexture((gameinfo.gametype&GAME_Raven)?"TITLE":"TITLEPIC",TexMan.Type_MiscPatch); if ( titletimer < 0 ) { Screen.Dim("Black",1.,0,0,Screen.GetWidth(),Screen.GetHeight()); if ( titletimer < -20 ) { - rss = int(MSTime()*(GameTicRate/1000.)); + rss = int(MSTimeF()*(GameTicRate/1000.)); Vector2 ofs = (RandomShiver(),RandomShiver())*clamp((80+titletimer+e.FracTic)/50.,0.,1.); tsize = TexMan.GetScaledSize(tex[3]); ofs *= tsize.y/10.; @@ -189,7 +226,7 @@ Class SWWMTitleStuff : EventHandler lastlang = language; lastlogo = swwm_oldlogo; // estimate scroll length - double llen = smallfont.StringWidth(scrolls[sline]); + double llen = mSmallFont.StringWidth(scrolls[sline]); double soffset = 40*((titletimer+e.FracTic)/GameTicRate-sbase); if ( soffset > llen+ss.x ) { @@ -213,15 +250,15 @@ Class SWWMTitleStuff : EventHandler alf = max(0,1.-abs((ss.x/2)-xx)/(ss.x/2))**.5; alf *= .2*trl; double xxofs = 5*sin(15*i+120*(titletimer+e.FracTic)/GameTicRate-90.*(1.-trl))-16*(1.-trl); - Screen.DrawChar(smallfont,Font.CR_BLUE,xx-xxofs,yy,ch,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf,DTA_LegacyRenderStyle,STYLE_Add); + Screen.DrawChar(mSmallFont,Font.CR_BLUE,xx-xxofs,yy,ch,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf,DTA_LegacyRenderStyle,STYLE_Add); } double yy = (ss.y-35)+10*sin(15*i+160*(titletimer+e.FracTic)/GameTicRate); alf = max(0,1.-abs((ss.x/2)-xx)/(ss.x/2))**.5; double xxofs = 5*sin(15*i+120*(titletimer+e.FracTic)/GameTicRate); Color c = Color(int(127.5+127.5*sin(10*i+80*(titletimer+e.FracTic)/GameTicRate)),0,0); - Screen.DrawChar(smallfont,Font.CR_SAPPHIRE,xx-xxofs,yy,ch,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf); + Screen.DrawChar(mSmallFont,Font.CR_SAPPHIRE,xx-xxofs,yy,ch,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf); } - xx += smallfont.GetCharWidth(ch)+smallfont.GetDefaultKerning(); + xx += mSmallFont.GetCharWidth(ch)+mSmallFont.GetDefaultKerning(); } } @@ -242,14 +279,14 @@ Class SWWMTitleStuff : EventHandler String str = StringTable.Localize("$SWWM_TITLEPRESENTS"); alf = clamp(((titletimer+e.FracTic)/GameTicRate)-10,0.,1.); alf *= 1.-clamp(((titletimer+e.FracTic)/GameTicRate)-16,0.,1.); - Screen.DrawText(smallfont,Font.CR_WHITE,(ss.x-smallfont.StringWidth(str))/2,(ss.y-smallfont.GetHeight())/2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(ss.x-mSmallFont.StringWidth(str))/2,(ss.y-mSmallFont.GetHeight())/2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf); if ( bFadeIn ) Screen.Dim("Black",1.-clamp(((titletimer+e.FracTic)/GameTicRate)-22,0.,1.),0,0,Screen.GetWidth(),Screen.GetHeight()); else { str = StringTable.Localize("$SWWM_TITLEMODBY"); alf = clamp(((titletimer+e.FracTic)/GameTicRate)-18,0.,1.); alf *= 1.-clamp(((titletimer+e.FracTic)/GameTicRate)-24,0.,1.); - Screen.DrawText(smallfont,Font.CR_WHITE,(ss.x-smallfont.StringWidth(str))/2,(ss.y-smallfont.GetHeight())/2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(ss.x-mSmallFont.StringWidth(str))/2,(ss.y-mSmallFont.GetHeight())/2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,alf); } tsize = TexMan.GetScaledSize(tex[1]); sar = tsize.x/tsize.y; @@ -270,23 +307,23 @@ Class SWWMTitleStuff : EventHandler double alf = clamp(((titletimer+e.FracTic)/GameTicRate)-1,0.,1.); alf *= 1.-clamp(((titletimer+e.FracTic)/GameTicRate)-4,0.,1.); String str = StringTable.Localize("$SWWM_TITLEPRESENTSA"); - Screen.DrawText(smallfont,Font.CR_FIRE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(smallfont.GetHeight()*CleanYFac),str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_FIRE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(mSmallFont.GetHeight()*CleanYFac),str,DTA_CleanNoMove,true,DTA_Alpha,alf); str = StringTable.Localize("$SWWM_TITLEPRESENTSB"); - Screen.DrawText(smallfont,Font.CR_WHITE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2),str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2),str,DTA_CleanNoMove,true,DTA_Alpha,alf); alf = clamp(((titletimer+e.FracTic)/GameTicRate)-5,0.,1.); alf *= 1.-clamp(((titletimer+e.FracTic)/GameTicRate)-8,0.,1.); str = StringTable.Localize("$SWWM_TITLEMODBYA"); - Screen.DrawText(smallfont,Font.CR_WHITE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(smallfont.GetHeight()*CleanYFac),str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(mSmallFont.GetHeight()*CleanYFac),str,DTA_CleanNoMove,true,DTA_Alpha,alf); str = StringTable.Localize("$SWWM_TITLEMODBYB"); - Screen.DrawText(smallfont,Font.CR_FIRE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2),str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_FIRE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2),str,DTA_CleanNoMove,true,DTA_Alpha,alf); alf = clamp(((titletimer+e.FracTic)/GameTicRate)-10,0.,1.); alf *= 1.-clamp(((titletimer+e.FracTic)/GameTicRate)-21,0.,1.); str = StringTable.Localize("$SWWM_TITLEINTROA"); - Screen.DrawText(smallfont,Font.CR_WHITE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(smallfont.GetHeight()*CleanYFac*3)/2,str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(mSmallFont.GetHeight()*CleanYFac*3)/2,str,DTA_CleanNoMove,true,DTA_Alpha,alf); str = StringTable.Localize("$SWWM_TITLEINTROB"); - Screen.DrawText(smallfont,Font.CR_WHITE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(smallfont.GetHeight()*CleanYFac)/2,str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)-(mSmallFont.GetHeight()*CleanYFac)/2,str,DTA_CleanNoMove,true,DTA_Alpha,alf); str = StringTable.Localize("$SWWM_TITLEINTROC"); - Screen.DrawText(smallfont,Font.CR_WHITE,(Screen.GetWidth()-smallfont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)+(smallfont.GetHeight()*CleanYFac)/2,str,DTA_CleanNoMove,true,DTA_Alpha,alf); + Screen.DrawText(mSmallFont,Font.CR_WHITE,(Screen.GetWidth()-mSmallFont.StringWidth(str)*CleanXFac)/2,(Screen.GetHeight()/2)+(mSmallFont.GetHeight()*CleanYFac)/2,str,DTA_CleanNoMove,true,DTA_Alpha,alf); double ar = Screen.GetAspectRatio(); Vector2 tsize = TexMan.GetScaledSize(tex[4]); double sar = tsize.x/tsize.y; @@ -318,11 +355,11 @@ Class SWWMTitleStuff : EventHandler Screen.DrawTexture(tex[4],false,(vsize.x-tsize.x)/2,(vsize.y-tsize.y)/2,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,alf); } double scl = Screen.GetHeight()/vsize.y; - double tscl1 = max(1./3.,(floor((Screen.GetHeight()*3.)/vsize.y)+4.)/3.); + double tscl1 = max(1.,floor((Screen.GetHeight()*4.)/vsize.y)+3.); str = "CODENAME"; alf = clamp(((titletimer+e.FracTic)/GameTicRate)-22,0.,1.); - Screen.DrawText(BigFont,Font.CR_SAPPHIRE,(Screen.GetWidth()-tscl1*BigFont.StringWidth(str))/2,(Screen.GetHeight()-(scl*400+BigFont.GetHeight()*tscl1))/2,str,DTA_ScaleX,tscl1,DTA_ScaleY,tscl1,DTA_Alpha,alf); - double tscl2 = max(1./3.,(floor((Screen.GetHeight()*3.)/vsize.y)+1.)/3.); + Screen.DrawText(mBigFont,Font.CR_SAPPHIRE,int(Screen.GetWidth()-tscl1*mBigFont.StringWidth(str))/2,int(Screen.GetHeight()-(scl*400+mBigFont.GetHeight()*tscl1))/2,str,DTA_ScaleX,tscl1,DTA_ScaleY,tscl1,DTA_Alpha,alf); + double tscl2 = max(1.,floor((Screen.GetHeight()*4.)/vsize.y)); if ( !stitle || (lastlang2 != language) ) { Array done; @@ -349,17 +386,17 @@ Class SWWMTitleStuff : EventHandler } else c.SetString("1"); if ( stitle ) stitle.Destroy(); - stitle = BigFont.BreakLines(StringTable.Localize("$SWWM_TITLESUB"..which),int.max); + stitle = mBigFont.BreakLines(StringTable.Localize("$SWWM_TITLESUB"..which),int.max); } lastlang2 = language; alf = clamp(((titletimer+e.FracTic)/GameTicRate)-27,0.,1.); double xx; - double yy = (Screen.GetHeight()+(scl*360+(1.-alf)*80*tscl2))/2; + double yy = int(Screen.GetHeight()+(scl*360+(1.-alf)*80*tscl2))/2; for ( int i=0; i= 23.) && (((titletimer+e.FracTic)/GameTicRate) < 25.6) ) { @@ -397,8 +434,16 @@ Class LogoFader : Actor } override void Tick() { - double alf1 = clamp(((double(hnd.titletimer)/GameTicRate)-26.5)*.5,0.,1.); - double alf2 = (hnd.titletimer>28*GameTicRate)?clamp((double((hnd.titletimer-GameTicRate*3)%(GameTicRate*5))/GameTicRate),0.,1.):0.; + // old gzdoom fallback + // won't look as nice, but it's better than nothing + if ( hnd.playtimer == -65536 ) + { + double alf = clamp(double((gametic-GameTicRate*3)%(GameTicRate*5))/GameTicRate,0.,1.); + base.SetShade(Color(255,int(255*alf),0)); + return; + } + double alf1 = clamp(((double(hnd.playtimer)/GameTicRate)-26.5)*.5,0.,1.); + double alf2 = (hnd.playtimer>28*GameTicRate)?clamp((double((hnd.playtimer-GameTicRate*3)%(GameTicRate*5))/GameTicRate),0.,1.):0.; base.SetShade(Color(int(255*alf1),int(255*alf2),0)); } } diff --git a/zscript/swwm_common.zsc b/zscript/swwm_common.zsc index 9e3a9543e..a2282c015 100644 --- a/zscript/swwm_common.zsc +++ b/zscript/swwm_common.zsc @@ -17,7 +17,8 @@ enum ESWWMGZChannels CHAN_AMBEXTRA = 63211, // player ambience when submerged CHAN_DEMOVOICEAUX = 63212, // extra channel to make oneliner voices louder CHAN_DEMOVOICEAUX2 = 63213, // how many more channels do I need??? - CHAN_DEMOVOICEAUX3 = 63214 // oh god, the loudening + CHAN_DEMOVOICEAUX3 = 63214, // oh god, the loudening + CHAN_FUELREGEN = 63215 // sound of fuel regenerating }; const FallbackTag = "AWESOME IT'S PENIS"; // used on tag processing, please don't mind the actual string used) @@ -33,3 +34,233 @@ Class SWWMNothing : Actor Stop; } } + +Class SWWMDamageAccumulator : Inventory +{ + Actor inflictor, source; + Array amounts; + int total; + Name type; + bool dontgib; + int flags; + + override void DoEffect() + { + Super.DoEffect(); + // so many damn safeguards in this + if ( !Owner || (Owner.Health <= 0) ) + { + Destroy(); + return; + } + int gibhealth = Owner.GetGibHealth(); + // お前はもう死んでいる + if ( (Owner.health-total <= gibhealth) && !dontgib ) + { + // safeguard for inflictors that have somehow ceased to exist, which apparently STILL CAN HAPPEN + if ( inflictor ) inflictor.bEXTREMEDEATH = true; + else type = 'Extreme'; + } + // make sure accumulation isn't reentrant + if ( inflictor && (inflictor is 'EvisceratorChunk') ) inflictor.bAMBUSH = true; + // 何? + for ( int i=0; i85899345)?int.max:(match.total*25); + return match.total; + } + return 0; + } + + default + { + +INVENTORY.UNTOSSABLE; + +INVENTORY.UNDROPPABLE; + +INVENTORY.UNCLEARABLE; + } +} + +// Track last damage source to blame fall damage on +Class SWWMWhoPushedMe : Inventory +{ + Actor instigator; + + static void SetInstigator( Actor b, Actor whomst ) + { + if ( !b || !whomst ) return; + SWWMWhoPushedMe ffd = SWWMWhoPushedMe(b.FindInventory("SWWMWhoPushedMe")); + if ( ffd ) + { + ffd.instigator = whomst; + return; + } + ffd = SWWMWhoPushedMe(Spawn("SWWMWhoPushedMe")); + ffd.AttachToOwner(b); + ffd.instigator = whomst; + } + + static Actor RecallInstigator( Actor b ) + { + if ( !b ) return null; + SWWMWhoPushedMe ffd = SWWMWhoPushedMe(b.FindInventory("SWWMWhoPushedMe")); + if ( ffd ) + { + Actor whomst = ffd.instigator; + ffd.Destroy(); + return whomst; + } + return null; + } + + default + { + +INVENTORY.UNTOSSABLE; + +INVENTORY.UNDROPPABLE; + +INVENTORY.UNCLEARABLE; + } +} + +Class SWWMFlyTracker : Inventory +{ + Actor instigator; + Vector3 startpos, curpos; + double maxdist; + int gracepd; + + static void Track( Actor b, Actor whomst ) + { + if ( !b || !whomst ) return; + SWWMFlyTracker ffd = SWWMFlyTracker(b.FindInventory("SWWMFlyTracker")); + if ( ffd ) + { + ffd.instigator = whomst; + return; + } + ffd = SWWMFlyTracker(Spawn("SWWMFlyTracker")); + ffd.AttachToOwner(b); + ffd.instigator = whomst; + ffd.curpos = ffd.startpos = b.pos; + ffd.maxdist = 0; + } + + override void DoEffect() + { + maxdist = max(maxdist,level.Vec3Diff(startpos,curpos).length()); + if ( !Owner || Owner.bFLOAT || Owner.bNOGRAVITY || (Owner.waterlevel > 1) || (Owner.pos.z <= Owner.floorz) || !Owner.TestMobjZ(false) ) + { + gracepd++; + if ( gracepd < 10 ) return; + if ( instigator ) SWWMUtility.AchievementProgress("flight",int(maxdist),instigator.player); + Destroy(); + return; + } + gracepd = 0; + curpos = Owner.pos; + } + + default + { + +INVENTORY.UNTOSSABLE; + +INVENTORY.UNDROPPABLE; + +INVENTORY.UNCLEARABLE; + } +} + +// fractic-compatible interpolators, with double value +Class SmoothLinearValueInterpolator +{ + private double val, oldval, diff; + + static SmoothLinearValueInterpolator Create( double val, double diff ) + { + let v = new("SmoothLinearValueInterpolator"); + v.oldval = v.val = val; + v.diff = diff; + return v; + } + void Reset( double newval ) + { + oldval = val = newval; + } + void Update( double newval ) + { + oldval = val; + if ( abs(newval-val) < diff ) val = newval; + else if ( val > newval ) val = max(newval,val-diff); + else val = min(newval,val+diff); + } + double GetValue( double fractic = 1. ) + { + return SWWMUtility.Lerp(oldval,val,fractic); + } +} +Class SmoothDynamicValueInterpolator +{ + private double val, oldval, factor, mindiff, maxdiff; + + static SmoothDynamicValueInterpolator Create( double val, double factor, double mindiff, double maxdiff ) + { + let v = new("SmoothDynamicValueInterpolator"); + v.oldval = v.val = val; + v.factor = factor; + v.mindiff = mindiff; + v.maxdiff = maxdiff; + return v; + } + void Reset( double newval ) + { + oldval = val = newval; + } + void Update( double newval ) + { + oldval = val; + if ( abs(newval-val) < mindiff ) val = newval; + else + { + double diff = min(abs(newval-val)*factor,maxdiff); + if ( val > newval ) val = max(newval,val-diff); + else val = min(newval,val+diff); + } + } + double GetValue( double fractic = 1. ) + { + return SWWMUtility.Lerp(oldval,val,fractic); + } +} diff --git a/zscript/swwm_common_fx.zsc b/zscript/swwm_common_fx.zsc index 156c750a6..1c82ba68b 100644 --- a/zscript/swwm_common_fx.zsc +++ b/zscript/swwm_common_fx.zsc @@ -792,6 +792,17 @@ Class SWWMItemFog : Actor +FORCEXYBILLBOARD; FloatBobPhase 0; } + override void Tick() + { + if ( isFrozen() ) return; + if ( !CheckNoDelay() || (tics == -1) ) return; + if ( tics > 0 ) tics--; + while ( !tics ) + { + if ( !SetState(CurState.NextState) ) + return; + } + } States { Spawn: @@ -856,6 +867,7 @@ Class SWWMTeleportSparkle : Actor A_FadeOut(specialf2); if ( vel != (0,0,0) ) { + prev = pos; SetOrigin(level.Vec3Offset(pos,vel),true); vel *= .98; } @@ -967,6 +979,17 @@ Class SWWMTeleportFog : Actor Spawn("TeleLight",pos); if ( swwm_simplefog ) SetStateLabel("Simple"); } + override void Tick() + { + if ( isFrozen() ) return; + if ( !CheckNoDelay() || (tics == -1) ) return; + if ( tics > 0 ) tics--; + while ( !tics ) + { + if ( !SetState(CurState.NextState) ) + return; + } + } States { Spawn: @@ -1065,7 +1088,11 @@ Class SWWMPickupFlash : Actor } else if ( bINVISIBLE ) bINVISIBLE = false; // try to reduce calls to SetOrigin as much as possible, for performance - if ( target.pos != invoker.lastitempos ) SetOrigin(target.Vec3Offset(0,0,16),true); + if ( target.pos != invoker.lastitempos ) + { + prev = pos; + SetOrigin(target.Vec3Offset(0,0,16),true); + } invoker.lastitempos = target.pos; if ( target.bFLOATBOB && !bFLOATBOB ) { @@ -1077,6 +1104,17 @@ Class SWWMPickupFlash : Actor A_SetScale(FRandom[ClientSparkles](.9,1.1)*(max(target.radius,target.height)/16.)); alpha = FRandom[ClientSparkles](.9,1.)*clamp((max(0,Distance3DSquared(players[consoleplayer].Camera)-40000.)/160000000.)**.25,0.,1.); } + override void Tick() + { + if ( isFrozen() ) return; + if ( !CheckNoDelay() || (tics == -1) ) return; + if ( tics > 0 ) tics--; + while ( !tics ) + { + if ( !SetState(CurState.NextState) ) + return; + } + } States { Spawn: @@ -1264,6 +1302,18 @@ Class SWWMPuff : Actor return Super.GetObituary(victim,inflictor,mod,playerattack); } + override void Tick() + { + if ( isFrozen() ) return; + if ( !CheckNoDelay() || (tics == -1) ) return; + if ( tics > 0 ) tics--; + while ( !tics ) + { + if ( !SetState(CurState.NextState) ) + return; + } + } + default { Radius .1; @@ -1395,6 +1445,17 @@ Class SWWMBaseSplash : Actor +NOTELEPORT; FloatBobPhase 0; } + override void Tick() + { + if ( isFrozen() ) return; + if ( !CheckNoDelay() || (tics == -1) ) return; + if ( tics > 0 ) tics--; + while ( !tics ) + { + if ( !SetState(CurState.NextState) ) + return; + } + } States { Spawn: diff --git a/zscript/swwm_gesture.zsc b/zscript/swwm_gesture.zsc index 8682e6bdd..ed6966035 100644 --- a/zscript/swwm_gesture.zsc +++ b/zscript/swwm_gesture.zsc @@ -45,9 +45,34 @@ Class SWWMGesture : SWWMWeapon { return false; } + override void HUDTick() + { + if ( !Owner ) return; + [cpos, ccol] = TraceForCrosshair(); + // avoid jumpy switching + if ( formerweapon is 'SWWMWeapon' ) + { + SWWMWeapon(formerweapon).lagvpos = lagvpos; + SWWMWeapon(formerweapon).prevframe = prevframe; + } + } + override void RenderUnderlay( RenderEvent e ) + { + Super.RenderUnderlay(e); + // avoid jumpy switching + if ( formerweapon is 'SWWMWeapon' ) + { + SWWMWeapon(formerweapon).lagvpos = lagvpos; + SWWMWeapon(formerweapon).prevframe = prevframe; + } + } override void DoEffect() { Super.DoEffect(); + // if we're supposed to headpat but we're NOT the pending/ready weapon, something's very wrong here + // try to fix that by force + if ( pats && Owner && Owner.player && (Owner.player.ReadyWeapon != self) && (Owner.player.PendingWeapon != self) ) + SetGesture(Owner.player.mo,GS_Headpat,true); if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return; let psp = Owner.player.FindPSprite(PSP_WEAPON); @@ -75,11 +100,11 @@ Class SWWMGesture : SWWMWeapon } } - static SWWMGesture SetGesture( PlayerPawn mo, int which ) + static SWWMGesture SetGesture( PlayerPawn mo, int which, bool force = false ) { if ( !mo || !(mo is 'Demolitionist') ) return null; // only Demo if ( mo.Health <= 0 ) return null; // dead - if ( mo.player.cheats&CF_TOTALLYFROZEN ) return null; // frozen today + if ( !force && (mo.player.cheats&CF_TOTALLYFROZEN) ) return null; // frozen today (unless forced) SWWMGesture w = SWWMGesture(mo.FindInventory("SWWMGesture")); if ( w && ((mo.player.PendingWeapon is 'SWWMGesture') || (mo.player.ReadyWeapon is 'SWWMGesture') || (mo.player.PendingWeapon is 'SWWMItemGesture') || (mo.player.ReadyWeapon is 'SWWMItemGesture')) ) @@ -108,11 +133,11 @@ Class SWWMGesture : SWWMWeapon } // "special" gestures are run by switching to another "weapon" - static SWWMGesture SetSpecialGesture( PlayerPawn mo, Class a ) + static SWWMGesture SetSpecialGesture( PlayerPawn mo, Class a, bool forced = false ) { if ( !mo || !(mo is 'Demolitionist') ) return null; // only Demo if ( mo.Health <= 0 ) return null; // dead - if ( mo.player.cheats&CF_TOTALLYFROZEN ) return null; // frozen today + if ( !forced && (mo.player.cheats&CF_TOTALLYFROZEN) ) return null; // frozen today (unless forced) if ( !a ) return null; SWWMGesture w = SWWMGesture(mo.FindInventory("SWWMGesture")); if ( w && ((mo.player.PendingWeapon is 'SWWMGesture') || (mo.player.ReadyWeapon is 'SWWMGesture') @@ -218,6 +243,7 @@ Class SWWMGesture : SWWMWeapon Demolitionist(player.mo).scriptedinvul = false; let pt = invoker.pats; if ( !pt ) return; + invoker.pats = null; pt.patting = false; let t = pt.target; if ( t ) @@ -646,6 +672,17 @@ Class SWWMItemGesture : SWWMWeapon abstract { return false; } + override void HUDTick() + { + if ( !Owner ) return; + [cpos, ccol] = TraceForCrosshair(); + // avoid jumpy switching + if ( gest && (gest.formerweapon is 'SWWMWeapon') ) + { + SWWMWeapon(gest.formerweapon).lagvpos = lagvpos; + SWWMWeapon(gest.formerweapon).prevframe = prevframe; + } + } override void DoEffect() { Super.DoEffect(); diff --git a/zscript/swwm_gesture_fx.zsc b/zscript/swwm_gesture_fx.zsc index afade1936..02c4a1f8c 100644 --- a/zscript/swwm_gesture_fx.zsc +++ b/zscript/swwm_gesture_fx.zsc @@ -462,7 +462,7 @@ Class LoveHeart : Actor A_AttachLight('LOVELIGHT',DynamicLight.PointLight,0,0,0); //A_RemoveLight('LOVELIGHT'); CheckSplash(40); - A_QuakeEx(2,2,2,8,0,300,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(2,2,2,8,0,300,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_SprayDecal("HeartyGlow",64); A_StartSound("bestsound",CHAN_VOICE); Spawn("LoveHeartBurstLight",pos); diff --git a/zscript/swwm_handler.zsc b/zscript/swwm_handler.zsc index e958f0658..ee06f0c68 100644 --- a/zscript/swwm_handler.zsc +++ b/zscript/swwm_handler.zsc @@ -14,15 +14,12 @@ Class SWWMHandler : EventHandler transient ui String sswstr; transient ui BrokenLines sswl; - // optimization - OnFire fires; - int fires_cnt; - // stuff to reduce worldthingspawned overhead int bossmap; int iwantdie; int indoomvacation; int inultdoom2; + bool funtagsv; // for checkreplacement bool hasdrlamonsters; @@ -35,7 +32,6 @@ Class SWWMHandler : EventHandler double prof_ms[8], prof_avg[8]; int prof_calls[8]; double curms; - //double curns; // will require NSTime() enum EProfileTimer { @@ -51,13 +47,11 @@ Class SWWMHandler : EventHandler private void ProfileTick() { - curms = MSTime(); - //curns = NSTime(); + curms = MSTimeF(); } private void ProfileTock( int idx ) { - double diff = (MSTime()-curms); - //double diff = (NSTime()-curns)/1000000.; + double diff = (MSTimeF()-curms); prof_ms[idx] += diff; prof_avg[idx] = (prof_calls[idx]>0)?(prof_avg[idx]+diff)/2.:diff; prof_calls[idx]++; @@ -66,7 +60,7 @@ Class SWWMHandler : EventHandler override void OnRegister() { // oneliner RNG must be relative to consoleplayer - SetRandomSeed[DemoLines](Random[DemoLines]()+consoleplayer+MSTime()); + SetRandomSeed[DemoLines](Random[DemoLines]()+consoleplayer+int(MSTimeF())); // "uninitialize" some vars iwantdie = -1; bossmap = -1; @@ -97,6 +91,9 @@ Class SWWMHandler : EventHandler bludtypes.Push(list[i]); } } + // check if fun tag services actually exist (can reduce overhead severely on map load if they don't, due to combat tracker tag lookups) + if ( ServiceIterator.Find("FunTagService").Next() ) + funtagsv = true; // start profiling if ( swwm_profstart <= 0 ) return; bprofiletics = profiletics = swwm_profstart; @@ -170,11 +167,11 @@ Class SWWMHandler : EventHandler Console.Printf("Done!"); String str = String.Format( "SWWMHandler profiling info for %d tic%s:\n" - " event name | calls | total ms | avg ms\n" - "---------------------|-------|-----------|-----------\n", + " event name | calls | total ms | avg ms\n" + "---------------------|--------|-------------|-------------\n", bprofiletics,(bprofiletics>1)?"s":""); for ( int i=0; i<8; i++ ) - str.AppendFormat(" %s | %5d | %9.6f | %9.6f\n",prof_name[i],prof_calls[i],prof_ms[i],prof_avg[i]); + str.AppendFormat(" %s | %6d | %11.6f | %11.6f\n",prof_name[i],prof_calls[i],prof_ms[i],prof_avg[i]); Console.Printf(str); } diff --git a/zscript/swwm_monsters.zsc b/zscript/swwm_monsters.zsc index f060e3281..308a6f819 100644 --- a/zscript/swwm_monsters.zsc +++ b/zscript/swwm_monsters.zsc @@ -100,7 +100,7 @@ Class SWWMBossBrainExpl : Actor { void A_Ignite() { - A_QuakeEx(3,3,3,20,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollintensity:2.); + A_QuakeEx(3,3,3,20,0,400,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollintensity:2.); A_StartSound("explodium/hit",CHAN_VOICE,CHANF_DEFAULT,.4,.5); Scale *= FRandom[ExploS](0.8,1.1); Scale.x *= RandomPick[ExploS](-1,1); @@ -206,6 +206,7 @@ Class SWWMBossBrainPain : Actor Default { RenderStyle "Add"; + Scale .8; Radius .1; Height 0.; } @@ -285,8 +286,9 @@ Class SWWMBossBrain : BossBrain Default { Tag "$FN_BOSSBRAIN"; - Radius 20; - Height 40; + Scale .8; + Radius 16; + Height 32; +NOBLOOD; } States @@ -298,7 +300,7 @@ Class SWWMBossBrain : BossBrain MBRN A 10 { A_StartSound("brain/pain",CHAN_VOICE,attenuation:ATTN_NONE); - A_QuakeEx(3,3,3,15,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.3); + A_QuakeEx(3,3,3,15,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,falloff:65535,rollIntensity:.3); if ( !eyeless ) SpawnBrainExpl(false); Spawn("SWWMBossBrainPain",pos); } @@ -307,7 +309,7 @@ Class SWWMBossBrain : BossBrain MBRN A 120 { A_StartSound("brain/death",CHAN_VOICE,attenuation:ATTN_NONE); - A_QuakeEx(9,9,9,120,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + A_QuakeEx(9,9,9,120,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,falloff:65535,rollIntensity:1.); if ( !eyeless ) { SpawnBrainExpl(true); diff --git a/zscript/swwm_player.zsc b/zscript/swwm_player.zsc index c903d2840..8b609d99d 100644 --- a/zscript/swwm_player.zsc +++ b/zscript/swwm_player.zsc @@ -6,6 +6,7 @@ Class Demolitionist : PlayerPawn Vector3 dashdir; double dashfuel, dashboost; int dashcooldown, boostcooldown, fuelcooldown; + int dashlockst; bool fullfuel; bool sendtoground; bool key_reentrant; @@ -471,6 +472,9 @@ Class Demolitionist : PlayerPawn } oldsinglefirst = swwm_singlefirst; // super already sets up the slots, so save the cvar value now mystats = SWWMStats.Find(player); + // sanity checks + if ( !EventHandler.Find("SWWMHandler") || !StaticEventHandler.Find("SWWMStaticHandler") ) + ThrowAbortException("Panic! SWWM event handlers not detected!"); } void A_Dash() { @@ -487,6 +491,7 @@ Class Demolitionist : PlayerPawn mystats.fuelusage += fueluse; if ( !swwm_superfuel ) dashfuel = max(0.,dashfuel-dashboost); dashcooldown = min(40,max(10,int(dashcooldown*1.4))); + dashlockst = clamp(dashcooldown/3,2,10); fuelcooldown = max(30,fuelcooldown); if ( (dashfuel <= 0.) && fullfuel ) SWWMUtility.AchievementProgressInc("brake",1,player); @@ -495,13 +500,14 @@ Class Demolitionist : PlayerPawn } void A_BoostUp( bool initial = false ) { - vel += (0,0,1)*dashboost*clamp(dashfuel/10.,0,1.); + vel.z += .25*dashboost*clamp(dashfuel/20.,0,1.); player.vel *= 0.; if ( dashboost < .2 ) dashboost = 0.; else { if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:800); - dashboost *= (player.cmd.buttons&BT_JUMP)?.95:.4; + if ( player.cmd.buttons&BT_JUMP ) dashboost = min(5.,dashboost*1.01); + else dashboost *= .4; last_boost = level.maptime+1; } double fueluse = (dashfuel-max(0.,dashfuel-dashboost))/60.; @@ -744,7 +750,7 @@ Class Demolitionist : PlayerPawn Sector headregion = null; if ( CurSector.moreflags&Sector.SECMF_UNDERWATER ) // check underwater sector headregion = CurSector; - else if ( CurSector.heightsec && (Cursector.heightsec.moreflags&Sector.SECMF_UNDERWATER) ) // check height transfer + else if ( CurSector.heightsec && (Cursector.heightsec.moreflags&Sector.SECMF_UNDERWATERMASK) ) // check height transfer { let hsec = CurSector.heightsec; double fh = hsec.floorplane.ZAtPoint(pos.xy); @@ -761,7 +767,7 @@ Class Demolitionist : PlayerPawn for ( int i=0; i centerpos.z) ) continue; @@ -860,10 +866,10 @@ Class Demolitionist : PlayerPawn player.WeaponState |= WF_WEAPONBOBBING; // always bob Vector2 cur = Super.BobWeapon(ticfrac); if ( !oldbob ) player.WeaponState &= ~WF_WEAPONBOBBING; - double fangle = oldangle*(1.-ticfrac)+angle*ticfrac; - double fpitch = (oldpitch*(1.-ticfrac)+pitch*ticfrac); - double flagangle = (oldlagangle*(1.-ticfrac)+lagangle*ticfrac); - double flagpitch = (oldlagpitch*(1.-ticfrac)+lagpitch*ticfrac); + double fangle = SWWMUtility.Lerp(oldangle,angle,ticfrac); + double fpitch = SWWMUtility.Lerp(oldpitch,pitch,ticfrac); + double flagangle = SWWMUtility.Lerp(oldlagangle,lagangle,ticfrac); + double flagpitch = SWWMUtility.Lerp(oldlagpitch,lagpitch,ticfrac); double diffang = fangle-flagangle; double diffpitch = fpitch-flagpitch; if ( abs(diffang) > 1. ) @@ -876,7 +882,7 @@ Class Demolitionist : PlayerPawn int sgn = (diffpitch>0)?1:-1; diffpitch = abs(diffpitch)**.7*sgn; } - Vector3 flagvel = oldlagvel*(1.-ticfrac)+lagvel*ticfrac; + Vector3 flagvel = SWWMUtility.LerpVector3(oldlagvel,lagvel,ticfrac); double diffx = flagvel dot (cos(flagangle+90),sin(flagangle+90),0); double diffy = flagvel dot (0,0,1); if ( abs(diffx) > 1. ) @@ -890,14 +896,14 @@ Class Demolitionist : PlayerPawn diffy = abs(diffy)**.5*sgn; } // don't do inertial sway when in 6dof mode, causes issues - if ( !swwm_fly6dof || !((waterlevel < 2) && bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2)) ) + if ( !swwm_fly6dof || !(bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2)) ) { cur.x += diffang; cur.y -= diffpitch; cur.x += diffx*4.; cur.y += diffy*4.; } - return cur*(oldlagready*(1.-ticfrac)+lagready*ticfrac); + return cur*SWWMUtility.Lerp(oldlagready,lagready,ticfrac); } override void PlayerThink() { @@ -923,8 +929,11 @@ Class Demolitionist : PlayerPawn } else if ( (failcounter > 2) && Random[DemoLines](0,1) && (gametic > failcooldown) && (swwm_mutevoice < 4) ) { + int loudlv = swwm_voiceamp; A_StartSound(String.Format("voice/%s/usegrunt",myvoice.GetString()),CHAN_DEMOVOICE,CHANF_OVERLAP); - A_StartSound(String.Format("voice/%s/usegrunt",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 1 ) A_StartSound(String.Format("voice/%s/usegrunt",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 2 ) A_StartSound(String.Format("voice/%s/usegrunt",myvoice.GetString()),CHAN_DEMOVOICEAUX2,CHANF_OVERLAP); + if ( loudlv > 3 ) A_StartSound(String.Format("voice/%s/usegrunt",myvoice.GetString()),CHAN_DEMOVOICEAUX3,CHANF_OVERLAP); failcooldown = int(S_GetLength(String.Format("voice/%s/usegrunt",myvoice.GetString()))*GameTicRate); failcounter = max(2,failcounter-1); } @@ -1067,33 +1076,48 @@ Class Demolitionist : PlayerPawn else lagready = lagready*.4; lagvel = lagvel*.8+vel*.2; double traveldist = level.Vec3Diff(oldpos,pos).length(); - if ( waterlevel < 2 ) + if ( !player.onground || bNoGravity ) { - if ( !player.onground || bNoGravity ) + if ( waterlevel > 1 ) + { + cairtime = 0; + mystats.swimdist += traveldist; + } + else { cairtime++; if ( cairtime > mystats.airtime ) mystats.airtime = cairtime; mystats.airdist += traveldist; - if ( (vel.z < -fallingscreamminspeed) && (vel.z > -fallingscreammaxspeed) && (player == players[consoleplayer]) ) - SWWMHandler.AddOneliner("falling",2,30); } - else + if ( (vel.z < -fallingscreamminspeed) && (vel.z > -fallingscreammaxspeed) && (player == players[consoleplayer]) ) + SWWMHandler.AddOneliner("falling",2,30); + } + else + { + SWWMHandler.CancelOneliner("falling"); + airscreamtime = 0; + cairtime = 0; + mystats.grounddist += traveldist; + SWWMUtility.AchievementProgressIncDouble("travel",traveldist/32000.,player); + } + // spawn bubbles while underwater + if ( (waterlevel > 1) && !Random[ExploS](0,5) ) + { + int numpt = Random[ExploS](-2,2); + for ( int i=0; i mystats.topspeed ) mystats.topspeed = vel.length(); if ( vel.length() > ((3600*GameTicRate)/32000.) ) SWWMUtility.AchievementProgress("sanic",int((vel.length()*3600*GameTicRate)/32000.),player); if ( !myvoice ) myvoice = CVar.GetCVar('swwm_voicetype',player); - if ( player.onground && !bNoGravity && !lastground && (waterlevel < 2) ) + if ( player.onground && !bNoGravity && !lastground ) { // bump down weapon bumpvelz.Push(-lastvelz); @@ -1134,7 +1158,13 @@ Class Demolitionist : PlayerPawn if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:200); } if ( (lastvelz < -gruntspeed) && (swwm_mutevoice < 4) && (health > 0) ) + { + int loudlv = swwm_voiceamp; A_StartSound(String.Format("voice/%s/grunt",myvoice.GetString()),CHAN_DEMOVOICE,CHANF_OVERLAP); + if ( loudlv > 1 ) A_StartSound(String.Format("voice/%s/grunt",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 2 ) A_StartSound(String.Format("voice/%s/grunt",myvoice.GetString()),CHAN_DEMOVOICEAUX2,CHANF_OVERLAP); + if ( loudlv > 3 ) A_StartSound(String.Format("voice/%s/grunt",myvoice.GetString()),CHAN_DEMOVOICEAUX3,CHANF_OVERLAP); + } if ( lastvelz < -1 ) A_Footstep(0,1,clamp(-lastvelz*0.05,0.0,1.0),true); // bounce off slopes @@ -1231,19 +1261,40 @@ Class Demolitionist : PlayerPawn prevvelz = vel.z; bool isdashing = InStateSequence(CurState,FindState("Dash")); bool isboosting = InStateSequence(CurState,FindState("Boost")); - bNOFRICTION = (((waterlevel<2)&&(bFly&&!bFlyCheat&&!(player.cheats&CF_NOCLIP2)))||isdashing); + bNOFRICTION = ((bFly&&!bFlyCheat&&!(player.cheats&CF_NOCLIP2))||isdashing); + if ( fuelcooldown == 1 ) A_StartSound("demolitionist/fuelregen",CHAN_FUELREGEN,CHANF_LOOP,.35,4.,.5); + else if ( fuelcooldown > 1 ) A_StopSound(CHAN_FUELREGEN); fuelcooldown = max(0,fuelcooldown-1); - dashcooldown = max(0,dashcooldown-1); - boostcooldown = max(0,boostcooldown-1); - if ( fuelcooldown <= 0 ) + if ( dashlockst > 0 ) { + dashlockst--; + if ( dashlockst == 0 ) A_StartSound("demolitionist/dashregen",CHAN_BODY,CHANF_OVERLAP,.5,4.); + } + else dashcooldown = max(0,dashcooldown-1); + boostcooldown = max(0,boostcooldown-1); + if ( (fuelcooldown <= 0) && (dashfuel < default.dashfuel) ) + { + A_SoundPitch(CHAN_FUELREGEN,.5+1.5*((dashfuel/default.dashfuel)**2.)); double oldfuel = dashfuel; dashfuel = min(default.dashfuel,dashfuel+clamp(dashfuel*.025,.1,3.)); // stops if ( (oldfuel < (default.dashfuel/24)) && (dashfuel >= default.dashfuel/24) ) + { + dashfuel = default.dashfuel/24; fuelcooldown = 20; + A_StartSound("demolitionist/fuelrgstp",CHAN_BODY,CHANF_OVERLAP,.6,4.,.6); + } else if ( (oldfuel < (default.dashfuel/12)) && (dashfuel >= default.dashfuel/12) ) + { + dashfuel = default.dashfuel/12; fuelcooldown = 10; + A_StartSound("demolitionist/fuelrgstp",CHAN_BODY,CHANF_OVERLAP,.6,4.,.7); + } + if ( (oldfuel < dashfuel) && (dashfuel == default.dashfuel) ) + { + A_StopSound(CHAN_FUELREGEN); + A_StartSound("demolitionist/fuelrgend",CHAN_BODY,CHANF_OVERLAP,.6,4.); + } } if ( ((dashboost <= 0) || !(isdashing || (isboosting && player.cmd.buttons&BT_JUMP))) && IsActorPlayingSound(CHAN_JETPACK,"demolitionist/jet") ) A_StartSound("demolitionist/jetstop",CHAN_JETPACK); @@ -1305,7 +1356,7 @@ Class Demolitionist : PlayerPawn } if ( !CheckSight(a,SF_IGNOREVISIBILITY|SF_IGNOREWATERBOUNDARY) ) continue; // large monsters will stop the player (unless hit from above if we're going at ground pound speed) - A_QuakeEx(4,4,4,10,0,128,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(4,4,4,10,0,128,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_AlertMonsters(swwm_uncapalert?0:800); A_StartSound("demolitionist/bump",CHAN_DAMAGE,CHANF_OVERLAP); a.A_StartSound("demolitionist/bump",CHAN_DAMAGE,CHANF_OVERLAP); @@ -1316,7 +1367,7 @@ Class Demolitionist : PlayerPawn if ( bumped ) continue; bumped = true; SWWMUtility.AchievementProgressInc("bonk",1,player); - A_QuakeEx(8,8,8,16,0,128,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(8,8,8,16,0,128,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); vel *= .2; vel -= dir*(10+(spd*30/mass)); vel -= dirto*(10+(spd*50/mass)); @@ -1354,7 +1405,7 @@ Class Demolitionist : PlayerPawn A_StartSound("demolitionist/buttslam",CHAN_DAMAGE,CHANF_OVERLAP,1.,.4); if ( swwm_buttsfx ) A_StartSound("demolitionist/buttslamx",CHAN_DAMAGE,CHAN_OVERLAP,1.,.2); Spawn("SWWMItemFog",level.Vec3Offset(pos,diff/2)); - A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:1.); + A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.); mystats.buttslams++; lastbump *= .8; } @@ -1419,7 +1470,7 @@ Class Demolitionist : PlayerPawn A_StartSound("demolitionist/buttslam",CHAN_DAMAGE,CHANF_OVERLAP,1.,.4); if ( swwm_buttsfx ) A_StartSound("demolitionist/buttslamx",CHAN_DAMAGE,CHAN_OVERLAP,1.,.2); Spawn("SWWMItemFog",Vec3Offset(0,0,Height)); - A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:1.); + A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.); mystats.buttslams++; lastbump *= .8; } @@ -1433,7 +1484,7 @@ Class Demolitionist : PlayerPawn A_StartSound("demolitionist/bump",CHAN_DAMAGE,CHANF_OVERLAP); bumptic = gametic+int(20+spd/4.); lastbump *= .8; - A_QuakeEx(8,8,8,16,0,128,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(8,8,8,16,0,128,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_AlertMonsters(swwm_uncapalert?0:800); vel *= .2; vel -= dir*(10+(spd*30/mass)); @@ -1517,7 +1568,7 @@ Class Demolitionist : PlayerPawn A_StartSound("demolitionist/buttslam",CHAN_DAMAGE,CHANF_OVERLAP,1.,.4); if ( swwm_buttsfx ) A_StartSound("demolitionist/buttslamx",CHAN_DAMAGE,CHAN_OVERLAP,1.,.2); Spawn("SWWMItemFog",Vec3Offset(dir.x*radius,dir.y*radius,(tempme.Results.Tier==TIER_UPPER)?Height:(tempme.Results.Tier==TIER_LOWER)?0:(Height/2))); - A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:1.); + A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.); mystats.buttslams++; lastbump *= .8; } @@ -1530,7 +1581,7 @@ Class Demolitionist : PlayerPawn A_StartSound("demolitionist/bump",CHAN_DAMAGE,CHANF_OVERLAP); bumptic = gametic+int(25+spd/4.); lastbump *= .8; - A_QuakeEx(8,8,8,16,0,128,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(8,8,8,16,0,128,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_AlertMonsters(swwm_uncapalert?0:800); vel *= .2; vel -= dir*(10+(spd*30/mass)); @@ -1756,7 +1807,7 @@ Class Demolitionist : PlayerPawn } override void CheckPitch() { - if ( (waterlevel < 2) && bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) + if ( bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) return; // handled in moveplayer Super.CheckPitch(); } @@ -1764,7 +1815,7 @@ Class Demolitionist : PlayerPawn { if ( InStateSequence(CurState,FindState("Dash")) ) player.cmd.upmove = 0; - if ( (waterlevel < 2) && bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) + if ( bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) { double fs = TweakSpeed(); Vector3 x, y, z; @@ -1801,7 +1852,7 @@ Class Demolitionist : PlayerPawn } bool isdashing = InStateSequence(CurState,FindState("Dash")); if ( isdashing ) player.cmd.forwardmove = player.cmd.sidemove = 0; - if ( (waterlevel < 2) && bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) + if ( bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) { player.onground = false; if ( player.turnticks ) @@ -1874,7 +1925,7 @@ Class Demolitionist : PlayerPawn double friction, movefactor; [friction, movefactor] = GetFriction(); bobfactor = (friction 2) || (player.cheats&CF_NOCLIP2) ) dodge = X; + if ( !player.onground || bNOGRAVITY || (player.cheats&CF_NOCLIP2) ) dodge = X; else dodge.xy = RotateVector((1,0),angle); } - if ( player.onground && !bNOGRAVITY && (waterlevel < 2) && !(player.cheats&CF_NOCLIP2) ) + if ( player.onground && !bNOGRAVITY && !(player.cheats&CF_NOCLIP2) ) { dodge.z = max(0,dodge.z); if ( !level.IsJumpingAllowed() ) dodge.z = min(0,dodge.z); @@ -2095,8 +2146,7 @@ Class Demolitionist : PlayerPawn jumpactor = null; } if ( player.crouchoffset ) player.crouching = 1; - else if ( waterlevel >= 2 ) vel.z = 4*Speed; - else if ( (waterlevel < 2) && bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) return; + else if ( bFly && !bFlyCheat && !(player.cheats&CF_NOCLIP2) ) return; else if ( bNoGravity ) vel.z = 3; else if ( level.IsJumpingAllowed() && ((player.onground && (player.jumptics == 0)) @@ -2318,7 +2368,7 @@ Class Demolitionist : PlayerPawn return; } if ( player.health <= 0 ) return; - if ( !bNoGravity && player.onground && (waterlevel < 3) ) + if ( !bNoGravity && player.onground ) { // Ground if ( player.crouchdir == -1 ) @@ -2366,7 +2416,7 @@ Class Demolitionist : PlayerPawn SetStateLabel("SwimEnd"); } } - else if ( !bNoGravity && (waterlevel < 1) ) + else if ( !bNoGravity ) { // Falling if ( player.crouchdir == -1 ) @@ -2470,7 +2520,7 @@ Class Demolitionist : PlayerPawn return; } if ( player.health <= 0 ) return; - if ( !bNoGravity && player.onground && (waterlevel < 3) ) + if ( !bNoGravity && player.onground ) { // Ground if ( player.crouchdir == -1 ) @@ -2535,7 +2585,7 @@ Class Demolitionist : PlayerPawn } } } - else if ( !bNoGravity && (waterlevel < 1) ) + else if ( !bNoGravity ) { // Falling PlayIdle(); @@ -2690,32 +2740,48 @@ Class Demolitionist : PlayerPawn if ( IsActorPlayingSound(CHAN_JETPACK,"demolitionist/jet") ) A_StartSound("demolitionist/jetstop",CHAN_JETPACK); if ( !myvoice ) myvoice = CVar.GetCVar('swwm_voicetype',player); + int loudlv = swwm_voiceamp; if ( lastdamage > 90 ) { if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:1200); - A_QuakeEx(3,3,3,9,0,8,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(3,3,3,9,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_StartSound("demolitionist/hipain",CHAN_VOICE); lastbump *= 1.04; if ( swwm_mutevoice < 4 ) + { A_StartSound(String.Format("voice/%s/hipain",myvoice.GetString()),CHAN_DEMOVOICE,CHANF_OVERLAP); + if ( loudlv > 1 ) A_StartSound(String.Format("voice/%s/hipain",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 2 ) A_StartSound(String.Format("voice/%s/hipain",myvoice.GetString()),CHAN_DEMOVOICEAUX2,CHANF_OVERLAP); + if ( loudlv > 3 ) A_StartSound(String.Format("voice/%s/hipain",myvoice.GetString()),CHAN_DEMOVOICEAUX3,CHANF_OVERLAP); + } } else if ( lastdamage > 30 ) { if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:600); - A_QuakeEx(2,2,2,6,0,8,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(2,2,2,6,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_StartSound("demolitionist/pain",CHAN_VOICE); lastbump *= 1.02; if ( swwm_mutevoice < 4 ) + { A_StartSound(String.Format("voice/%s/pain",myvoice.GetString()),CHAN_DEMOVOICE,CHANF_OVERLAP); + if ( loudlv > 1 ) A_StartSound(String.Format("voice/%s/pain",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 2 ) A_StartSound(String.Format("voice/%s/pain",myvoice.GetString()),CHAN_DEMOVOICEAUX2,CHANF_OVERLAP); + if ( loudlv > 3 ) A_StartSound(String.Format("voice/%s/pain",myvoice.GetString()),CHAN_DEMOVOICEAUX3,CHANF_OVERLAP); + } } else if ( lastdamage > 0 ) { if ( swwm_extraalert ) A_AlertMonsters(swwm_uncapalert?0:200); - A_QuakeEx(1,1,1,3,0,8,"",QF_RELATIVE|QF_SCALEDOWN); + A_QuakeEx(1,1,1,3,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D); A_StartSound("demolitionist/lopain",CHAN_VOICE); lastbump *= 1.01; if ( swwm_mutevoice < 4 ) + { A_StartSound(String.Format("voice/%s/lopain",myvoice.GetString()),CHAN_DEMOVOICE,CHANF_OVERLAP); + if ( loudlv > 1 ) A_StartSound(String.Format("voice/%s/lopain",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 2 ) A_StartSound(String.Format("voice/%s/lopain",myvoice.GetString()),CHAN_DEMOVOICEAUX2,CHANF_OVERLAP); + if ( loudlv > 3 ) A_StartSound(String.Format("voice/%s/lopain",myvoice.GetString()),CHAN_DEMOVOICEAUX3,CHANF_OVERLAP); + } } lastdamage = 0; } @@ -2728,6 +2794,7 @@ Class Demolitionist : PlayerPawn A_StopSound(CHAN_DEMOVOICEAUX2); A_StopSound(CHAN_DEMOVOICEAUX3); if ( !myvoice ) myvoice = CVar.GetCVar('swwm_voicetype',player); + int loudlv = swwm_voiceamp; Sound snd = "demolitionist/death"; if ( special1 < 10 ) snd = "demolitionist/wdeath"; @@ -2735,7 +2802,12 @@ Class Demolitionist : PlayerPawn snd = "demolitionist/xdeath"; A_StartSound(snd,CHAN_VOICE); if ( swwm_mutevoice < 4 ) + { A_StartSound(String.Format("voice/%s/death",myvoice.GetString()),CHAN_DEMOVOICE,CHANF_OVERLAP); + if ( loudlv > 1 ) A_StartSound(String.Format("voice/%s/death",myvoice.GetString()),CHAN_DEMOVOICEAUX,CHANF_OVERLAP); + if ( loudlv > 2 ) A_StartSound(String.Format("voice/%s/death",myvoice.GetString()),CHAN_DEMOVOICEAUX2,CHANF_OVERLAP); + if ( loudlv > 3 ) A_StartSound(String.Format("voice/%s/death",myvoice.GetString()),CHAN_DEMOVOICEAUX3,CHANF_OVERLAP); + } } override bool OnGiveSecret( bool printmsg, bool playsound ) { @@ -2747,11 +2819,16 @@ Class Demolitionist : PlayerPawn { if ( hnd ) hnd.allsecrets = true; score = 1000; - Console.Printf(StringTable.Localize("$SWWM_LASTSECRET"),player.GetUserName(),score); + if ( player == players[consoleplayer] ) Console.Printf(StringTable.Localize("$SWWM_LASTSECRET"),score); + else Console.Printf(StringTable.Localize("$SWWM_LASTSECRETREM"),player.GetUserName(),score); SWWMUtility.AchievementProgressInc("allsecrets",1,player); } - else Console.Printf(StringTable.Localize("$SWWM_FINDSECRET"),player.GetUserName(),score); - if ( CheckLocalView() ) SWWMHandler.AddOneliner("findsecret",2,40); + else if ( player == players[consoleplayer] ) + { + Console.Printf(StringTable.Localize("$SWWM_FINDSECRET"),score); + SWWMHandler.AddOneliner("findsecret",2,40); + } + else Console.Printf(StringTable.Localize("$SWWM_FINDSECRETREM"),player.GetUserName(),score); SWWMCredits.Give(player,score); SWWMScoreObj.Spawn(score,Vec3Offset(0,0,Height/2)); // somehow ongivesecret can be called BEFORE PostBeginPlay (what the fuck) @@ -2795,7 +2872,8 @@ Class Demolitionist : PlayerPawn { // score int score = 100; - Console.Printf(StringTable.Localize("$SWWM_FINDKEY"),player.GetUserName(),item.GetTag(),score); + if ( player == players[consoleplayer] ) Console.Printf(StringTable.Localize("$SWWM_FINDKEY"),item.GetTag(),score); + else Console.Printf(StringTable.Localize("$SWWM_FINDKEYREM"),player.GetUserName(),item.GetTag(),score); SWWMCredits.Give(player,score); SWWMScoreObj.Spawn(100,player.mo.Vec3Offset(0,0,Height/2)); SWWMHandler.AddOneliner("keyget",2); @@ -2956,11 +3034,8 @@ Class Demolitionist : PlayerPawn override void CheckCrouch( bool totallyfrozen ) { // crouch to swim/float down - if ( !totallyfrozen && (player.cmd.buttons&BT_CROUCH) ) - { - if ( waterlevel >= 2 ) vel.z = -4*Speed; - else if ( bNOGRAVITY ) vel.z = -3; - } + if ( !totallyfrozen && (player.cmd.buttons&BT_CROUCH) && bNOGRAVITY ) + vel.z = -3; bool wascrouching = !!(player.cmd.buttons&BT_CROUCH); if ( !AllowCrouch() ) player.cmd.buttons &= ~BT_CROUCH; if ( CanCrouch() && (player.health > 0) && level.IsCrouchingAllowed() ) @@ -3114,6 +3189,68 @@ Class Demolitionist : PlayerPawn if ( l && l.thelamp ) CompanionLamp(l.thelamp).justteleport = true; } + // let's customize our gravity + override void FallAndSink( double grav, double oldfloorz ) + { + if ( !player || (player.mo != self) || (player.cheats&CF_TOTALLYFROZEN) ) + { + Super.FallAndSink(grav,oldfloorz); + return; + } + // do nothing if standing on ground or "floating" + if ( player.onground || bNOGRAVITY ) return; + // ensure we don't pass terminal velocity just from falling + if ( vel.z < -50 ) return; + // we don't care about "the doom way" here, gravity is + // ALWAYS in effect when not standing on solid ground + if ( waterlevel > 1 ) + { + // sink faster + grav *= .35; + } + // reduce gravity while we're boosting + else if ( InStateSequence(CurState,FindState("Dash")) || InStateSequence(CurState,FindState("Boost")) ) + grav *= .25; + vel.z -= grav; + } + // the default PickWeapon code breaks when dual weapons are involved + // so we gotta roll out our own here + // + // I could rewrite PickNextWeapon and PickPrevWeapon as well, but nah + // those always call CheckAmmo so it's fine + private Weapon TraverseSlot( int slot, bool checkammo, int start, int end, Weapon cur ) + { + for ( int i=start; i>=end; i-- ) + { + let type = player.weapons.GetWeapon(slot,i); + let w = Weapon(player.mo.FindInventory(type)); + if ( !w || (w == cur) || (cur && cur.bPOWERED_UP && (w == cur.SisterWeapon)) ) + continue; + String sn = w.GetClassName(); + bool dual = ((type is 'SWWMWeapon') && (sn.Left(4) ~== "Dual")); + if ( (!checkammo && (!dual || (w.SisterWeapon && (w.SisterWeapon.Amount > 1)))) + || w.CheckAmmo(Weapon.EitherFire,false) ) + return w; + } + return null; + } + override Weapon PickWeapon( int slot, bool checkammo ) + { + int slotsize = player.weapons.SlotSize(slot); + let cur = player.ReadyWeapon; + bool found = false; + int cs, ci; + if ( cur ) [found, cs, ci] = player.weapons.LocateWeapon(cur.GetClass()); + if ( found && (cs == slot) ) + { + // traverse the slot down from current index + let w = TraverseSlot(slot,checkammo,ci-1,0,cur); + if ( !w ) w = TraverseSlot(slot,checkammo,slotsize-1,ci+1,cur); + return w?w:cur; + } + let w = TraverseSlot(slot,checkammo,slotsize-1,0,cur); + return w?w:cur; + } override void MarkPrecacheSounds() { Super.MarkPrecacheSounds(); @@ -3277,7 +3414,7 @@ Class Demolitionist : PlayerPawn #### # 2; XZW3 IJKLMNO 2 { - if ( player.onground||bNoGravity||(waterlevel>=3) ) + if ( player.onground||bNoGravity ) return ResolveState("BoostEnd"); A_BoostUp(true); return ResolveState(null); @@ -3285,7 +3422,7 @@ Class Demolitionist : PlayerPawn // keep boost XZW3 P 1 { - if ( player.onground||bNoGravity||(waterlevel>=3) ) + if ( player.onground||bNoGravity ) return ResolveState("BoostEnd"); A_BoostUp(false); return ResolveState(null); @@ -3299,17 +3436,17 @@ Class Demolitionist : PlayerPawn Goto Spawn+1; Jump: #### # 2; - XZWJ ABCDEF 2 A_JumpIf(player.onground&&!bNoGravity&&(waterlevel<3),"FallEnd"); + XZWJ ABCDEF 2 A_JumpIf(player.onground&&!bNoGravity,"FallEnd"); Goto FallLoop; Fall: // start fall #### # 4; - XZW3 XYZ 2 A_JumpIf(player.onground&&!bNoGravity&&(waterlevel<3),"FallEnd"); - XZW4 AB 2 A_JumpIf(player.onground&&!bNoGravity&&(waterlevel<3),"FallEnd"); + XZW3 XYZ 2 A_JumpIf(player.onground&&!bNoGravity,"FallEnd"); + XZW4 AB 2 A_JumpIf(player.onground&&!bNoGravity,"FallEnd"); Goto FallLoop; FallLoop: // falling - XZW4 CDEFGH 3 A_JumpIf(player.onground&&!bNoGravity&&(waterlevel<3),"FallEnd"); + XZW4 CDEFGH 3 A_JumpIf(player.onground&&!bNoGravity,"FallEnd"); Goto FallLoop; FallEnd: // landing diff --git a/zscript/swwm_player_fx.zsc b/zscript/swwm_player_fx.zsc index dee6d5193..65dcb0c02 100644 --- a/zscript/swwm_player_fx.zsc +++ b/zscript/swwm_player_fx.zsc @@ -392,7 +392,7 @@ Class DemolitionistShockwave : Actor override void PostBeginPlay() { Super.PostBeginPlay(); - A_QuakeEx(7,7,7,30,0,300+min(special1,50)*4,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:1.5); + A_QuakeEx(7,7,7,30,0,300+min(special1,50)*4,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:200,rollIntensity:1.5); if ( target.player != players[consoleplayer] ) { A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP,attenuation:.3); diff --git a/zscript/swwm_statichandler.zsc b/zscript/swwm_statichandler.zsc index a63305c4f..6f2db39a6 100644 --- a/zscript/swwm_statichandler.zsc +++ b/zscript/swwm_statichandler.zsc @@ -1,9 +1,10 @@ // Static handler responsible for some special stuff // save version holder -Class SWWMSaveVerData : Thinker +Class SWWMSaveVerData : SWWMStaticThinker { String ver; + int uid; } Class SWWMStaticHandler : StaticEventHandler @@ -14,14 +15,22 @@ Class SWWMStaticHandler : StaticEventHandler // versioning bool tainted; String taintver; + int uid; int checktic; int maptime; bool unloading; ui Dictionary menustate; // used by Demolitionist Menu to restore old menu positions // title stuff - bool titlefirst; + ui bool titlefirst; // warnings bool mpwarned; + // checks + ThinkerIterator sti; + // for intermissions, to prevent repetition + ui Array lasttip, lastart; + // stupid dumb thing + ui int aprcheck; + ui Font aprfnt; override void NewGame() { @@ -29,11 +38,12 @@ Class SWWMStaticHandler : StaticEventHandler let svd = new("SWWMSaveVerData"); svd.ChangeStatNum(Thinker.STAT_STATIC); svd.ver = StringTable.Localize("$SWWM_SHORTVER"); + uid = 0; } override void WorldUnloaded( WorldEvent e ) { - SWWMHandler.ClearAllShaders(players[consoleplayer]); + SWWMHandler.ClearAllShaders(); unloading = true; } @@ -47,11 +57,21 @@ Class SWWMStaticHandler : StaticEventHandler Console.Printf("\cgWARNING:\c- Multiplayer is no longer officially supported, desyncs and other issues may potentially happen. You are on your own."); S_StartSound("compat/warn",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE); } + // sanity check + Array stinkers; + if ( !sti ) sti = ThinkerIterator.Create("SWWMStaticThinker"); + else sti.Reinit(); + Thinker t; + while ( t = sti.Next() ) stinkers.Push(t); + if ( stinkers.Size() > 0 ) + { + for ( int i=0; i= 2.) ) mmz = 2.; @@ -72,6 +92,8 @@ Class SWWMStaticHandler : StaticEventHandler CVar.FindCVar('swwm_mm_zoom').SetFloat(mmz); if ( !e.IsSaveGame ) return; // save version checker + tainted = false; + taintver = ""; checktic = gametic+5; let ti = ThinkerIterator.Create("SWWMSaveVerData",Thinker.STAT_STATIC); let svd = SWWMSaveVerData(ti.Next()); @@ -79,13 +101,18 @@ Class SWWMStaticHandler : StaticEventHandler { tainted = true; taintver = "\cg(no version info)\c-"; - return; + uid = 0; } - String cver = StringTable.Localize("$SWWM_SHORTVER"); - if ( svd.ver != cver ) + else { - tainted = true; - taintver = svd.ver; + String cver = StringTable.Localize("$SWWM_SHORTVER"); + if ( svd.ver != cver ) + { + tainted = true; + taintver = svd.ver; + } + if ( svd.uid == uid ) checktic = 0; + uid = svd.uid; } } @@ -140,23 +167,11 @@ Class SWWMStaticHandler : StaticEventHandler override void RenderOverlay( RenderEvent e ) { - // warn on use of incorrect render settings - // make sure to find the cvars, rather than use them directly - // just in case anything changes in the future and we end up - // breaking shit (not the first time a mod does that) - int yy = 8; - let backend = CVar.FindCVar('vid_preferbackend'); - let rmode = CVar.FindCVar('vid_rendermode'); - if ( backend && (backend.GetInt() > 1) ) + // silly april fools thing + if ( (aprcheck == 2) && (gamestate == GS_LEVEL) ) { - String str = "UNSUPPORTED VIDEO BACKEND - PLEASE SWITCH TO OPENGL OR VULKAN"; - Screen.DrawText(newsmallfont,Font.CR_RED,(Screen.GetWidth()-newsmallfont.StringWidth(str)*CleanXFac_1)/2,yy,str,DTA_CleanNoMove_1,true); - yy += 16*CleanYFac_1; - } - if ( rmode && (rmode.GetInt() != 4) ) - { - String str = "UNSUPPORTED RENDER MODE - PLEASE SWITCH TO HARDWARE RENDERING"; - Screen.DrawText(newsmallfont,Font.CR_RED,(Screen.GetWidth()-newsmallfont.StringWidth(str)*CleanXFac_1)/2,yy,str,DTA_CleanNoMove_1,true); + String str = "Unregistered Ultracam"; + Screen.DrawText(aprfnt,Font.CR_WHITE,(Screen.GetWidth()-aprfnt.StringWidth(str)*CleanXFac_1)/2,2*CleanYFac_1,str,DTA_CleanNoMove_1,true); } } @@ -282,10 +297,26 @@ Class SWWMStaticHandler : StaticEventHandler c.A_StartSound("misc/achievement2",CHAN_ITEM,CHANF_UI|CHANF_OVERLAP); } } + else if ( e.Name ~== "swwmsessionid" ) + { + let ti = ThinkerIterator.Create("SWWMSaveVerData",Thinker.STAT_STATIC); + let svd = SWWMSaveVerData(ti.Next()); + if ( !uid ) uid = e.Args[0]; + if ( svd && !svd.uid ) svd.uid = e.Args[0]; + } } override void PostUiTick() { + if ( !uid ) EventHandler.SendNetworkEvent("swwmsessionid",SystemTime.Now()); + if ( gamestate != GS_TITLELEVEL ) titlefirst = true; // we skip it + if ( !aprcheck && (gamestate == GS_LEVEL) ) + { + aprfnt = Font.GetFont("TewiFontOutline"); + aprcheck = 1; + if ( SystemTime.Format("%d%m",SystemTime.Now()) == "0104" ) + aprcheck = 2; + } if ( (gametic > 0) && !(gametic%GameTicRate) ) { let pt = CVar.FindCVar('swwm_playtime'); diff --git a/zscript/swwm_thinkers.zsc b/zscript/swwm_thinkers.zsc index 00c82a518..ec808d785 100644 --- a/zscript/swwm_thinkers.zsc +++ b/zscript/swwm_thinkers.zsc @@ -30,129 +30,6 @@ Class UglyBoyGetsFuckedUp : Thinker } } -// Track last damage source to blame fall damage on -Class SWWMWhoPushedMe : Thinker -{ - Actor tracked, instigator; - - static void SetInstigator( Actor b, Actor whomst ) - { - if ( !b || !whomst ) return; - let ti = ThinkerIterator.Create("SWWMWhoPushedMe",STAT_INFO); - SWWMWhoPushedMe ffd; - while ( ffd = SWWMWhoPushedMe(ti.Next()) ) - { - if ( ffd.tracked != b ) continue; - ffd.instigator = whomst; - return; - } - ffd = new("SWWMWhoPushedMe"); - ffd.ChangeStatNum(STAT_INFO); - ffd.tracked = b; - ffd.instigator = whomst; - } - - static Actor RecallInstigator( Actor b ) - { - if ( !b ) return null; - let ti = ThinkerIterator.Create("SWWMWhoPushedMe",STAT_INFO); - SWWMWhoPushedMe ffd; - while ( ffd = SWWMWhoPushedMe(ti.Next()) ) - { - if ( ffd.tracked != b ) continue; - Actor whomst = ffd.instigator; - ffd.Destroy(); - return whomst; - } - return null; - } -} - -Class SWWMDamageAccumulator : Thinker -{ - Actor victim, inflictor, source; - Array amounts; - int total; - Name type; - bool dontgib; - int flags; - - override void Tick() - { - Super.Tick(); - // so many damn safeguards in this - if ( !victim || (victim.Health <= 0) ) - { - Destroy(); - return; - } - int gibhealth = victim.GetGibHealth(); - // お前はもう死んでいる - if ( (victim.health-total <= gibhealth) && !dontgib ) - { - // safeguard for inflictors that have somehow ceased to exist, which apparently STILL CAN HAPPEN - if ( inflictor ) inflictor.bEXTREMEDEATH = true; - else type = 'Extreme'; - } - // make sure accumulation isn't reentrant - if ( inflictor && (inflictor is 'EvisceratorChunk') ) inflictor.bAMBUSH = true; - // 何? - for ( int i=0; i85899345)?int.max:(a.total*25); - return a.total; - } - return 0; - } -} - // ensures a polyobj stays out of bounds FOREVER Class SWWMBustedPolyobj : swwm_PolyobjectEffector { @@ -300,7 +177,7 @@ Class LIEntry Color mapcolor; } -Class SWWMCachedLockInfo : Thinker +Class SWWMCachedLockInfo : SWWMStaticThinker { Array ent; @@ -421,46 +298,3 @@ Class SWWMCorpseCleaner : Thinker } } } - -Class SWWMFlyTracker : Thinker -{ - Actor tracked, instigator; - Vector3 startpos, curpos; - double maxdist; - int gracepd; - - static void Track( Actor b, Actor whomst ) - { - if ( !b || !whomst ) return; - let ti = ThinkerIterator.Create("SWWMFlyTracker",STAT_USER); - SWWMFlyTracker ffd; - while ( ffd = SWWMFlyTracker(ti.Next()) ) - { - if ( ffd.tracked != b ) continue; - ffd.instigator = whomst; - return; - } - ffd = new("SWWMFlyTracker"); - ffd.ChangeStatNum(STAT_USER); - ffd.tracked = b; - ffd.instigator = whomst; - ffd.curpos = ffd.startpos = b.pos; - ffd.maxdist = 0; - } - - override void Tick() - { - maxdist = max(maxdist,level.Vec3Diff(startpos,curpos).length()); - if ( !tracked || tracked.bFLOAT || tracked.bNOGRAVITY || (tracked.waterlevel > 1) || (tracked.pos.z <= tracked.floorz) || !tracked.TestMobjZ(false) ) - { - gracepd++; - if ( gracepd < 10 ) return; - if ( instigator ) SWWMUtility.AchievementProgress("flight",int(maxdist),instigator.player); - Destroy(); - return; - } - gracepd = 0; - curpos = tracked.pos; - } - -} diff --git a/zscript/swwm_thinkers_player.zsc b/zscript/swwm_thinkers_player.zsc index 15001efd4..d0383621c 100644 --- a/zscript/swwm_thinkers_player.zsc +++ b/zscript/swwm_thinkers_player.zsc @@ -1,8 +1,15 @@ // player-specific thinkers +Class SWWMStaticThinker : Thinker abstract +{ + // shell class to iterate easier on sanity checks + // all subclasses should be guaranteed to have a statnum of STAT_STATIC + // if they don't, something is very wrong +} + // "Full History" contains all messages since session start, nothing is flushed // this can be accessed from a section of the knowledge base -Class SWWMFullHistory : Thinker +Class SWWMFullHistory : SWWMStaticThinker { String lastmap; Array msg; @@ -40,7 +47,7 @@ Class SWWMFullHistory : Thinker } // Dedicated mission log (for custom maps) -Class SWWMMissionLog : Thinker +Class SWWMMissionLog : SWWMStaticThinker { Array entries; bool clockset; @@ -107,12 +114,12 @@ Class LevelStat int time, par, suck; } -Class SWWMStats : Thinker +Class SWWMStats : SWWMStaticThinker { PlayerInfo myplayer; int lastspawn, dashcount, boostcount, stompcount, airtime, kills, deaths, damagedealt, hdamagedealt, damagetaken, hdamagetaken, - mkill, hiscore, hhiscore, topdealt, toptaken, skill, wponch, + mkill, hiscore, topdealt, toptaken, skill, wponch, busts, buttslams, secrets, items, parries, pparries, pats, befriend, smooch; double grounddist, airdist, swimdist, fuelusage, topspeed, teledist; @@ -156,9 +163,8 @@ Class SWWMStats : Thinker if ( inflictor && inflictor.FindInventory("ParriedBuff") ) which = 'DoomWeapon'; // gross hack // properly credit some projectiles to their respective gun else if ( inflictor is 'AirBullet' ) which = 'DeepImpact'; - else if ( inflictor is 'PusherProjectile' ) which = 'PusherWeapon'; else if ( (inflictor is 'ExplodiumMagArm') || (inflictor is 'ExplodiumMagProj') || (inflictor is 'ExplodiumBulletImpact') ) which = 'ExplodiumGun'; - else if ( (inflictor is 'DragonBreathArm') || ((inflictor is 'SaltImpact') && !inflictor.Args[0]) || ((inflictor is 'SaltBeam') && !inflictor.Args[1]) || (inflictor is 'CorrodeDebuff') || (inflictor is 'CorrosiveFlechette') || ((inflictor is 'TheBall') && !inflictor.special1) || (inflictor is 'GoldenImpact') || (inflictor is 'GoldenSubImpact') || (inflictor is 'GoldenSubSubImpact') ) which = 'Spreadgun'; + else if ( ((inflictor is 'SaltImpact') && !inflictor.Args[0]) || ((inflictor is 'SaltBeam') && !inflictor.Args[1]) || (inflictor is 'CorrodeDebuff') || (inflictor is 'CorrosiveFlechette') || ((inflictor is 'TheBall') && !inflictor.special1) || (inflictor is 'GoldenImpact') || (inflictor is 'GoldenSubImpact') || (inflictor is 'GoldenSubSubImpact') ) which = 'Spreadgun'; else if ( ((inflictor is 'SaltImpact') && inflictor.Args[0]) || ((inflictor is 'SaltBeam') && inflictor.Args[1]) || ((inflictor is 'TheBall') && inflictor.special1) ) which = 'Wallbuster'; else if ( (inflictor is 'EvisceratorChunk') || (inflictor is 'EvisceratorProj') ) which = 'Eviscerator'; else if ( (inflictor is 'HellblazerMissile') || (inflictor is 'HellblazerRavagerArm') || (inflictor is 'HellblazerWarheadArm') ) which = 'Hellblazer'; @@ -289,47 +295,32 @@ Class SWWMStats : Thinker } // Scoring -Class SWWMCredits : Thinker +Class SWWMCredits : SWWMStaticThinker { PlayerInfo myplayer; - int credits, hcredits; + int credits; - static void Give( PlayerInfo p, int amount, int hamount = 0, bool cheat = false ) + static void Give( PlayerInfo p, int amount ) { let c = Find(p); if ( !c ) return; - if ( c.credits+amount < c.credits ) c.credits = int.max; - else c.credits += amount; - while ( c.credits > 999999999 ) - { - c.credits -= 1000000000; - c.hcredits++; - } - if ( (c.hcredits+hamount < c.hcredits) || (c.hcredits+hamount > 999999999) ) c.hcredits = 999999999; - else c.hcredits += hamount; + // safeguard + if ( amount < 0 ) ThrowAbortException("SWWMCredits.Give() called with negative amount"); + if ( c.credits+amount < c.credits ) c.credits = 999999999; + else c.credits = min(999999999,c.credits+amount); let s = SWWMStats.Find(p); - if ( s && ((c.hcredits > s.hhiscore) || ((c.credits > s.hiscore) && (c.hcredits >= s.hhiscore))) ) - { - s.hiscore = c.credits; - s.hhiscore = c.hcredits; - } + if ( s && (c.credits > s.hiscore) ) s.hiscore = c.credits; SWWMLoreLibrary.Add(p,"ScoreSystem"); } - static clearscope bool CanTake( PlayerInfo p, int amount, int hamount = 0 ) + static clearscope bool CanTake( PlayerInfo p, int amount ) { let c = Find(p); if ( !c ) return false; - int req = amount, hreq = hamount; - while ( req > 999999999 ) - { - req -= 1000000000; - hreq++; - } - // waaaaay too much - if ( (c.hcredits-hreq < 0) || (c.hcredits-hreq > c.hcredits) ) return false; + // safeguard + if ( amount < 0 ) ThrowAbortException("SWWMCredits.CanTake() called with negative amount"); // too much! - if ( ((c.credits-amount < 0) || (c.credits-amount > c.credits)) && (c.hcredits-hreq <= 0) ) return false; + if ( (amount > 999999999) || (c.credits-amount < 0) || (c.credits-amount > c.credits) ) return false; return true; } @@ -337,31 +328,19 @@ Class SWWMCredits : Thinker { let c = Find(p); if ( !c ) return false; - int req = amount, hreq = hamount; - while ( req > 999999999 ) - { - req -= 1000000000; - hreq++; - } - // waaaaay too much - if ( (c.hcredits-hreq < 0) || (c.hcredits-hreq > c.hcredits) ) return false; + // safeguard + if ( amount < 0 ) ThrowAbortException("SWWMCredits.Take() called with negative amount"); // too much! - if ( ((c.credits-amount < 0) || (c.credits-amount > c.credits)) && (c.hcredits-hreq <= 0) ) return false; - c.hcredits -= hreq; - c.credits -= req; - while ( c.credits < 0 ) - { - c.credits += 1000000000; - c.hcredits--; - } + if ( (amount > 999999999) || (c.credits-amount < 0) || (c.credits-amount > c.credits) ) return false; + c.credits -= amount; return true; } - static clearscope int, int Get( PlayerInfo p ) + static clearscope int Get( PlayerInfo p ) { let c = Find(p); if ( !c ) return 0; - return c.credits, c.hcredits; + return c.credits; } static clearscope SWWMCredits Find( PlayerInfo p ) @@ -377,57 +356,6 @@ Class SWWMCredits : Thinker } } -// Trading history between players -Class SWWMTrade -{ - int timestamp, type, amt; - String other; - Class what; -} - -Class SWWMTradeHistory : Thinker -{ - PlayerInfo myplayer; - Array ent; - - static void RegisterSend( PlayerInfo p, PlayerInfo other, Class what, int amt ) - { - let th = Find(p); - if ( !th ) return; - SWWMTrade t = new("SWWMTrade"); - t.timestamp = level.totaltime; - t.type = 0; - t.other = other.GetUserName(); - t.what = what; - t.amt = amt; - th.ent.Push(t); - } - static void RegisterReceive( PlayerInfo p, PlayerInfo other, Class what, int amt ) - { - let th = Find(p); - if ( !th ) return; - SWWMTrade t = new("SWWMTrade"); - t.timestamp = level.totaltime; - t.type = 1; - t.other = other.GetUserName(); - t.what = what; - t.amt = amt; - th.ent.Push(t); - } - - static clearscope SWWMTradeHistory Find( PlayerInfo p ) - { - let ti = ThinkerIterator.Create("SWWMTradeHistory",STAT_STATIC); - SWWMTradeHistory th; - while ( th = SWWMTradeHistory(ti.Next()) ) - { - if ( th.myplayer != p ) continue; - return th; - } - return Null; - } -} - // Lore holder enum ELoreTab { @@ -445,7 +373,7 @@ Class SWWMLore bool read; } -Class SWWMLoreLibrary : Thinker +Class SWWMLoreLibrary : SWWMStaticThinker { PlayerInfo myplayer; Array ent; @@ -554,6 +482,10 @@ Class SWWMLoreLibrary : Thinker text = "SWWM_LORETXT_YNYKRON2"; // confirmed to harm (but not kill) gods else if ( text ~== "SWWM_LORETXT_ZANAVETH2" ) text = "SWWM_LORETXT_ZANAVETH22"; // met at wedding + else if ( text ~== "SWWM_LORETXT_MADCAT" ) + text = "SWWM_LORETXT_MADCAT3"; // demolition quest released + else if ( text ~== "SWWM_LORETXT_MARISA" ) + text = "SWWM_LORETXT_MARISA3"; // post-wedding update } if ( (gameinfo.gametype&GAME_Raven) || (mlog && (mlog.year >= 2171) && (mlog.month >= 3)) ) { @@ -569,6 +501,10 @@ Class SWWMLoreLibrary : Thinker text = "SWWM_LORETXT_HELL3"; // invasion was a thing of the past else if ( text ~== "SWWM_LORETXT_UAC" ) text = "SWWM_LORETXT_UAC3"; // events of doom 64 and more + else if ( text ~== "SWWM_LORETXT_MADCAT" ) + text = "SWWM_LORETXT_MADCAT2"; // interstellar demolitionist released + else if ( text ~== "SWWM_LORETXT_MARISA" ) + text = "SWWM_LORETXT_MARISA2"; // post-invasion update } if ( (gameinfo.gametype&GAME_Raven) || SWWMUtility.IsEviternity() || (mlog && (mlog.year >= 2150) && (mlog.month >= 5)) ) { diff --git a/zscript/utility/swwm_coordutil.zsc b/zscript/utility/swwm_coordutil.zsc index 500426c57..969623b01 100644 --- a/zscript/utility/swwm_coordutil.zsc +++ b/zscript/utility/swwm_coordutil.zsc @@ -3,7 +3,7 @@ Reproduces the old UnrealScript Get(Un)Axes functions, providing XYZ axis vectors relative to an euler rotation (defaults to left-handed coords). - Copyright (c)2018-2021 Marisa Kirisame, UnSX Team + Copyright (c)2018-2022 Marisa the Magician, UnSX Team Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to diff --git a/zscript/utility/swwm_utility.zsc b/zscript/utility/swwm_utility.zsc index 64d2efe6b..721368541 100644 --- a/zscript/utility/swwm_utility.zsc +++ b/zscript/utility/swwm_utility.zsc @@ -229,6 +229,18 @@ Class SWWMUtility return (a<0)?(a+floor(a)):(a-floor(a)); } + static clearscope double lerp( double a, double b, double theta ) + { + return a*(1.-theta)+b*theta; + } + static clearscope Vector3 LerpVector3( Vector3 a, Vector3 b, double theta ) + { + return a*(1.-theta)+b*theta; + } + static clearscope Vector2 LerpVector2( Vector2 a, Vector2 b, double theta ) + { + return a*(1.-theta)+b*theta; + } static clearscope Color LerpColor( Color a, Color b, double theta ) { Color c = Color( @@ -241,7 +253,7 @@ Class SWWMUtility } // not sure if I should use this, looks a bit ugly - static clearscope void ThousandsStr( out String s ) + static clearscope void ThousandsStr( out String s, int col = -1 ) { String nstr = s; s.Truncate(0); @@ -255,13 +267,27 @@ Class SWWMUtility s.AppendCharacter(ch); t = (t-1)%3; if ( (pos < len) && !t ) - s.AppendCharacter(0x2C); // comma + { + if ( col != -1 ) + { + s.AppendCharacter(0x1C); + s.AppendCharacter(0x61+col); + } + s.AppendCharacter(0x2C); + if ( col != -1 ) + { + s.AppendCharacter(0x1C); + s.AppendCharacter(0x2D); + } + } } } - static clearscope String ThousandsNum( int n ) + static clearscope String ThousandsNum( int n, int col = -1, int digits = 0 ) { - String nstr = String.Format("%d",n); - ThousandsStr(nstr); + String nstr; + if ( digits > 0 ) nstr = String.Format("%0*d",digits,n); + else nstr = String.Format("%d",n); + ThousandsStr(nstr,col); return nstr; } @@ -328,32 +354,7 @@ Class SWWMUtility return str; } - static clearscope String BlockBar( int a, int b, int width, int acol, int bcol ) - { - String str = ""; - int blocks = clamp(int(a/double(b)*width),0,width); - int eblocks = width-blocks; - if ( blocks ) - { - str.AppendCharacter(0x1C); - str.AppendCharacter(0x41+acol); - } - for ( int i=0; i= 10 ) sd += 7; + newstr.AppendCharacter(sd+48); + } else newstr.AppendCharacter((abs(seed)%95)+32); } str = newstr; @@ -703,11 +710,6 @@ Class SWWMUtility SetToSlopeSpecific(a,dang,plane,flipnorm); } - static clearscope int Round100( double x ) - { - return int(ceil(x/100.)*100.); - } - static clearscope bool IsDoorSector( Sector s, int part ) { // super-easy mode: check for boss special sectors @@ -869,20 +871,23 @@ Class SWWMUtility } // because GetTag() returns the localized string, we need to do things the hard way - static play String GetFunTag( Actor a, String defstr = "" ) + static play String GetFunTag( SWWMHandler hnd, Actor a, String defstr = "" ) { - // look up any fun tag services - let si = ServiceIterator.Find("FunTagService"); - Service sv; - String res; - while ( sv = si.Next() ) + // look up fun tag services if available + if ( hnd.funtagsv ) { - res = sv.GetString("GetFunTag",objectArg:a); - if ( res == "" ) continue; + let si = ServiceIterator.Find("FunTagService"); + Service sv; + String res; + while ( sv = si.Next() ) + { + res = sv.GetString("GetFunTag",objectArg:a); + if ( res == "" ) continue; + si.Destroy(); + return res; + } si.Destroy(); - return res; } - si.Destroy(); int ntags = 1; String basetag = ""; switch ( a.GetClassName() ) @@ -1342,7 +1347,6 @@ Class SWWMUtility { if ( !a.bMISSILE ) return false; if ( a is 'AirBullet' ) return true; - if ( a is 'PusherProjectile' ) return true; if ( a is 'ExplodiumMagProj' ) return true; if ( a is 'CorrosiveFlechette' ) return true; if ( a is 'TheBall' ) return true; @@ -1889,7 +1893,7 @@ Class SWWMUtility PlayerInfo p = mo.player; if ( !p || !p.mo ) return; SWWMCredits c = SWWMCredits.Find(p); - if ( resetscore && c ) c.hcredits = c.credits = 0; + if ( resetscore && c ) c.credits = 0; Actor last = p.mo; while ( last.inv ) { @@ -2122,20 +2126,13 @@ Class SWWMUtility return c; } - // melee weapons + extra slot 2 guns (50% chance) + // melee weapon + extra slot 2 guns static Class PickSWWMSlot1() { // so the player can recover it if they decided to drop it in a previous map, or they didn't start with it if ( CheckNeedsItem('DeepImpact') ) return 'DeepImpact'; - bool hasmelee = (!CheckNeedsItem('PusherWeapon')/*||!CheckNeedsItem('ItamexHammer')*/); - bool hasallmelee = (!CheckNeedsItem('PusherWeapon')/*&&!CheckNeedsItem('ItamexHammer')*/); - bool gunexists = ItemExists('ExplodiumGun',worldonly:true)/*||ItemExists('PlasmaBlast',worldonly:true)*/; - // if the player already has a melee weapon, 50% chance to spawn either slot 2 weapon as long as one doesn't exist in the map already - // if the player has ALL melee weapons (somehow), that chance becomes 100% - if ( hasmelee && !gunexists && (hasallmelee || Random[Replacements](0,1)) ) - return PickSWWMSlot2(); - //return PickPair('PusherWeapon','ItamexHammer'); - return 'PusherWeapon'; + //if ( CheckNeedsItem('ItamexHammer') ) return 'ItamexHammer'; + return PickSWWMSlot2(); } // pistol spawn, pretty simple static Class PickSWWMSlot2() @@ -2176,13 +2173,16 @@ Class SWWMUtility // second plasma rifle spawn static Class PickSWWMSlot8() { - //return PickPair('SilverBullet','MisterRifle'); + //return PickPair('SilverBullet','RayKhom'); return 'SilverBullet'; } // first bfg spawn static Class PickSWWMSlot9() { - //return PickPair('CandyGun','RayKhom'); + // 33% chance to still drop another candy gun if it's not at max capacity + //if ( !Random[Replacements](0,2) && ItemExists('CandyGun') && CheckNeedsItem('CandyGunSpares',true) ) + // return 'CandyGun'; + //return PickPair('CandyGun','MisterRifle'); return 'CandyGun'; } // second bfg spawn (each weapon can only exist once) @@ -2204,7 +2204,7 @@ Class SWWMUtility static Class PickDoomSlot6() { bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('ModernSparkster')*/); - bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('MortalRifle')*/); + bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('RayKhom')*/); // if the player already has a slot 7 weapon... if ( hasslot7 ) { @@ -2220,7 +2220,7 @@ Class SWWMUtility // either bfg spawn static Class PickDoomSlot7() { - bool hasslot9 = (!CheckNeedsItem('CandyGun')/*||!CheckNeedsItem('RayKhom')*/); + bool hasslot9 = (!CheckNeedsItem('CandyGun')/*||!CheckNeedsItem('MisterRifle')*/); bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('RafanKos')*/); let rep = PickSWWMSlot0(false); // if the player already has a slot 9 weapon (and a slot 0 weapon can still spawn)... @@ -2305,7 +2305,7 @@ Class RadiusDebugSphere : Actor } } -Class ShinemapDebugSphere : Actor +Class EnvmapDebugSphere : Actor { override bool Used( Actor user ) { @@ -2317,33 +2317,45 @@ Class ShinemapDebugSphere : Actor override void Tick() {} Default { - RenderStyle "Add"; + RenderStyle "Normal"; Radius 16; Height 48; } States { Spawn: - XZW1 A -1 Bright NoDelay A_SetRenderStyle(1.,STYLE_Add); + XZW1 A -1 NoDelay A_SetRenderStyle(1.,STYLE_Normal); XZW1 B -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 C -1 Bright A_SetRenderStyle(1.,STYLE_Add); + XZW1 C -1 A_SetRenderStyle(1.,STYLE_Add); XZW1 D -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 E -1 Bright A_SetRenderStyle(1.,STYLE_Normal); + XZW1 E -1 A_SetRenderStyle(1.,STYLE_Normal); XZW1 F -1 A_SetRenderStyle(1.,STYLE_Add); - XZW1 G -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 H -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 I -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 J -1 Bright A_SetRenderStyle(1.,STYLE_Add); - XZW1 K -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 L -1 Bright A_SetRenderStyle(1.,STYLE_Add); - XZW1 M -1 Bright A_SetRenderStyle(1.,STYLE_Add); - XZW1 N -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 O -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 P -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 G -1 A_SetRenderStyle(1.,STYLE_Add); + XZW1 H -1 A_SetRenderStyle(1.,STYLE_Add); + XZW1 I -1 A_SetRenderStyle(1.,STYLE_Add); + XZW1 J -1 A_SetRenderStyle(1.,STYLE_Add); + XZW1 K -1 A_SetRenderStyle(1.,STYLE_Add); + XZW1 L -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 M -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 N -1 A_SetRenderStyle(1.,STYLE_Add); + XZW1 O -1 Bright A_SetRenderStyle(1.,STYLE_Normal); + XZW1 P -1 Bright A_SetRenderStyle(1.,STYLE_Normal); XZW1 Q -1 A_SetRenderStyle(1.,STYLE_Normal); - XZW1 R -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 R -1 Bright A_SetRenderStyle(1.,STYLE_Normal); XZW1 S -1 A_SetRenderStyle(1.,STYLE_Normal); XZW1 T -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 U -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 V -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 W -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 X -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 Y -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW1 Z -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW2 A -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW2 B -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW2 C -1 A_SetRenderStyle(1.,STYLE_Normal); + XZW2 D -1 A_SetRenderStyle(1.,STYLE_Add); + XZW2 E -1 Bright A_SetRenderStyle(1.,STYLE_Normal); + XZW2 F -1 Bright A_SetRenderStyle(1.,STYLE_Add); Loop; } } diff --git a/zscript/weapons/swwm_baseweapon.zsc b/zscript/weapons/swwm_baseweapon.zsc index 0a686de37..e32b4d0f0 100644 --- a/zscript/weapons/swwm_baseweapon.zsc +++ b/zscript/weapons/swwm_baseweapon.zsc @@ -47,6 +47,14 @@ Class SWWMWeapon : Weapon abstract return null; } + override void BeginPlay() + { + Super.BeginPlay(); + if ( !swwm_extendedpickup ) return; + let box = Spawn("SWWMExtendedItemHitbox",pos); + box.master = self; + } + override void Touch( Actor toucher ) { // show prompt to swap weapon, and prevent normal pickup @@ -185,34 +193,72 @@ Class SWWMWeapon : Weapon abstract { // subtract price of ammo we don't give int ammonotgiven = default.AmmoGive1-AmmoGive1; - if ( ammonotgiven > 0 ) Stamina -= int(ownedWeapon.Ammo1.Stamina*(1.+.75*(ammonotgiven-1))); + if ( ammonotgiven > 0 ) Stamina -= int(abs(ownedWeapon.Ammo1.Stamina)*(1.+.75*(ammonotgiven-1))); // subtract price of given ammo int ammogiven = ownedWeapon.Ammo1.Amount-oldamount1; - if ( ammogiven > 0 ) Stamina -= int(ownedWeapon.Ammo1.Stamina*(1.+.75*(ammogiven-1))); + if ( ammogiven > 0 ) Stamina -= int(abs(ownedWeapon.Ammo1.Stamina)*(1.+.75*(ammogiven-1))); // drop excess int dropme = AmmoGive1-ammogiven; if ( dropme > 0 ) { - // hacky, but it works - ownedWeapon.Ammo1.CreateTossable(dropme); - ownedWeapon.Ammo1.Amount += dropme; + if ( (ownedWeapon.Ammo1 is 'SWWMAmmo') && SWWMAmmo(ownedWeapon.Ammo1).MagAmmoType ) + { + // can we add it as mag ammo? + MagAmmo ma = MagAmmo(Owner.FindInventory(SWWMAmmo(ownedWeapon.Ammo1).MagAmmoType)); + if ( !ma ) + { + ma = MagAmmo(Spawn(SWWMAmmo(ownedWeapon.Ammo1).MagAmmoType)); + ma.Amount = 0; + ma.AttachToOwner(Owner); + } + while ( ma.Amount <= (ma.MaxAmount-ma.ClipSize) ) + { + ma.Amount += ma.ClipSize; + dropme--; + } + } + if ( dropme > 0 ) + { + // hacky, but it works + ownedWeapon.Ammo1.CreateTossable(dropme); + ownedWeapon.Ammo1.Amount += dropme; + } } } if ( ownedWeapon.Ammo2 ) { // subtract price of ammo we don't give int ammonotgiven = default.AmmoGive2-AmmoGive2; - if ( ammonotgiven > 0 ) Stamina -= int(ownedWeapon.Ammo2.Stamina*(1.+.75*(ammonotgiven-1))); + if ( ammonotgiven > 0 ) Stamina -= int(abs(ownedWeapon.Ammo2.Stamina)*(1.+.75*(ammonotgiven-1))); // subtract price of given ammo int ammogiven = ownedWeapon.Ammo2.Amount-oldamount2; - if ( ammogiven > 0 ) Stamina -= int(ownedWeapon.Ammo2.Stamina*(1.+.75*(ammogiven-1))); + if ( ammogiven > 0 ) Stamina -= int(abs(ownedWeapon.Ammo2.Stamina)*(1.+.75*(ammogiven-1))); // drop excess int dropme = AmmoGive2-ammogiven; if ( dropme > 0 ) { - // hacky, but it works - ownedWeapon.Ammo2.CreateTossable(dropme); - ownedWeapon.Ammo2.Amount += dropme; + if ( (ownedWeapon.Ammo2 is 'SWWMAmmo') && SWWMAmmo(ownedWeapon.Ammo2).MagAmmoType ) + { + // can we add it as mag ammo? + MagAmmo ma = MagAmmo(Owner.FindInventory(SWWMAmmo(ownedWeapon.Ammo2).MagAmmoType)); + if ( !ma ) + { + ma = MagAmmo(Spawn(SWWMAmmo(ownedWeapon.Ammo2).MagAmmoType)); + ma.Amount = 0; + ma.AttachToOwner(Owner); + } + while ( ma.Amount <= (ma.MaxAmount-ma.ClipSize) ) + { + ma.Amount += ma.ClipSize; + dropme--; + } + } + if ( dropme > 0 ) + { + // hacky, but it works + ownedWeapon.Ammo2.CreateTossable(dropme); + ownedWeapon.Ammo2.Amount += dropme; + } } } return gotstuff; @@ -226,14 +272,17 @@ Class SWWMWeapon : Weapon abstract { if ( SWWMWeapon(item).PickupForAmmoSWWM(self) ) item.bPickupGood = true; - if ( !deathmatch && (Amount+item.Amount > MaxAmount) && (item.Stamina > 0) ) + if ( !deathmatch && (Amount+item.Amount > MaxAmount) && (item.Stamina != 0) ) { // sell excess - int sellprice = item.Stamina/2; + int sellprice = abs(item.Stamina)/2; SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); SWWMCredits.Give(Owner.player,sellprice); if ( Owner.player ) - Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice); + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } item.bPickupGood = true; } // reset the price in case it has to respawn @@ -265,6 +314,7 @@ Class SWWMWeapon : Weapon abstract } override void OwnerDied() { + ClearBufferedAmmo(); if ( Owner.player && (Owner.player.ReadyWeapon == self) ) { Owner.A_StopSound(CHAN_WEAPONEXTRA); @@ -274,6 +324,16 @@ Class SWWMWeapon : Weapon abstract A_ClearRefire(); Super.OwnerDied(); } + override void Travelled() + { + ClearBufferedAmmo(); + Super.Travelled(); + } + override void DetachFromOwner() + { + ClearBufferedAmmo(); + Super.DetachFromOwner(); + } override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack ) { if ( mod == 'Melee' ) return StringTable.Localize("$O_MELEE"); @@ -283,6 +343,10 @@ Class SWWMWeapon : Weapon abstract virtual ui void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) { } + // for alt hud + virtual ui void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + } // animations action void A_PlayerFire() { @@ -396,6 +460,11 @@ Class SWWMWeapon : Weapon abstract { return (AmmoType1&&(kind is AmmoType1))||(AmmoType2&&(kind is AmmoType2)); } + // for the alt hud, this is meant for weapons with switchable types + virtual clearscope bool IsCurrentAmmo( Class kind ) + { + return false; + } override void ModifyDropAmount( int dropamount ) { self.dropamount = dropamount; @@ -485,6 +554,14 @@ Class SWWMDualWeaponGiver : Inventory FloatBobStrength 0.25; } + override void BeginPlay() + { + Super.BeginPlay(); + if ( !swwm_extendedpickup ) return; + let box = Spawn("SWWMExtendedItemHitbox",pos); + box.master = self; + } + override void Touch( Actor toucher ) { // show prompt to swap weapon, and prevent normal pickup diff --git a/zscript/weapons/swwm_baseweapon_ammobuffer.zsc b/zscript/weapons/swwm_baseweapon_ammobuffer.zsc new file mode 100644 index 000000000..20b36c200 --- /dev/null +++ b/zscript/weapons/swwm_baseweapon_ammobuffer.zsc @@ -0,0 +1,130 @@ +// "ammo buffer" system for delayed reloads +Class AmmoBuffer +{ + Class AmmoType; + Class MagAmmoType; + int Amount; +} + +extend Class SWWMWeapon +{ + Array BufferedAmmo; + + protected void BufferAmmo( Class type, int amount ) + { + AmmoBuffer b; + for ( int i=0; i type, int amount ) + { + AmmoBuffer b; + for ( int i=0; i type, int amount, bool fullfetch = false ) + { + for ( int i=0; i type, int amount, bool fullfetch = false ) + { + for ( int i=0; i 0 ) + { + if ( BufferedAmmo[i].AmmoType ) + { + let amo = Owner.FindInventory(BufferedAmmo[i].AmmoType); + if ( !amo ) + { + amo = Inventory(Spawn(BufferedAmmo[i].AmmoType)); + amo.AttachToOwner(Owner); + amo.Amount = 0; + } + int given = min(amo.MaxAmount-amo.Amount,BufferedAmmo[i].Amount); + int excess = BufferedAmmo[i].Amount-given; + amo.Amount += given; + if ( (excess > 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) + { + amo.Amount += excess; + amo.CreateTossable(excess); + } + } + else if ( BufferedAmmo[i].MagAmmoType ) + { + let amo = Owner.FindInventory(BufferedAmmo[i].MagAmmoType); + if ( !amo ) + { + amo = Inventory(Spawn(BufferedAmmo[i].MagAmmoType)); + amo.AttachToOwner(Owner); + amo.Amount = 0; + } + int given = min(amo.MaxAmount-amo.Amount,BufferedAmmo[i].Amount); + int excess = BufferedAmmo[i].Amount-given; + amo.Amount += given; + if ( (excess > 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) + { + amo.Amount += excess; + amo.CreateTossable(excess); + } + MagAmmo(amo).MagFill(); + } + } + BufferedAmmo[i].Destroy(); + BufferedAmmo.Delete(i); + i--; + } + } +} diff --git a/zscript/weapons/swwm_baseweapon_fx.zsc b/zscript/weapons/swwm_baseweapon_fx.zsc index 1c826f13a..45b223272 100644 --- a/zscript/weapons/swwm_baseweapon_fx.zsc +++ b/zscript/weapons/swwm_baseweapon_fx.zsc @@ -187,7 +187,7 @@ Class PunchImpact : Actor override void PostBeginPlay() { Super.PostBeginPlay(); - A_QuakeEx(2,2,2,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.3); + A_QuakeEx(2,2,2,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:100,rollIntensity:.3); A_StartSound("demolitionist/punch",CHAN_VOICE,CHANF_DEFAULT,bAMBUSH?.6:1.); A_SprayDecal("WallCrack",-20); int numpt = Random[Ponch](5,10); @@ -257,8 +257,8 @@ Class BigPunchImpact : Actor override void PostBeginPlay() { Super.PostBeginPlay(); - A_QuakeEx(8,8,8,18,0,600,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.9); - A_StartSound("pusher/althit",CHAN_VOICE,CHANF_DEFAULT,bAMBUSH?.6:1.); + A_QuakeEx(8,8,8,18,0,600,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:200,rollIntensity:.9); + A_StartSound("demolitionist/xpunch",CHAN_VOICE,CHANF_DEFAULT,bAMBUSH?.6:1.); A_SprayDecal("BigWallCrack",-20); int numpt = Random[Ponch](9,16); if ( bAMBUSH ) numpt /= 3; diff --git a/zscript/weapons/swwm_baseweapon_melee.zsc b/zscript/weapons/swwm_baseweapon_melee.zsc index bbd6b8212..be40ec651 100644 --- a/zscript/weapons/swwm_baseweapon_melee.zsc +++ b/zscript/weapons/swwm_baseweapon_melee.zsc @@ -151,7 +151,7 @@ Class ParryField : Actor { hdir = level.Vec3Diff(a.pos,a.target.Vec3Offset(0,0,a.target.height/2)).unit(); double theta = max(FRandom[Parry](0.,1.)**2.,.1); - dir = dir*(1.-theta)+hdir*theta; + dir = SWWMUtility.LerpVector3(dir,hdir,theta); } // push away if ( a.bSEEKERMISSILE ) a.tracer = a.target; @@ -182,7 +182,7 @@ Class ParryField : Actor i.angle = atan2(dir.y,dir.x); i.pitch = asin(-dir.z); i.bAMBUSH = true; - A_QuakeEx(3,3,3,10,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.2); + A_QuakeEx(3,3,3,10,0,64,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.2); A_StartSound("demolitionist/parry",CHAN_WEAPON); if ( special1 >= special2 ) // perfect parry { @@ -303,10 +303,75 @@ Class MHitList Vector3 dir, pos; } +Class MeleeTracer : LineTracer +{ + Actor ignoreme; + Array hits; + Vector3 x; // used to get closest hit to center + bool dorip; + + override ETraceStatus TraceCallback() + { + if ( Results.HitType == TRACE_HitActor ) + { + if ( !Results.HitActor.bSHOOTABLE + || (Results.HitActor == ignoreme) + || Results.HitActor.FindInventory("ParriedBuff") ) return TRACE_Skip; + bool addme = true; + for ( int k=0; k hits; - hits.Clear(); - FLineTraceData d; + if ( !invoker.mt ) invoker.mt = new("MeleeTracer"); + let mt = invoker.mt; // for convenience + mt.ignoreme = self; + mt.hits.Clear(); + mt.dorip = !!(flags&MELEE_Rip); int rings = 1; double step = spread/20.; double range = 1.5*DEFMELEERANGE*rangemul; bool raging = CountInv("RagekitPower"); + double widemul = (flags&MELEE_ExtraWide)?(flags&MELEE_Wider)?5:3:(flags&MELEE_Wider)?2.5:1.5; for ( double i=0; i= 1. ) return; Vector2 vpos = SWWMUtility.NDCToViewport(sb.projdata,ndc); - double frametime = ((gametic+e.fractic)-prevframe)/GameTicRate; - double theta = clamp(30.*frametime,0.,1.); // naive, but whatever - if ( !prevframe || (lagvpos == (0,0)) ) lagvpos = vpos; - else lagvpos = lagvpos*(1.-theta)+vpos*theta; - prevframe = gametic+e.fractic; + double frametime = (MSTimeF()-prevframe)/1000.; + double theta = clamp(15.*frametime,0.,1.); // naive, but whatever + Vector2 oldvpos = lagvpos; + if ( !prevframe || (lagvpos == (0,0)) ) oldvpos = lagvpos = vpos; + else lagvpos = SWWMUtility.LerpVector2(lagvpos,vpos,theta); + prevframe = MSTimeF(); int cnum = abs(CVar.FindCVar('crosshair').GetInt()); if ( !cnum ) return; String tn = String.Format("XHAIR%s%d",(Screen.GetWidth()<640)?"S":"B",cnum); @@ -83,6 +83,8 @@ extend Class SWWMWeapon double sz = 1.; if ( cs > 0. ) sz = Screen.GetHeight()*cs/200.; if ( crosshairgrow ) sz *= sb.CrosshairSize; + int streak = int(max(abs(oldvpos.x-lagvpos.x),abs(oldvpos.y-lagvpos.y))); + for ( int i=0; i 1. ) continue; Vector2 vpos = SWWMUtility.NDCToViewport(projdata,ndc); @@ -141,83 +139,6 @@ Class Hellblazer : SWWMWeapon } } - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - static const Class types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"}; - if ( !WeaponBox ) - { - WeaponBox = TexMan.CheckForTexture("graphics/HUD/HellblazerDisplay.png",TexMan.Type_Any); - AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissile.png",TexMan.Type_Any); - AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshot.png",TexMan.Type_Any); - AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavager.png",TexMan.Type_Any); - AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarhead.png",TexMan.Type_Any); - LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissileLoaded.png",TexMan.Type_Any); - LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshotLoaded.png",TexMan.Type_Any); - LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavagerLoaded.png",TexMan.Type_Any); - LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarheadLoaded.png",TexMan.Type_Any); - } - double xx = -56, yy = -49; - Screen.DrawTexture(WeaponBox,false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - int curtype = 0; - for ( int i=0; i<4; i++ ) - { - if ( loadammo != types[i] ) continue; - curtype = i; - break; - } - xx += 2; - yy += 2; - for ( int i=0; i<4; i++ ) - { - int amt = Owner.CountInv(types[i]); - String amtstr = String.Format("%3d",amt); - Screen.DrawText(smallfont,Font.CR_FIRE,bx+xx,by+yy,amtstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); - Screen.DrawTexture(AmmoIcon[i],false,bx+xx+19,by+yy+1,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); - yy += 13; - if ( i%2 ) - { - yy -= 26; - xx += 28; - } - } - yy = -18; - switch ( curtype ) - { - case 0: - xx = -54; - for ( int i=0; i<6; i++ ) - { - Screen.DrawTexture(LoadedIcon[0],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); - xx += 9; - } - break; - case 1: - xx = -49; - for ( int i=0; i<3; i++ ) - { - Screen.DrawTexture(LoadedIcon[1],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); - xx += 18; - } - break; - case 2: - xx = -49; - for ( int i=0; i<3; i++ ) - { - Screen.DrawTexture(LoadedIcon[2],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); - xx += 18; - } - break; - case 3: - xx = -45; - for ( int i=0; i<2; i++ ) - { - Screen.DrawTexture(LoadedIcon[3],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); - xx += 27; - } - break; - } - } - override void HudTick() { Super.HudTick(); @@ -248,7 +169,7 @@ Class Hellblazer : SWWMWeapon A_StartSound(bAlt?"hellblazer/altfire":"hellblazer/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:(bAlt?1.7:.8)); A_AlertMonsters(swwm_uncapalert?0:bAlt?400:1200); int qstr = bAlt?4:5; - A_QuakeEx(qstr,qstr,qstr,bAlt?4:12,0,8,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.12*qstr); + A_QuakeEx(qstr,qstr,qstr,bAlt?4:12,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.12*qstr); A_BumpFOV(bAlt?.96:.93); A_PlayerFire(); invoker.clipcount = max(0,invoker.clipcount-1); @@ -320,6 +241,11 @@ Class Hellblazer : SWWMWeapon return false; } + override bool IsCurrentAmmo( Class kind ) + { + return (kind is nextammo); + } + action void A_GlassOverlay( StateLabel g ) { player.SetPSprite(PSP_WEAPON+1,invoker.FindState(g)); @@ -583,10 +509,12 @@ Class Hellblazer : SWWMWeapon override void PreTravelled() { + Super.PreTravelled(); if ( tracer ) tracer.Destroy(); } override void Travelled() { + Super.Travelled(); if ( tracer ) return; tracer = Spawn("HellblazerX",pos); tracer.angle = angle; diff --git a/zscript/weapons/swwm_blazeit_fx.zsc b/zscript/weapons/swwm_blazeit_fx.zsc index 170a8ae78..e040635aa 100644 --- a/zscript/weapons/swwm_blazeit_fx.zsc +++ b/zscript/weapons/swwm_blazeit_fx.zsc @@ -336,7 +336,7 @@ Class HellblazerMissile : Actor A_SetScale(4.5); SWWMUtility.DoExplosion(self,250,320000,200,90); A_NoGravity(); - A_QuakeEx(5,5,5,15,0,1500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:500,rollIntensity:.8); + A_QuakeEx(5,5,5,15,0,1500,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:500,rollIntensity:.8); A_StopSound(CHAN_BODY); A_StartSound("hellblazer/hitm",CHAN_WEAPON,attenuation:.8); A_StartSound("hellblazer/hitm",CHAN_VOICE,attenuation:.5); @@ -433,7 +433,7 @@ Class HellblazerCrackshot : HellblazerMissile A_SetScale(3.); SWWMUtility.DoExplosion(self,200,320000,160,60); A_NoGravity(); - A_QuakeEx(4,4,4,12,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:400,rollIntensity:.6); + A_QuakeEx(4,4,4,12,0,1200,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:400,rollIntensity:.6); A_StopSound(CHAN_BODY); A_StartSound("hellblazer/hitc",CHAN_WEAPON,attenuation:.7); A_StartSound("hellblazer/hitc",CHAN_VOICE,attenuation:.4); @@ -504,7 +504,7 @@ Class HellblazerRavager : HellblazerMissile A_SetScale(8.); SWWMUtility.DoExplosion(self,300,320000,300,120); A_NoGravity(); - A_QuakeEx(6,6,6,30,0,2000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:800,rollIntensity:1.); + A_QuakeEx(6,6,6,30,0,2000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:800,rollIntensity:1.); A_StopSound(CHAN_BODY); A_StartSound("hellblazer/hitr",CHAN_WEAPON,attenuation:.6); A_StartSound("hellblazer/hitr",CHAN_VOICE,attenuation:.3); @@ -587,7 +587,7 @@ Class HellblazerWarhead : HellblazerMissile int nhit; [nhit, nkill] = SWWMUtility.DoExplosion(self,1500,600000,400,200,DE_COUNTENEMIES); A_NoGravity(); - A_QuakeEx(9,9,9,150,0,12000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:4000,rollIntensity:2.); + A_QuakeEx(9,9,9,150,0,12000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:4000,rollIntensity:2.); A_StopSound(CHAN_BODY); A_StartSound("hellblazer/hitw",CHAN_WEAPON,attenuation:.4); A_StartSound("hellblazer/hitw",CHAN_VOICE,attenuation:.1); @@ -897,7 +897,7 @@ Class HellblazerClusterMini : HellblazerMissile2 A_SetScale(2.5); SWWMUtility.DoExplosion(self,50,200000,150,60); A_NoGravity(); - A_QuakeEx(4,4,4,12,0,1000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:400,rollIntensity:.6); + A_QuakeEx(4,4,4,12,0,1000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:400,rollIntensity:.6); A_StopSound(CHAN_BODY); A_StartSound("hellblazer/hitcs",CHAN_WEAPON,attenuation:.9); A_StartSound("hellblazer/hitcs",CHAN_VOICE,attenuation:.5); diff --git a/zscript/weapons/swwm_cbt.zsc b/zscript/weapons/swwm_cbt.zsc index 3a271c000..83d19e3b1 100644 --- a/zscript/weapons/swwm_cbt.zsc +++ b/zscript/weapons/swwm_cbt.zsc @@ -14,7 +14,6 @@ Class Wallbuster : SWWMWeapon transient bool cancelreload; transient bool clearout; - transient ui TextureID WeaponBox, AmmoIcon[4], LoadIcon[4], UsedIcon[4], EmptyIcon; Class curobt; ui Vector3 cpos25[25]; @@ -29,101 +28,6 @@ Class Wallbuster : SWWMWeapon if ( curobt is 'PurpleShell' ) return StringTable.Localize("$O_WALLBUSTER_PURPLE"); return Super.GetObituary(victim,inflictor,mod,playerattack); } - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell"}; - /* - (Layout of indices) - - 0 - 4 1 - 3 2 - L 9 - K M 8 5 - O N 7 6 - - H D - G I C E - F J B A - - */ - static const int barrelposx[] = - { - 29,24,26,32,34, - 10,12,18,20,15, - 17,23,25,20,15, - 41,43,38,33,35, - 48,43,38,40,46 - }; - static const int barrelposy[] = - { - 46,42,36,36,42, - 31,25,25,31,35, - 8, 8,14,18,14, - 8,14,18,14, 8, - 31,35,31,25,25 - }; - if ( !WeaponBox ) - { - WeaponBox = TexMan.CheckForTexture("graphics/HUD/WallbusterDisplay.png",TexMan.Type_Any); - AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/RedShell.png",TexMan.Type_Any); - AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any); - AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any); - AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any); - LoadIcon[0] = TexMan.CheckForTexture("graphics/HUD/WallbusterRed.png",TexMan.Type_Any); - LoadIcon[1] = TexMan.CheckForTexture("graphics/HUD/WallbusterGreen.png",TexMan.Type_Any); - LoadIcon[2] = TexMan.CheckForTexture("graphics/HUD/WallbusterBlue.png",TexMan.Type_Any); - LoadIcon[3] = TexMan.CheckForTexture("graphics/HUD/WallbusterPurple.png",TexMan.Type_Any); - UsedIcon[0] = TexMan.CheckForTexture("graphics/HUD/WallbusterRedUsed.png",TexMan.Type_Any); - UsedIcon[1] = TexMan.CheckForTexture("graphics/HUD/WallbusterGreenUsed.png",TexMan.Type_Any); - UsedIcon[2] = TexMan.CheckForTexture("graphics/HUD/WallbusterBlueUsed.png",TexMan.Type_Any); - UsedIcon[3] = TexMan.CheckForTexture("graphics/HUD/WallbusterPurpleUsed.png",TexMan.Type_Any); - EmptyIcon = TexMan.CheckForTexture("graphics/HUD/WallbusterEmpty.png",TexMan.Type_Any); - } - Screen.DrawTexture(WeaponBox,false,bx-54,by-72,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - int ox = 6; - int oy = 60; - for ( int i=0; i<4; i++ ) - { - Screen.DrawTexture(AmmoIcon[i],false,bx-ox,by-oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - String astr = String.Format("%3d",Owner.CountInv(types[i])); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-ox-(smallfont.StringWidth(astr)+1),by-oy-1,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - oy += 10; - if ( i == 1 ) - { - oy = 60; - ox = 33; - } - } - // and here's the big clusterdick - for ( int i=0; i<25; i++ ) - { - int idx = i; - int group = idx/5; - // shift based on group rotation - int gidx = i%5; - gidx = (gidx-rotation[group]); - while ( gidx < 0 ) gidx += 5; - idx = gidx+group*5; - // shift based on full rotation - idx = (idx-rotation[5]*5); - while ( idx < 0 ) idx += 25; - if ( !loaded[i] ) - { - Screen.DrawTexture(EmptyIcon,false,bx-barrelposx[idx],by-barrelposy[idx],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - continue; - } - int which = 0; - for ( int j=0; j<4; j++ ) - { - if ( !(loaded[i] is types[j]) ) continue; - which = j; - break; - } - Screen.DrawTexture(fired[i]?UsedIcon[which]:LoadIcon[which],false,bx-barrelposx[idx],by-barrelposy[idx],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - } - } - override void HudTick() { Super.HudTick(); @@ -138,8 +42,8 @@ Class Wallbuster : SWWMWeapon // draw custom crosshair if ( automapactive || !(players[consoleplayer].Camera is 'PlayerPawn') ) return; if ( !swwm_precisecrosshair ) return; - if ( !crosshairon ) return; if ( crosshairforce ) return; + if ( !crosshairon && (swwm_precisecrosshair <= 1) ) return; let sb = SWWMStatusBar(StatusBar); if ( !sb ) return; SWWMUtility.PrepareProjData(sb.projdata,e.ViewPos,e.ViewAngle,e.ViewPitch,e.ViewRoll,players[consoleplayer].fov); @@ -159,23 +63,26 @@ Class Wallbuster : SWWMWeapon Vector3 ndc = SWWMUtility.ProjectPoint(sb.projdata,e.ViewPos+tdir); if ( ndc.z >= 1. ) return; Vector2 vpos = SWWMUtility.NDCToViewport(sb.projdata,ndc); - double frametime = ((gametic+e.fractic)-prevframe)/GameTicRate; - double theta = clamp(30.*frametime,0.,1.); // naive, but whatever + double frametime = (MSTimeF()-prevframe)/1000.; + double theta = clamp(15.*frametime,0.,1.); // naive, but whatever if ( !prevframe || (lagvpos == (0,0)) ) lagvpos = vpos; - else lagvpos = lagvpos*(1.-theta)+vpos*theta; + else lagvpos = SWWMUtility.LerpVector2(lagvpos,vpos,theta); + Vector2 oldvpos; for ( int i=0; i<25; i++ ) { - tdir = level.Vec3Diff(e.ViewPos,cpos25[i]); // project ndc = SWWMUtility.ProjectPoint(sb.projdata,e.ViewPos+tdir); if ( ndc.z >= 1. ) return; vpos = SWWMUtility.NDCToViewport(sb.projdata,ndc); - if ( !prevframe || (lagvpos25[i] == (0,0)) ) lagvpos25[i] = vpos; - else lagvpos25[i] = lagvpos25[i]*(1.-theta)+vpos*theta; + oldvpos = lagvpos25[i]; + if ( !prevframe || (lagvpos25[i] == (0,0)) ) oldvpos = lagvpos25[i] = vpos; + else lagvpos25[i] = SWWMUtility.LerpVector2(lagvpos25[i],vpos,theta); + int streak = int(max(abs(oldvpos.x-lagvpos25[i].x),abs(oldvpos.y-lagvpos25[i].y))); + for ( int j=0; j= amo.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) - amo.CreateTossable(1); - amo.Amount++; + invoker.BufferAmmo(types[which],1); + else amo.Amount++; } } invoker.loaded[invoker.rotation[5]*5+i] = null; @@ -780,7 +687,7 @@ Class Wallbuster : SWWMWeapon Class toload = invoker.reloadqueue[invoker.reloadqueue.Size()-1]; invoker.reloadqueue.Pop(); invoker.loaded[invoker.rotation[5]*5+invoker.rotation[invoker.rotation[5]]] = toload; - if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) + if ( !invoker.FetchBufferedAmmo(toload,1) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) { let am = FindInventory(toload); if ( am && (am.Amount > 0) ) am.Amount--; @@ -1256,7 +1163,7 @@ Class Wallbuster : SWWMWeapon XZWE T 0; Stop; EndReload: - XZW4 W 1; + XZW4 W 1 { invoker.ClearBufferedAmmo(); } XZW8 OPQRS 1; XZW8 T 1 A_StartSound("wallbuster/lock",CHAN_WEAPON,CHANF_OVERLAP); XZW8 UVWXY 1; diff --git a/zscript/weapons/swwm_cbt_fx.zsc b/zscript/weapons/swwm_cbt_fx.zsc index a6686ca51..41bea2c8b 100644 --- a/zscript/weapons/swwm_cbt_fx.zsc +++ b/zscript/weapons/swwm_cbt_fx.zsc @@ -24,7 +24,7 @@ Class BustedQuake : Actor A_StartSound("wallbuster/bigbust",CHAN_VOICE,CHANF_OVERLAP,min(1.,special1*.35),1./max(1.,special1*.35),1.-special1*.01); A_StartSound("wallbuster/bigbust",CHAN_VOICE,CHANF_OVERLAP,min(1.,special1*.35),1./max(1.,special1*.35),1.-special1*.01); } - A_QuakeEx(special1,special1,special1,20+special1*5,0,300+special1*90,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:special1*.1); + A_QuakeEx(special1,special1,special1,20+special1*5,0,300+special1*90,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:special1*.1); A_AlertMonsters(swwm_uncapalert?0:2500); } override void Tick() diff --git a/zscript/weapons/swwm_cbt_ui.zsc b/zscript/weapons/swwm_cbt_ui.zsc index 40c470073..f9aa56bf3 100644 --- a/zscript/weapons/swwm_cbt_ui.zsc +++ b/zscript/weapons/swwm_cbt_ui.zsc @@ -11,6 +11,8 @@ Class WallbusterReloadMenu : GenericMenu String ttl; BrokenLines keyl; + Font mSmallFont, mTinyFont; + override void Init( Menu parent ) { Super.Init(parent); @@ -25,11 +27,13 @@ Class WallbusterReloadMenu : GenericMenu AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any); AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any); AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any); + mSmallFont = Font.GetFont('TewiFont'); + mTinyFont = Font.GetFont('MiniwiFont'); MenuSound("menu/demotab"); queue.Clear(); sel0 = swwm_cbtlast; ttl = StringTable.Localize("$SWWM_BUSTERTITLE"); - keyl = smallfont2.BreakLines(StringTable.Localize("$SWWM_BUSTERKEYS"),300); + keyl = mTinyFont.BreakLines(StringTable.Localize("$SWWM_BUSTERKEYS"),300); } override void Ticker() @@ -293,11 +297,11 @@ Class WallbusterReloadMenu : GenericMenu { Screen.DrawTexture(AmmoIcon[i],false,origin.x+ox,origin.y+oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(i==sel0)?Color(0,0,0,0):Color(128,0,0,0)); String astr = String.Format("%3d",players[consoleplayer].mo.CountInv(types[i])-AmmoSets[i]); - Screen.DrawText(smallfont,Font.CR_FIRE,origin.x+ox-(smallfont.StringWidth(astr)+1),origin.y+oy-1,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(i==sel0)?Color(0,0,0,0):Color(128,0,0,0)); + Screen.DrawText(mSmallFont,Font.CR_FIRE,origin.x+ox-(mSmallFont.StringWidth(astr)+1),origin.y+oy-1,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(i==sel0)?Color(0,0,0,0):Color(128,0,0,0)); ox += 33; } // pointer (▸) - Screen.DrawChar(smallfont,Font.CR_GREEN,origin.x+2+33*sel0,origin.y+1,0x25B8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawChar(mSmallFont,Font.CR_GREEN,origin.x+2+33*sel0,origin.y+1,0x25B8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); int siz = queue.Size()-1; ox = 2+siz*5+(siz/5); oy = 15; @@ -312,23 +316,23 @@ Class WallbusterReloadMenu : GenericMenu int boxw, sw; double x, y; str = ttl; - sw = smallfont.StringWidth(str); + sw = mSmallFont.StringWidth(str); boxw = sw; str = "(C)2148 Akari Labs"; - sw = smallfont2.StringWidth(str); + sw = mTinyFont.StringWidth(str); if ( sw > boxw ) boxw = sw; x = floor((ss.x-boxw)/2.); y = origin.y-30; Screen.Dim("Black",.8,int((x-2)*hs),int((y-1)*hs),int((boxw+4)*hs),int(25*hs)); str = ttl; - sw = smallfont.StringWidth(str); + sw = mSmallFont.StringWidth(str); x = floor((ss.x-sw)/2.); - Screen.DrawText(smallfont,Font.CR_FIRE,x,y,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mSmallFont,Font.CR_FIRE,x,y,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); y += 14; str = "(C)2148 Akari Labs"; - sw = smallfont2.StringWidth(str); + sw = mTinyFont.StringWidth(str); x = floor((ss.x-sw)/2.); - Screen.DrawText(smallfont2,Font.CR_GOLD,x,y,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(mTinyFont,Font.CR_GOLD,x,y,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); y = origin.y+36; boxw = 0; for ( int i=0; i 0) || chambered ) return true; @@ -104,7 +91,7 @@ Class Eviscerator : SWWMWeapon if ( !weap ) return; invoker.isfiring = true; A_StartSound("eviscerator/fire",CHAN_WEAPON,CHANF_OVERLAP); - A_QuakeEx(6,6,6,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.5); + A_QuakeEx(6,6,6,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.5); A_BumpFOV(.94); A_SWWMFlash(); A_PlayerFire(); @@ -179,7 +166,7 @@ Class Eviscerator : SWWMWeapon invoker.isfiring = true; A_StartSound("eviscerator/altfire",CHAN_WEAPON,CHANF_OVERLAP); A_StartSound("eviscerator/fire",CHAN_WEAPON,CHANF_OVERLAP); - A_QuakeEx(4,4,4,5,0,10,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.9); + A_QuakeEx(4,4,4,5,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.9); A_BumpFOV(.91); A_SWWMFlash(); A_PlayerFire(); diff --git a/zscript/weapons/swwm_danmaku_fx.zsc b/zscript/weapons/swwm_danmaku_fx.zsc index 192b6615f..e585dfaf5 100644 --- a/zscript/weapons/swwm_danmaku_fx.zsc +++ b/zscript/weapons/swwm_danmaku_fx.zsc @@ -482,7 +482,7 @@ Class EvisceratorProj : Actor A_NoGravity(); A_SetScale(3.); SWWMUtility.DoExplosion(self,100,120000,150,80); - A_QuakeEx(6,6,6,20,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:.7); + A_QuakeEx(6,6,6,20,0,1200,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:.7); A_StartSound("eviscerator/shell",CHAN_WEAPON,attenuation:.5); A_StartSound("eviscerator/shell",CHAN_VOICE,attenuation:.3); A_AlertMonsters(swwm_uncapalert?0:3000); diff --git a/zscript/weapons/swwm_deathlydeathcannon.zsc b/zscript/weapons/swwm_deathlydeathcannon.zsc index eb6945c3b..ec7ec3ec8 100644 --- a/zscript/weapons/swwm_deathlydeathcannon.zsc +++ b/zscript/weapons/swwm_deathlydeathcannon.zsc @@ -3,8 +3,8 @@ Class Ynykron : SWWMWeapon { - transient ui TextureID WeaponBox, ChargeBar[2], BoxSide[2]; transient ui DynamicValueInterpolator ChargeInter; + transient ui SmoothDynamicValueInterpolator AltChargeInter; enum EChargeState { @@ -27,25 +27,13 @@ Class Ynykron : SWWMWeapon Property ClipCount : clipcount; - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/YnykronDisplay.png",TexMan.Type_Any); - if ( !ChargeBar[0] ) ChargeBar[0] = TexMan.CheckForTexture("graphics/HUD/YnykronBarA.png",TexMan.Type_Any); - if ( !ChargeBar[1] ) ChargeBar[1] = TexMan.CheckForTexture("graphics/HUD/YnykronBarB.png",TexMan.Type_Any); - if ( !BoxSide[0] ) BoxSide[0] = TexMan.CheckForTexture("graphics/HUD/YnykronSideA.png",TexMan.Type_Any); - if ( !BoxSide[1] ) BoxSide[1] = TexMan.CheckForTexture("graphics/HUD/YnykronSideB.png",TexMan.Type_Any); - Screen.DrawTexture(WeaponBox,false,bx-33,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - int chg = clamp(ChargeInter?ChargeInter.GetValue():int(chargelevel*10),0,400); - int ct = int(((by-2)-chg/10.)*hs); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-30,by-15,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawTexture(BoxSide[inverted],false,bx-23,by-31,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,clipcount?Color(0,0,0,0):Color(128,0,0,0)); - Screen.DrawTexture(ChargeBar[inverted],false,bx-6,by-42,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(chargestate==CS_READY)?Color(int(clamp(sin((level.maptime+TicFrac)*8)*40+24,0.,64.)),255,255,255):Color(0,0,0,0),DTA_ClipTop,ct); - } override void HudTick() { Super.HudTick(); if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(int(chargelevel*10),.5,1,400); ChargeInter.Update(int(chargelevel*10)); + if ( !AltChargeInter ) AltChargeInter = SmoothDynamicValueInterpolator.Create(chargelevel*10,.5,1.,400.); + AltChargeInter.Update(chargelevel*10); if ( lastmode && (lastmode != inverted+1) && (Owner.player == players[consoleplayer]) ) { let bar = SWWMStatusBar(statusbar); @@ -104,7 +92,7 @@ Class Ynykron : SWWMWeapon } } else A_AlertMonsters(); // full range alert - A_QuakeEx(9,9,9,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:2.5); + A_QuakeEx(9,9,9,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:2.5); A_BumpFOV(.7); A_PlayerFire(); SWWMHandler.DoFlash(self,Color(120,255,255,255),30); @@ -554,7 +542,7 @@ Class Ynykron : SWWMWeapon XZW9 AB 2; XZW9 C 1 A_Parry(9); XZW9 DE 1; - XZW9 F 1 A_Melee(100,"demolitionist/whitl",1.5,1.6,1.7); + XZW9 F 1 A_Melee(100,"demolitionist/whitl",1.5,1.6,1.7,MELEE_Wider); XZW9 GHIJK 1; XZW9 LMNO 2; XZW9 P 2 A_StartSound("ynykron/meleeend",CHAN_WEAPON,CHANF_OVERLAP); diff --git a/zscript/weapons/swwm_deathlydeathcannon_fx.zsc b/zscript/weapons/swwm_deathlydeathcannon_fx.zsc index d3ba49ca8..6be074c19 100644 --- a/zscript/weapons/swwm_deathlydeathcannon_fx.zsc +++ b/zscript/weapons/swwm_deathlydeathcannon_fx.zsc @@ -73,10 +73,10 @@ Class PlayerGone : PlayerChunk // no revive (for obvious reasons) } - static void FeckOff( Actor p ) + static Actor FeckOff( Actor p ) { // doesn't affect voodoo dolls (convenient, isn't it?) - if ( !p.player || (p.player.mo != p) ) return; + if ( !p.player || (p.player.mo != p) ) return p; let c = PlayerGone(Spawn("PlayerGone",(65535,65535,0))); c.player = p.player; c.Health = p.Health; @@ -94,6 +94,7 @@ Class PlayerGone : PlayerChunk if ( playeringame[i] && (players[i].camera == p) ) players[i].camera = c; } + return c; } States @@ -403,7 +404,7 @@ Class YnykronImpact : Actor // no need to call A_AlertMonsters if all monsters on the entire map were already alerted by the initial shot if ( swwm_ynykronalert && (!special2 || swwm_extraalert) ) A_AlertMonsters(); rad = args[0]+300+10*clamp(special1/10,0,15); - A_QuakeEx(4,4,4,50,0,rad*4,"",QF_RELATIVE|QF_SCALEDOWN,falloff:rad*2,rollintensity:.6); + A_QuakeEx(4,4,4,50,0,rad*4,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:rad*2,rollintensity:.6); FlashPlayer(60,1200); if ( tracer ) { @@ -433,8 +434,11 @@ Class YnykronImpact : Actor if ( tracer.player ) { if ( tracer == target ) + { SWWMUtility.MarkAchievement("oopsie",tracer.player); - PlayerGone.FeckOff(tracer); + target = PlayerGone.FeckOff(tracer); + } + else PlayerGone.FeckOff(tracer); } if ( tracer.FindState("YnykronDeath",true) ) tracer.SetStateLabel("YnykronDeath"); // dedicated state @@ -450,7 +454,7 @@ Class YnykronImpact : Actor let r = Spawn("AshenRemains",tracer.pos); r.scale *= tracer.radius/16.; } - if ( (tracer.bIsMonster || tracer.player) && tracer.IsHostile(target) && YnykronShot(master) ) + if ( (tracer.bIsMonster || tracer.player) && (!target || tracer.IsHostile(target)) && YnykronShot(master) ) YnykronShot(master).enemykills++; if ( target && tracer.FindInventory("EndgameBossMarker") ) SWWMUtility.MarkAchievement("ligma",target.player); @@ -1113,7 +1117,7 @@ Class YnykronShot : Actor } override void PostBeginPlay() { - A_QuakeEx(6,6,6,150,0,65536,"",QF_RELATIVE|QF_SCALEDOWN,falloff:65536,rollIntensity:1.); + A_QuakeEx(6,6,6,150,0,65535,"",QF_RELATIVE|QF_SCALEDOWN,falloff:65535,rollIntensity:1.); A_StartSound("ynykron/beam",CHAN_VOICE,CHANF_DEFAULT,1.,0.); FlashPlayer(240,8000); hitlist.Clear(); @@ -1565,7 +1569,7 @@ Class YnykronLightningImpact : Actor { Super.PostBeginPlay(); SWWMUtility.DoExplosion(self,400,120000,100,40); - A_QuakeEx(3,3,3,12,0,800,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollIntensity:.4); + A_QuakeEx(3,3,3,12,0,800,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:.4); A_SprayDecal("ShockMark",-172); int numpt = Random[ExploS](8,16); for ( int i=0; igametic)&&((failtime-gametic)%8>=4); - Screen.DrawTexture(AmmoBar,false,bx-7,by-52,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipTop,ct,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-35,by-12,String.Format("%3d%%",chg),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); - } - override void HudTick() { Super.HudTick(); if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(clipcount,.5,1,25); ChargeInter.Update(clipcount); + if ( !AltChargeInter ) AltChargeInter = SmoothDynamicValueInterpolator.Create(clipcount,.5,1.,25.); + AltChargeInter.Update(clipcount); } override bool ReportHUDAmmo() @@ -128,7 +118,7 @@ Class DeepImpact : SWWMWeapon { let weap = Weapon(invoker); if ( !weap ) return; - A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.05); + A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.05); A_StartSound("deepimpact/fire",CHAN_WEAPON,CHANF_OVERLAP); A_AlertMonsters(swwm_uncapalert?0:300); A_PlayerFire(); @@ -212,6 +202,7 @@ Class DeepImpact : SWWMWeapon } for ( int i=0; i target.floorz) && target.TestMobjZ() ) mm *= 1.6; SWWMUtility.DoKnockback(target,dir,mm); } - SWWMUtility.DoExplosion(self,0,200000,200,80,ignoreme:target); - A_QuakeEx(6,6,6,20,0,250,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.); + SWWMUtility.DoExplosion(self,20,80000,200,80,ignoreme:target); + A_QuakeEx(6,6,6,20,0,250,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.); A_StartSound("deepimpact/bullethit",CHAN_VOICE,CHANF_DEFAULT,1.,.3); A_SprayDecal("ImpactMark"); Spawn("AirBulletLight",pos); diff --git a/zscript/weapons/swwm_jackhammer.zsc b/zscript/weapons/swwm_jackhammer.zsc deleted file mode 100644 index e6b521efc..000000000 --- a/zscript/weapons/swwm_jackhammer.zsc +++ /dev/null @@ -1,410 +0,0 @@ -// Tach-Engine Technologies Microfusion Rotary Hammer aka "Pusher" (planned for unreleased Zanaveth Ultra Suite 2) -// Slot 1, replaces Chainsaw, Gauntlets, Timon's Axe - -Class PusherWeapon : SWWMWeapon -{ - double chargelevel, vibe; - int hitcnt; - - transient ui TextureID WeaponBox, ChargeBar; - transient ui DynamicValueInterpolator ChargeInter; - - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/PusherDisplay.png",TexMan.Type_Any); - if ( !ChargeBar ) ChargeBar = TexMan.CheckForTexture("graphics/HUD/PusherBar.png",TexMan.Type_Any); - Screen.DrawTexture(WeaponBox,false,bx-60,by-9,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - int chg = clamp(ChargeInter?ChargeInter.GetValue():int(chargelevel*100),0,100); - double cw = chg*56./100.; - Screen.DrawTexture(ChargeBar,false,bx-58,by-7,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,cw); - } - - override void HudTick() - { - Super.HudTick(); - if ( !ChargeInter ) ChargeInter = DynamicValueInterpolator.Create(int(chargelevel*100),.5,1,50); - ChargeInter.Update(int(chargelevel*100)); - } - - override bool ReportHUDAmmo() - { - return true; - } - - override Vector3 GetTraceOffset() - { - return (10.,2.,-3.5); - } - - action void A_PusherDrill() - { - invoker.chargelevel = clamp(invoker.chargelevel+FRandom[Pusher](-.04,.08),.3,1.); - A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5); - A_WeaponOffset(FRandom[Pusher](-1,1)*2,32+FRandom[Pusher](-1,1)*2); - A_BumpFOV(1.01); - A_Recoil(-cos(pitch)); - Vector3 x, y, z; - [x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3.5*z); - FLineTraceData d; - LineTrace(angle,60,pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); - SWWMBulletTrail.DoTrail(self,origin,x,60,0); - if ( d.HitType != TRACE_HitNone ) - { - A_QuakeEx(2,2,2,7,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.8); - A_AlertMonsters(swwm_uncapalert?0:1200); - int dmg = int(4+invoker.chargelevel*8); - if ( invoker.chargelevel > .4 ) invoker.chargelevel -= FRandom[Pusher](.01,.03); - if ( d.HitType == TRACE_HitActor ) - { - double diff = deltaangle(self.angle,AngleTo(d.HitActor)); - self.angle += clamp(diff,-5.,5.); - SWWMUtility.DoKnockback(d.HitActor,d.HitDir,8500); - d.HitActor.A_QuakeEx(3,3,3,10,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.1); - let p = SWWMPuff.Setup(d.HitLocation,d.HitDir,invoker,self,d.HitActor); - dmg = d.HitActor.DamageMobj(p,self,dmg,'Tenderize',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF); - if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE ) - { - let p = Spawn("PusherImpact",d.HitLocation-d.HitDir*4); - p.angle = atan2(-d.HitDir.y,-d.HitDir.x); - p.pitch = asin(d.HitDir.z); - } - else - { - d.HitActor.TraceBleed(dmg,invoker); - d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg); - d.HitActor.A_StartSound("pusher/meat",CHAN_DAMAGE,CHANF_OVERLAP); - } - // move towards target (unless we're standing on it) - if ( !(self is 'Demolitionist') || (Demolitionist(self).oldencroached != d.HitActor) ) - bJUSTATTACKED = true; - } - else - { - Vector3 HitNormal = -d.HitDir; - if ( d.HitType == TRACE_HitFloor ) - { - if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal; - else HitNormal = d.HitSector.floorplane.Normal; - } - else if ( d.HitType == TRACE_HitCeiling ) - { - if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal; - else HitNormal = d.HitSector.ceilingplane.Normal; - } - else if ( d.HitType == TRACE_HitWall ) - { - HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); - if ( !d.LineSide ) HitNormal *= -1; - d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4); - } - let p = Spawn("PusherImpact",d.HitLocation+HitNormal*4); - p.angle = atan2(HitNormal.y,HitNormal.x); - p.pitch = asin(-HitNormal.z); - if ( d.HitType == TRACE_HitFloor ) p.CheckSplash(40); - if ( waterlevel > 2 ) SWWMUtility.DoKnockback(self,-x,30000); - } - if ( swwm_omnibust ) BusterWall.BustLinetrace(d,dmg,self,d.HitDir,d.HitLocation.z); - } - else if ( waterlevel > 2 ) SWWMUtility.DoKnockback(self,-x,50000); - if ( swwm_extraalert || !(invoker.hitcnt%20) ) A_AlertMonsters(swwm_uncapalert?0:500); - invoker.hitcnt++; - } - - action void A_PusherAlt() - { - A_StopSound(CHAN_WEAPON); - if ( IsActorPlayingSound(CHAN_WEAPONEXTRA,"pusher/motor") ) - A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5); - A_StartSound("pusher/stop",CHAN_WEAPON,CHANF_OVERLAP); - A_StartSound("pusher/altfire",CHAN_WEAPON,CHANF_OVERLAP); - A_BumpFOV(1.+invoker.chargelevel*.2); - A_Recoil(-(2.+4.*invoker.chargelevel)*cos(pitch)); - A_QuakeEx(2+int(invoker.chargelevel*2),2+int(invoker.chargelevel*2),2+int(invoker.chargelevel*2),3+int(invoker.chargelevel*6),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.3+invoker.chargelevel*.7); - A_WeaponOffset(0,32); - A_Overlay(-9999,null); - A_PlayerFire(); - Vector3 x, y, z; - [x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll); - Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-3.5*z); - FLineTraceData d; - LineTrace(angle,80,pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d); - SWWMBulletTrail.DoTrail(self,origin,x,80,0); - bool gone = false; - if ( d.HitType != TRACE_HitNone ) - { - A_QuakeEx(8,8,8,12,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.8); - A_AlertMonsters(swwm_uncapalert?0:1600); - int dmg = int(240*invoker.chargelevel); - if ( d.HitType == TRACE_HitActor ) - { - double diff = deltaangle(self.angle,AngleTo(d.HitActor)); - self.angle += clamp(diff,-5.,5.); - SWWMUtility.DoKnockback(d.HitActor,d.HitDir,85000); - d.HitActor.A_QuakeEx(9,9,9,15,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.1); - let p = SWWMPuff.Setup(d.HitLocation,d.HitDir,invoker,self,d.HitActor); - dmg = d.HitActor.DamageMobj(p,self,dmg,'Tenderize',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF); - if ( d.HitActor.bNOBLOOD || d.HitActor.bDORMANT || d.HitActor.bINVULNERABLE ) - { - let p = Spawn("BigPusherImpact",d.HitLocation-d.HitDir*4); - p.angle = atan2(-d.HitDir.y,-d.HitDir.x); - p.pitch = asin(d.HitDir.z); - } - else - { - d.HitActor.TraceBleed(dmg,invoker); - d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg); - d.HitActor.A_StartSound("pusher/altmeat",CHAN_DAMAGE,CHANF_OVERLAP); - } - } - else - { - Vector3 HitNormal = -d.HitDir; - if ( d.HitType == TRACE_HitFloor ) - { - if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal; - else HitNormal = d.HitSector.floorplane.Normal; - } - else if ( d.HitType == TRACE_HitCeiling ) - { - if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal; - else HitNormal = d.HitSector.ceilingplane.Normal; - } - else if ( d.HitType == TRACE_HitWall ) - { - HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); - if ( !d.LineSide ) HitNormal *= -1; - d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4); - } - let p = Spawn("BigPusherImpact",d.HitLocation+HitNormal*4); - p.angle = atan2(HitNormal.y,HitNormal.x); - p.pitch = asin(-HitNormal.z); - if ( d.HitType == TRACE_HitFloor ) p.CheckSplash(40); - } - if ( swwm_omnibust ) BusterWall.BustLinetrace(d,dmg,self,d.HitDir,d.HitLocation.z); - } - else if ( !Random[Pusher](0,3-int(invoker.chargelevel*3)) ) - { - // didn't hit anything, randomly slip off - player.SetPSprite(PSP_WEAPON,ResolveState("AltMiss")); - invoker.bNODEATHDESELECT = true; // prevent any glitching that could happen if the sequence is interrupted - A_StopSound(CHAN_WEAPON); - A_StopSound(CHAN_WEAPONEXTRA); - A_StartSound("pusher/miss",CHAN_WEAPON,CHANF_OVERLAP); - let p = Spawn("PusherProjectile",origin); - p.angle = angle; - p.pitch = pitch; - p.vel = x*p.speed*invoker.chargelevel; - p.target = self; - SWWMUtility.DoKnockback(self,x,85000.); - } - A_AlertMonsters(swwm_uncapalert?0:1200); - invoker.chargelevel = 0.; - } - - action void A_BeginCharge() - { - invoker.chargelevel = invoker.vibe = 0.; - A_WeaponOffset(0,32); - A_QuakeEx(1,1,1,33,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.5); - A_Overlay(-9999,"Dummy"); - } - - action void A_ChargeUp() - { - invoker.chargelevel = min(1.,invoker.chargelevel+.025); - if ( invoker.chargelevel >= .5 ) invoker.vibe = min(1.,invoker.vibe+.02); - A_WeaponOffset(FRandom[Pusher](-1,1)*(invoker.chargelevel-invoker.vibe),32+FRandom[Pusher](-1,1)*(invoker.chargelevel-invoker.vibe)); - if ( !(player.cmd.buttons&BT_ALTATTACK) && (invoker.chargelevel > .3) ) - player.SetPSprite(PSP_WEAPON,ResolveState("AltRelease")); - } - - override void MarkPrecacheSounds() - { - Super.MarkPrecacheSounds(); - MarkSound("pusher/select"); - MarkSound("pusher/deselect"); - MarkSound("pusher/motor"); - MarkSound("pusher/motorend"); - MarkSound("pusher/start"); - MarkSound("pusher/drill"); - MarkSound("pusher/hit1"); - MarkSound("pusher/hit2"); - MarkSound("pusher/hit3"); - MarkSound("pusher/meat1"); - MarkSound("pusher/meat2"); - MarkSound("pusher/meat3"); - MarkSound("pusher/end"); - MarkSound("pusher/checkout"); - MarkSound("pusher/pullback"); - MarkSound("pusher/altfire1"); - MarkSound("pusher/altfire2"); - MarkSound("pusher/miss"); - MarkSound("pusher/althit1"); - MarkSound("pusher/althit2"); - MarkSound("pusher/altmeat1"); - MarkSound("pusher/altmeat2"); - MarkSound("pusher/fly"); - MarkSound("pusher/bounce1"); - MarkSound("pusher/bounce2"); - MarkSound("pusher/bounce3"); - } - - Default - { - //$Title Pusher - //$Group Weapons - //$Sprite graphics/HUD/Icons/W_Pusher.png - //$Icon weapon - Tag "$T_PUSHER"; - Inventory.PickupMessage "$I_PUSHER"; - Obituary "$O_PUSHER"; - SWWMWeapon.Tooltip "$TT_PUSHER"; - SWWMWeapon.GetLine "getpusherweapon"; - Inventory.Icon "graphics/HUD/Icons/W_Pusher.png"; - Weapon.UpSound "pusher/select"; - Weapon.SlotNumber 1; - Weapon.SlotPriority 2.; - Weapon.SelectionOrder 1500; - Stamina 10000; - +WEAPON.MELEEWEAPON; - //+WEAPON.NOAUTOSWITCHTO; - Radius 20; - Height 32; - } - - States - { - Spawn: - XZW1 A -1; - Stop; - Select: - XZW2 G 2 A_FullRaise(); - XZW2 HIJKL 2; - Goto Ready; - Ready: - XZW2 A 1 A_WeaponReady(WRF_ALLOWRELOAD|WRF_ALLOWZOOM|WRF_ALLOWUSER1); - Wait; - Fire: - XZW2 A 2 - { - A_WeaponOffset(0,32); - invoker.chargelevel = .2; - invoker.hitcnt = 0; - A_StartSound("pusher/start",CHAN_WEAPON,CHANF_OVERLAP); - A_StartSound("pusher/motor",CHAN_WEAPONEXTRA,CHANF_LOOP,pitch:1.5); - } - XZW2 M 2; - XZW2 N 0 A_StartSound("pusher/drill",CHAN_WEAPONEXTRA2,CHANF_LOOP); - Hold: - XZW2 N 1 - { - A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1)); - A_Recoil(cos(pitch)); - } - XZW2 O 1 A_PusherDrill(); - XZW2 P 1 - { - A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1)); - A_Recoil(cos(pitch)); - } - XZW2 Q 1 A_PusherDrill(); - XZW2 R 1 - { - A_WeaponOffset(FRandom[Pusher](-1,1),32+FRandom[Pusher](-1,1)); - A_Recoil(cos(pitch)); - } - XZW2 S 1 A_PusherDrill(); - XZW2 N 2 - { - if ( player.cmd.buttons&BT_ATTACK ) - return ResolveState("Hold"); - invoker.chargelevel *= .4; - A_Recoil(.5*cos(pitch)); - A_ClearRefire(); - A_WeaponOffset(0,32); - A_StopSound(CHAN_WEAPONEXTRA2); - A_StartSound("pusher/stop",CHAN_WEAPON,CHANF_OVERLAP); - A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5); - return ResolveState(null); - } - XZW2 T 2 { invoker.chargelevel = 0.; } - Goto Ready; - Dummy: - TNT1 A 1 A_ChargeUp(); - Wait; - AltFire: - XZW2 A 2 - { - A_StartSound("pusher/start",CHAN_WEAPON,CHANF_OVERLAP); - A_StartSound("pusher/motor",CHAN_WEAPONEXTRA,CHANF_LOOP,pitch:1.5); - A_StartSound("pusher/pullback",CHAN_WEAPON,CHANF_OVERLAP); - } - XZW2 UVW 2; - XZW2 X 0 A_BeginCharge(); - XZW2 XYZ 3; - XZW3 ABCDEFG 3; - XZW3 H 0 - { - A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.5); - A_StartSound("pusher/motorend",CHAN_WEAPONEXTRA,CHANF_DEFAULT,pitch:1.5); - } - XZW3 H 3; - Wait; - AltRelease: - #### # 1 A_PusherAlt(); - XZW5 R 2; - XZW3 IJKL 2; - XZW3 MNOP 3; - Goto Ready; - AltMiss: - XZW3 QRSTUVW 1; - TNT1 A -1 - { - invoker.bNODEATHDESELECT = false; - let nw = player.mo.PickNextWeapon(); - // gross hack (don't prioritize Deep Impact if we have something better than it) - if ( nw is 'DeepImpact' ) - { - player.ReadyWeapon = nw; - nw = player.mo.PickNextWeapon(); - player.ReadyWeapon = invoker; - } - if ( nw != invoker ) player.PendingWeapon = nw; - RemoveInventory(invoker); - invoker.Destroy(); - } - Stop; - Reload: - Zoom: - XZW2 A 2 - { - A_StartSound("pusher/checkout",CHAN_WEAPON,CHANF_OVERLAP); - A_PlayerCheckGun(); - } - XZW3 XYZ 2; - XZW4 ABCDEFGHIJKLMNOPQR 2; - XZW4 STUVWXYZ 3; - Goto Ready; - User1: - XZW2 A 2 - { - A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP); - A_PlayerMelee(); - } - XZW5 ABC 2; - XZW5 D 1 A_Parry(9); - XZW5 EFGH 1; - XZW5 I 0 A_Melee(70,"demolitionist/whitl",1.1,1.2,1.2); - XZW5 IJ 2; - XZW5 K 2 { invoker.PlayUpSound(self); } - XZW5 LM 2; - XZW5 NOPQ 3; - Goto Ready; - Deselect: - XZW2 B 2 A_StartSound("pusher/deselect",CHAN_WEAPON,CHANF_OVERLAP); - XZW2 CDEF 2; - XZW2 F -1 A_FullLower(); - Stop; - } -} diff --git a/zscript/weapons/swwm_jackhammer_fx.zsc b/zscript/weapons/swwm_jackhammer_fx.zsc deleted file mode 100644 index 8ed2e02af..000000000 --- a/zscript/weapons/swwm_jackhammer_fx.zsc +++ /dev/null @@ -1,376 +0,0 @@ -// Pusher projectiles and effects - -Class PusherImpact : Actor -{ - Default - { - Radius 0.1; - Height 0; - +NOGRAVITY; - +NOCLIP; - +NOTELEPORT; - +NOINTERACTION; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - A_QuakeEx(2,2,2,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.3); - A_StartSound("pusher/hit",CHAN_VOICE); - A_SprayDecal("WallCrack",-20); - int numpt = Random[Pusher](1,3); - Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)); - for ( int i=0; i= (BlockingMobj.pos.x+BlockingMobj.radius) ) - HitNormal = (1,0,0); - else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) ) - HitNormal = (0,-1,0); - else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) ) - HitNormal = (0,1,0); - else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) ) - HitNormal = (0,0,1); - else if ( (pos.z+height) <= BlockingMobj.pos.z ) - HitNormal = (0,0,-1); - } - // undo the bounce, we need to hook in our own - angle = oldangle; - pitch = oldpitch; - vel = oldvel; - // try to guess if we hit the sky - if ( HitSkyLine(BlockingLine,lineside) || (BlockingCeiling && (ceilingpic == skyflatnum)) || (BlockingFloor && (floorpic == skyflatnum)) ) - { - special1 = 0; - ExplodeMissile(); - return; - } - // re-do the bounce with our formula - vel = .8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Pusher](.0,.8))+vel); - A_StartSound("pusher/bounce",volume:.3); - A_AlertMonsters(swwm_uncapalert?0:300); - if ( vel.length() < 5 ) - { - special1 = 0; - ExplodeMissile(); - } - } - void A_BecomePickup() - { - if ( special1 ) - { - // stuff from direct hit - FLineTraceData d; - LineTrace(angle,40,pitch,0,5,data:d); - Vector3 HitNormal = -d.HitDir; - if ( d.HitType == TRACE_HitFloor ) - { - if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.top.Normal; - else HitNormal = d.HitSector.floorplane.Normal; - } - else if ( d.HitType == TRACE_HitCeiling ) - { - if ( d.Hit3DFloor ) HitNormal = -d.Hit3DFloor.bottom.Normal; - else HitNormal = d.HitSector.ceilingplane.Normal; - } - else if ( d.HitType == TRACE_HitWall ) - { - HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit(); - if ( !d.LineSide ) HitNormal *= -1; - } - let p = Spawn("BigPusherImpact",d.HitLocation+HitNormal*4); - p.angle = atan2(HitNormal.y,HitNormal.x); - p.pitch = asin(-HitNormal.z); - bool busted = false; - if ( swwm_omnibust ) - { - if ( BusterWall.BustLinetrace(d,100,target,d.HitDir,d.HitLocation.z) ) - busted = true; - } - if ( busted ) pitch = 0.; - else bNOGRAVITY = true; - } - else pitch = 0; - gravity = 1.; - ClearBounce(); - bSPECIAL = true; - A_SetSize(20,16); - A_ChangeLinkFlags(0); - A_StopSound(CHAN_BODY); - } - override int DoSpecialDamage( Actor target, int damage, Name damagetype ) - { - if ( target == lasthit ) return 0; - lasthit = target; - if ( target.bNOBLOOD || target.bDORMANT || target.bINVULNERABLE ) A_StartSound("pusher/althit",CHAN_WEAPON,CHANF_OVERLAP); - else A_StartSound("pusher/altmeat",CHAN_WEAPON,CHANF_OVERLAP); - target.A_QuakeEx(6,6,6,10,0,200,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.7); - SWWMUtility.DoKnockback(target,vel.unit(),85000); - return damage; - } - override void Touch( Actor toucher ) - { - if ( toucher.player && swwm_usetopickup && !bUsePickup ) - return; - // cannot pick up swapweapon unless explicitly pressing use - let pw = GetDefaultByType("PusherWeapon"); - SWWMWeapon sw; - if ( swwm_swapweapons && (sw = pw.HasSwapWeapon(toucher)) ) - { - if ( toucher.CheckLocalView() ) - Console.MidPrint(SmallFont,String.Format(StringTable.Localize("$SWWM_SWAPWEAPON"),sw.GetTag(),StringTable.Localize("$T_PUSHER"))); - return; - } - let w = toucher.FindInventory("PusherWeapon"); - if ( toucher.player && w ) - { - let psp = toucher.player.GetPSPrite(PSP_WEAPON); - if ( psp && psp.CurState.InStateSequence(w.FindState("AltMiss")) ) - return; - } - if ( !toucher.player || !toucher.GiveInventory("PusherWeapon",1) ) return; - if ( toucher.CheckLocalView() ) - { - toucher.A_StartSound("misc/w_pkup",CHAN_ITEM,CHANF_NOPAUSE|CHANF_MAYBE_LOCAL); - let w = toucher.FindInventory("PusherWeapon"); - if ( w ) w.PrintPickupMessage(true,w.PickupMessage()); - } - else toucher.A_StartSound("misc/w_pkup",CHAN_ITEM,CHANF_MAYBE_LOCAL); - toucher.A_SelectWeapon("PusherWeapon"); - Spawn("SWWMRedPickupFlash",pos); - Destroy(); - } - override bool Used( Actor user ) - { - // test vertical range - Vector3 diff = level.Vec3Diff(user.Vec3Offset(0,0,user.Height/2),Vec3Offset(0,0,Height/2)); - double rang = user.player?PlayerPawn(user.player.mo).UseRange:(user.Height/2); - if ( abs(diff.z) > rang ) return false; - // if the toucher owns our SwapWeapon, drop it before picking us up - let pw = GetDefaultByType("PusherWeapon"); - SWWMWeapon sw; - if ( swwm_swapweapons && (sw = pw.HasSwapWeapon(user)) ) - { - bool swapto = false; - if ( sw == user.player.ReadyWeapon ) swapto = true; - user.DropInventory(sw); - // don't autoswitch just yet (hacky) - if ( swapto ) - { - user.player.ReadyWeapon = null; - user.player.PendingWeapon = WP_NOCHANGE; - } - } - bUsePickup = true; - Touch(user); - bUsePickup = false; - return bDestroyed; - } - States - { - Spawn: - XZW1 A 1 A_Reorient(); - Wait; - Bounce: - XZW1 A 0 A_HandleBounce(); - Goto Spawn; - Death: - XZW1 A 0 A_BecomePickup(); - XZW1 A 1 A_JumpIf(pos.z<=floorz,1); - Wait; - XZW1 A -1 A_StartSound("pusher/bounce"); - Stop; - } -} diff --git a/zscript/weapons/swwm_shot.zsc b/zscript/weapons/swwm_shot.zsc index d21d9602f..abaf9759a 100644 --- a/zscript/weapons/swwm_shot.zsc +++ b/zscript/weapons/swwm_shot.zsc @@ -126,8 +126,6 @@ Class Spreadgun : SWWMWeapon ui Class lastammo; bool initialized; - transient ui TextureID WeaponBox, AmmoIcon[7], LoadedIcon[7]; - override void HudTick() { Super.HudTick(); @@ -148,73 +146,27 @@ Class Spreadgun : SWWMWeapon { if ( loadammo is 'RedShell' ) return StringTable.Localize("$O_SPREADGUN_RED"); if ( loadammo is 'GreenShell' ) return StringTable.Localize("$O_SPREADGUN_GREEN"); - if ( loadammo is 'WhiteShell' ) return StringTable.Localize("$O_SPREADGUN_WHITE"); if ( loadammo is 'BlueShell' ) return StringTable.Localize("$O_SPREADGUN_BLUE"); - if ( loadammo is 'BlackShell' ) return StringTable.Localize("$O_SPREADGUN_BLACK"); if ( loadammo is 'PurpleShell' ) return StringTable.Localize("$O_SPREADGUN_PURPLE"); + if ( loadammo is 'BlackShell' ) return StringTable.Localize("$O_SPREADGUN_BLACK"); if ( loadammo is 'GoldShell' ) return StringTable.Localize("$O_SPREADGUN_GOLD"); return Super.GetObituary(victim,inflictor,mod,playerattack); } - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - if ( !WeaponBox ) - { - WeaponBox = TexMan.CheckForTexture("graphics/HUD/SpreadgunDisplay.png",TexMan.Type_Any); - AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/RedShell.png",TexMan.Type_Any); - AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any); - AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/WhiteShell.png",TexMan.Type_Any); - AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any); - AmmoIcon[4] = TexMan.CheckForTexture("graphics/HUD/BlackShell.png",TexMan.Type_Any); - AmmoIcon[5] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any); - AmmoIcon[6] = TexMan.CheckForTexture("graphics/HUD/GoldShell.png",TexMan.Type_Any); - LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/LoadedRedShell.png",TexMan.Type_Any); - LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/LoadedGreenShell.png",TexMan.Type_Any); - LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/LoadedWhiteShell.png",TexMan.Type_Any); - LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/LoadedBlueShell.png",TexMan.Type_Any); - LoadedIcon[4] = TexMan.CheckForTexture("graphics/HUD/LoadedBlackShell.png",TexMan.Type_Any); - LoadedIcon[5] = TexMan.CheckForTexture("graphics/HUD/LoadedPurpleShell.png",TexMan.Type_Any); - LoadedIcon[6] = TexMan.CheckForTexture("graphics/HUD/LoadedGoldShell.png",TexMan.Type_Any); - } - Screen.DrawTexture(WeaponBox,false,bx-54,by-43,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - int ox = 6; - int oy = 11; - for ( int i=0; i<7; i++ ) - { - Screen.DrawTexture(AmmoIcon[i],false,bx-ox,by-oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); - String astr = String.Format("%3d",Owner.CountInv(types[i])); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-ox-(smallfont.StringWidth(astr)+1),by-oy-1,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); - oy += 10; - if ( i == 3 ) - { - oy = 21; - ox = 33; - } - } - if ( !chambered ) return; - for ( int i=0; i<7; i++ ) - { - if ( loadammo != types[i] ) continue; - Screen.DrawTexture(LoadedIcon[i],false,bx-48,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fired?Color(128,0,0,0):Color(0,0,0,0)); - break; - } - } - override bool ReportHUDAmmo() { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - for ( int i=0; i<7; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + for ( int i=0; i<6; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true; return (!fired && chambered); } override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount ) { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; if ( (firemode == PrimaryFire) || (firemode == AltFire) ) { if ( !fired && chambered ) return true; - for ( int i=0; i<7; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true; + for ( int i=0; i<6; i++ ) if ( Owner.CountInv(types[i]) > 0 ) return true; return false; } return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount); @@ -222,18 +174,23 @@ Class Spreadgun : SWWMWeapon override bool UsesAmmo( Class kind ) { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - for ( int i=0; i<7; i++ ) if ( kind is types[i] ) return true; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + for ( int i=0; i<6; i++ ) if ( kind is types[i] ) return true; return false; } + override bool IsCurrentAmmo( Class kind ) + { + return (kind is nextammo); + } + action void A_SelectUnloadState() { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - static const statelabel primedstates[] = {"UnloadRed", "UnloadGreen", "UnloadWhite", "UnloadBlue", "UnloadBlack", "UnloadPurple", "UnloadGold"}; - static const statelabel firedstates[] = {"UnloadRedFired", "UnloadGreenFired", "UnloadWhiteFired", "UnloadBlueFired", "UnloadBlackFired", "UnloadPurpleFired", "UnloadGoldFired"}; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + static const statelabel primedstates[] = {"UnloadRed", "UnloadGreen", "UnloadBlue", "UnloadPurple", "UnloadBlack", "UnloadGold"}; + static const statelabel firedstates[] = {"UnloadRedFired", "UnloadGreenFired", "UnloadBlueFired", "UnloadPurpleFired", "UnloadBlackFired", "UnloadGoldFired"}; int amidx = 0; - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { if ( invoker.loadammo != types[i] ) continue; amidx = i; @@ -249,11 +206,11 @@ Class Spreadgun : SWWMWeapon action void A_SelectLoadState() { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - static const statelabel primedstates[] = {"LoadRed", "LoadGreen", "LoadWhite", "LoadBlue", "LoadBlack", "LoadPurple", "LoadGold"}; - static const statelabel firedstates[] = {"LoadRedFired", "LoadGreenFired", "LoadWhiteFired", "LoadBlueFired", "LoadBlackFired", "LoadPurpleFired", "LoadGoldFired"}; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + static const statelabel primedstates[] = {"LoadRed", "LoadGreen", "LoadBlue", "LoadPurple", "LoadBlack", "LoadGold"}; + static const statelabel firedstates[] = {"LoadRedFired", "LoadGreenFired", "LoadBlueFired", "LoadPurpleFired", "LoadBlackFired", "LoadGoldFired"}; int amidx = 0; - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { if ( invoker.nextammo != types[i] ) continue; amidx = i; @@ -278,11 +235,11 @@ Class Spreadgun : SWWMWeapon action void A_DropShell() { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - static const Class casetypes[] = {"RedShellCasing","GreenShellCasing","WhiteShellCasing","BlueShellCasing","BlackShellCasing","PurpleShellCasing","GoldShellCasing"}; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + static const Class casetypes[] = {"RedShellCasing","GreenShellCasing","BlueShellCasing","PurpleShellCasing","BlackShellCasing","GoldShellCasing"}; if ( !invoker.fired ) { - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { if ( invoker.loadammo != types[i] ) continue; let amo = FindInventory(types[i]); @@ -293,14 +250,14 @@ Class Spreadgun : SWWMWeapon amo.Amount = 0; } if ( (amo.Amount >= amo.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) - amo.CreateTossable(1); - amo.Amount++; + invoker.BufferAmmo(types[i],1); + else amo.Amount++; break; } } else { - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { if ( invoker.loadammo != types[i] ) continue; Vector3 x, y, z; @@ -394,19 +351,19 @@ Class Spreadgun : SWWMWeapon action void A_FireShell() { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; - static const statelabel flashes[] = {"FlashRed","FlashGreen","FlashWhite","FlashBlue","FlashBlack","FlashPurple","FlashGold"}; - static const String sounds[] = {"spreadgun/redfire","spreadgun/greenfire","spreadgun/whitefire","spreadgun/bluefire","spreadgun/blackfire","spreadgun/purplefire","spreadgun/goldfire"}; - static const int louds[] = {800,1000,1100,1200,1400,600,2500}; - static const int quakes[] = {3,4,2,4,3,1,6}; - static const Color cols[] = {Color(40,255,192,64),Color(36,255,192,80),Color(64,255,160,32),Color(48,32,176,255),Color(72,255,128,16),Color(24,255,224,96),Color(96,255,224,16)}; - for ( int i=0; i<7; i++ ) + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + static const statelabel flashes[] = {"FlashRed","FlashGreen","FlashBlue","FlashPurple","FlashBlack","FlashGold"}; + static const String sounds[] = {"spreadgun/redfire","spreadgun/greenfire","spreadgun/bluefire","spreadgun/purplefire","spreadgun/blackfire","spreadgun/goldfire"}; + static const int louds[] = {800,1000,1200,600,1400,2500}; + static const int quakes[] = {3,4,4,1,3,6}; + static const Color cols[] = {Color(40,255,192,64),Color(36,255,192,80),Color(48,32,176,255),Color(24,255,224,96),Color(72,255,128,16),Color(96,255,224,16)}; + for ( int i=0; i<6; i++ ) { if ( invoker.loadammo != types[i] ) continue; A_SWWMFlash(flashes[i]); A_StartSound(sounds[i],CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6); A_AlertMonsters(swwm_uncapalert?0:louds[i]); - A_QuakeEx(quakes[i],quakes[i],quakes[i],9,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.2*quakes[i]); + A_QuakeEx(quakes[i],quakes[i],quakes[i],9,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.2*quakes[i]); A_BumpFOV(1.-quakes[i]*.04); A_PlayerFire(); SWWMHandler.DoFlash(self,cols[i],5); @@ -451,35 +408,6 @@ Class Spreadgun : SWWMWeapon SWWMUtility.DoKnockback(self,-x,25000.); break; case 2: - for ( int j=0; j<3; j++ ) - { - a = FRandom[Spreadgun](0,360); - s = FRandom[Spreadgun](0,.24); - dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); - let p = Spawn("DragonBreathArm",origin); - p.target = self; - p.angle = atan2(dir.y,dir.x); - p.pitch = asin(-dir.z); - } - for ( int i=0; i<15; i++ ) - { - let s = Spawn("SWWMSmoke",origin); - s.special1 = 1; - s.scale *= .9; - s.alpha *= .3; - s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192)); - s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1); - } - for ( int i=0; i<12; i++ ) - { - let s = Spawn("SWWMSpark",origin); - s.scale *= .3; - s.alpha *= .4; - s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2); - } - SWWMUtility.DoKnockback(self,-x,13000.); - break; - case 3: for ( int j=0; j<8; j++ ) { a = FRandom[Spreadgun](0,360); @@ -507,6 +435,32 @@ Class Spreadgun : SWWMWeapon } SWWMUtility.DoKnockback(self,-x,23000.); break; + case 3: + a = FRandom[Spreadgun](0,360); + s = FRandom[Spreadgun](0,.03); + dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); + let b = Spawn("TheBall",origin); + b.target = self; + b.angle = atan2(dir.y,dir.x); + b.pitch = asin(-dir.z); + b.vel = dir*b.speed; + for ( int i=0; i<8; i++ ) + { + let s = Spawn("SWWMSmoke",origin); + s.scale *= .6; + s.alpha *= .25; + s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192)); + s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.); + } + for ( int i=0; i<8; i++ ) + { + let s = Spawn("SWWMSpark",origin); + s.scale *= .2; + s.alpha *= .4; + s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1); + } + SWWMUtility.DoKnockback(self,-x,9500.); + break; case 4: for ( int j=0; j<50; j++ ) { @@ -537,32 +491,6 @@ Class Spreadgun : SWWMWeapon SWWMUtility.DoKnockback(self,-x,15000.); break; case 5: - a = FRandom[Spreadgun](0,360); - s = FRandom[Spreadgun](0,.03); - dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); - let b = Spawn("TheBall",origin); - b.target = self; - b.angle = atan2(dir.y,dir.x); - b.pitch = asin(-dir.z); - b.vel = dir*b.speed; - for ( int i=0; i<8; i++ ) - { - let s = Spawn("SWWMSmoke",origin); - s.scale *= .6; - s.alpha *= .25; - s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192)); - s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.); - } - for ( int i=0; i<8; i++ ) - { - let s = Spawn("SWWMSpark",origin); - s.scale *= .2; - s.alpha *= .4; - s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1); - } - SWWMUtility.DoKnockback(self,-x,9500.); - break; - case 6: a = FRandom[Spreadgun](0,360); s = FRandom[Spreadgun](0,.01); dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit(); @@ -662,7 +590,7 @@ Class Spreadgun : SWWMWeapon action void A_LoadShell() { A_StartSound("spreadgun/shellin",CHAN_WEAPON,CHANF_OVERLAP); - if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) + if ( !invoker.FetchBufferedAmmo(invoker.nextammo,1) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) { let amo = FindInventory(invoker.nextammo); if ( amo && (amo.Amount > 0) ) amo.Amount--; @@ -670,14 +598,13 @@ Class Spreadgun : SWWMWeapon invoker.chambered = true; invoker.fired = false; invoker.loadammo = invoker.nextammo; + invoker.ClearBufferedAmmo(); } action void A_Prime() { if ( invoker.fired || invoker.wasfired ) - { A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP); - } } override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon ) @@ -703,7 +630,7 @@ Class Spreadgun : SWWMWeapon override void AttachToOwner( Actor other ) { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; if ( !initialized ) { initialized = true; @@ -711,7 +638,7 @@ Class Spreadgun : SWWMWeapon fired = false; chambered = true; } - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { Ammo a = Ammo(other.FindInventory(types[i])); if ( !a ) continue; @@ -725,9 +652,9 @@ Class Spreadgun : SWWMWeapon action void A_SwitchAmmoType( bool rev = false ) { - static const Class types[] = {"RedShell","GreenShell","WhiteShell","BlueShell","BlackShell","PurpleShell","GoldShell"}; + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; int cur = 0, next = 0; - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { if ( invoker.nextammo != types[i] ) continue; cur = i; @@ -746,7 +673,7 @@ Class Spreadgun : SWWMWeapon if ( ridx == -1 ) { // check forwards instead, but avoid golden shells - for ( int i=0; i<6; i++ ) + for ( int i=0; i<5; i++ ) { if ( CountInv(types[i]) <= 0 ) continue; ridx = i; @@ -757,9 +684,9 @@ Class Spreadgun : SWWMWeapon } else { - for ( int i=0; i<7; i++ ) + for ( int i=0; i<6; i++ ) { - ridx = (i+cur+1)%7; + ridx = (i+cur+1)%6; if ( CountInv(types[ridx]) <= 0 ) continue; next = ridx; break; @@ -807,8 +734,6 @@ Class Spreadgun : SWWMWeapon MarkSound("spreadgun/redfire2"); MarkSound("spreadgun/greenfire1"); MarkSound("spreadgun/greenfire2"); - MarkSound("spreadgun/whitefire1"); - MarkSound("spreadgun/whitefire2"); MarkSound("spreadgun/bluefire1"); MarkSound("spreadgun/bluefire2"); MarkSound("spreadgun/blackfire1"); @@ -1002,12 +927,6 @@ Class Spreadgun : SWWMWeapon XZW4 MNOPQRSTUVWXYZ 1; XZW9 T 1; Goto Reload2; - UnloadWhiteFired: - XZW2 Z 2; - XZW5 ABCD 2; - XZW5 EFGHIJKLMNOPQR 1; - XZWB A 1; - Goto Reload2; UnloadBlueFired: XZW2 Z 2; XZW5 STUV 2; @@ -1048,13 +967,6 @@ Class Spreadgun : SWWMWeapon XZWL FGHIJKLMNOPQRS 1; XZWQ M 1; Goto Reload2; - UnloadWhite: - XZW2 A 2; - XZWL TUVW 2; - XZWL XYZ 1; - XZWM ABCDEFGHIJK 1; - XZWR T 1; - Goto Reload2; UnloadBlue: XZW2 A 2; XZWM LMNO 2; @@ -1111,10 +1023,6 @@ Class Spreadgun : SWWMWeapon XZW9 TUVWXYZ 1; XZWA ABCDEFGHIJKLMNOPQRSTUVWXYZ 1; Goto Ready; - LoadWhiteFired: - XZWB ABCDEFGHIJKLMNOPQRSTUVWXYZ 1; - XZWC ABCDEFG 1; - Goto Ready; LoadBlueFired: XZWC HIJKLMNOPQRSTUVWXYZ 1; XZWD ABCDEFGHIJKLMN 1; @@ -1140,10 +1048,6 @@ Class Spreadgun : SWWMWeapon XZWQ MNOPQRSTUVWXYZ 1; XZWR ABCDEFGHIJKLMNOPQRS 1; Goto Ready; - LoadWhite: - XZWR TUVWXYZ 1; - XZWS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1; - Goto Ready; LoadBlue: XZWT ABCDEFGHIJKLMNOPQRSTUVWXYZ 1; XZWU ABCDEFG 1; @@ -1247,16 +1151,6 @@ Class Spreadgun : SWWMWeapon l.target = self; } Stop; - FlashWhite: - XZW0 C 2 Bright - { - let l = Spawn("SWWMWeaponLight",pos); - l.args[1] = 176; - l.args[2] = 32; - l.args[3] = 160; - l.target = self; - } - Stop; FlashBlue: XZW0 D 2 Bright { diff --git a/zscript/weapons/swwm_shot_fx.zsc b/zscript/weapons/swwm_shot_fx.zsc index 1768c73df..df7111788 100644 --- a/zscript/weapons/swwm_shot_fx.zsc +++ b/zscript/weapons/swwm_shot_fx.zsc @@ -13,7 +13,6 @@ Class RedShellCasing : SWWMCasing } } Class GreenShellCasing : RedShellCasing {} -Class WhiteShellCasing : RedShellCasing {} Class BlueShellCasing : RedShellCasing {} Class BlackShellCasing : RedShellCasing {} Class PurpleShellCasing : RedShellCasing {} @@ -117,184 +116,6 @@ Class SlugImpact : Actor } } -Class DragonBreathPuff : Actor -{ - Vector2 initsc; - - Default - { - RenderStyle "Add"; - Scale 0.5; - Alpha 0.35; - Radius .1; - Height 0; - +NOGRAVITY; - +NOBLOCKMAP; - +DONTSPLASH; - +NOINTERACTION; - +NOTELEPORT; - +ROLLSPRITE; - +ROLLCENTER; - +FORCEXYBILLBOARD; - } - override void PostBeginPlay() - { - scale *= FRandom[Spreadgun](.8,1.); - alpha *= FRandom[Spreadgun](.8,1.); - roll = FRandom[Spreadgun](0,360); - SetState(FindState("Spawn")+Random[Spreadgun](0,19)); - initsc = scale; - } - override void Tick() - { - if ( isFrozen() ) return; - A_FadeOut((waterlevel>0)?.1:.02); - scale += initsc*.2; - } - States - { - Spawn: - XFLM ABCDEFGHIJKLMNOPQRST -1 Bright; - Stop; - } -} - -Class DragonBreathArm : Actor -{ - Vector3 oldvel; - - Default - { - Obituary "$O_SPREADGUN_WHITE"; - DamageType 'Fire'; - PROJECTILE; - +THRUACTORS; - +BOUNCEONWALLS; - +BOUNCEONFLOORS; - +BOUNCEONCEILINGS; - +CANBOUNCEWATER; - +USEBOUNCESTATE; - +NODAMAGETHRUST; - +FORCERADIUSDMG; - -NOGRAVITY; - Gravity 0.15; - BounceFactor 1.0; - Radius 2; - Height 4; - } - override void PostBeginPlay() - { - Super.PostBeginPlay(); - reactiontime = Random[ExploS](18,24); - vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*FRandom[ExploS](16.,32.); - let l = Spawn("PaletteLight",pos); - l.Args[3] = int(60+60*(ReactionTime/20.)); - l.ReactionTime = ReactionTime+2; - l.target = self; - - } - override void Tick() - { - oldvel = vel; - Super.Tick(); - } - void A_HandleBounce() - { - Vector3 HitNormal = -vel.unit(); - F3DFloor ff; - if ( BlockingFloor ) - { - // find closest 3d floor for its normal - for ( int i=0; i= (BlockingMobj.pos.x+BlockingMobj.radius) ) - HitNormal = (1,0,0); - else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) ) - HitNormal = (0,-1,0); - else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) ) - HitNormal = (0,1,0); - else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) ) - HitNormal = (0,0,1); - else if ( (pos.z+height) <= BlockingMobj.pos.z ) - HitNormal = (0,0,-1); - } - // undo the bounce, we need to hook in our own - vel = oldvel; - // re-do the bounce with our formula - vel = .8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Spreadgun](.0,.6))+vel); - bHITOWNER = true; - } - States - { - Spawn: - TNT1 A 1 - { - if ( waterlevel > 0 ) ReactionTime -= 2; - let p = Spawn("DragonBreathPuff",pos); - p.alpha *= .6+.4*(ReactionTime/20.); - p.scale *= 3.5-2.5*(ReactionTime/20.); - SWWMUtility.DoExplosion(self,6+(reactiontime/2),1000+200*reactiontime,90+5*reactiontime,flags:DE_HOWL,ignoreme:bHITOWNER?null:target); - double spd = vel.length(); - vel = (vel*.4+(FRandom[ExploS](-.2,.2),FRandom[ExploS](-.2,.2),FRandom[ExploS](-.2,.2))).unit()*spd; - Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,5); - if ( !(ReactionTime%2) ) - { - let s = Spawn("SWWMHalfSmoke",pos); - s.vel = pvel+vel*.2; - s.SetShade(Color(1,1,1)*Random[ExploS](96,192)); - s.special1 = Random[ExploS](2,4); - s.scale *= 2.4; - s.alpha *= .1+.2*(ReactionTime/20.); - int numpt = Random[Spreadgun](-2,4); - for ( int i=0; igametic)&&((failtime-gametic)%16>=8); - if ( doublestacc ) - { - Screen.DrawTexture(AmmoBar[5],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawTexture(AmmoBar[5],false,bx-14,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawTexture(AmmoBar[3+(clipcount<2)],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,iclip?(iclip.GetValue()/10.):0.,DTA_ColorOverlay,(blinking&&(clipcount<=4))?Color(128,0,0,0):Color(0,0,0,0)); - if ( (iclip && (iclip.GetValue() > 120)) || (!iclip && (clipcount > 4)) ) - Screen.DrawTexture(AmmoBar[3+(clipcount<6)],false,bx-14,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,iclip?(((iclip.GetValue()/10.))-12.):0.,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); - } - else - { - Screen.DrawTexture(AmmoBar[2],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawTexture(AmmoBar[clipcount<2],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,iclip?(iclip.GetValue()/5.):0.,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); - } - } - override void HudTick() { Super.HudTick(); @@ -88,7 +56,7 @@ Class Sparkster : SWWMWeapon case 0: // spark A_StartSound("biospark/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.7); - A_QuakeEx(2,2,2,5,0,8,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.2); + A_QuakeEx(2,2,2,5,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.2); A_BumpFOV(.96); A_SWWMFlash(); SWWMHandler.DoFlash(self,Color(64,192,255,96),3); @@ -108,7 +76,7 @@ Class Sparkster : SWWMWeapon case 1: // beam A_StartSound("biospark/altfire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.8); - A_QuakeEx(3,3,3,5,0,8,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.3); + A_QuakeEx(3,3,3,5,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.3); A_BumpFOV(.95); A_SWWMFlash(); SWWMHandler.DoFlash(self,Color(64,192,255,96),3); @@ -128,7 +96,7 @@ Class Sparkster : SWWMWeapon case 2: // big spark A_StartSound("biospark/thirdfire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:1.5); - A_QuakeEx(5,5,5,10,0,8,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:.6); + A_QuakeEx(5,5,5,10,0,8,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.6); A_BumpFOV(.94); A_AlertMonsters(swwm_uncapalert?0:1200); A_PlayerFire(); @@ -175,6 +143,7 @@ Class Sparkster : SWWMWeapon override void Travelled() { + Super.Travelled(); if ( Owner.player && (Owner.player.Readyweapon == self) ) { Owner.A_StartSound("biospark/idle",CHAN_WEAPONEXTRA,CHANF_LOOP,doublestacc?.6:.4,4.); diff --git a/zscript/weapons/swwm_sparkyboi_fx.zsc b/zscript/weapons/swwm_sparkyboi_fx.zsc index 298182c80..75fa7c691 100644 --- a/zscript/weapons/swwm_sparkyboi_fx.zsc +++ b/zscript/weapons/swwm_sparkyboi_fx.zsc @@ -172,7 +172,7 @@ Class BigBiospark : Actor void A_BigsparkTick() { if ( !(special2%4) ) - A_QuakeEx(Random[Sparkster](1,3),Random[Sparkster](1,3),Random[Sparkster](1,3),Random[Sparkster](4,6),0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:FRandom[Sparkster](.1,.3)); + A_QuakeEx(Random[Sparkster](1,3),Random[Sparkster](1,3),Random[Sparkster](1,3),Random[Sparkster](4,6),0,400,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:100,rollIntensity:FRandom[Sparkster](.1,.3)); special2++; int numpt = Random[ExploS](8,12); for ( int i=0; i MaxAmount) && (Stamina > 0) ) + if ( !deathmatch && (Amount+item.Amount > MaxAmount) && (item.Stamina != 0) ) { // sell excess - int sellprice = int(Stamina*.5); + int sellprice = abs(item.Stamina)/2; SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); SWWMCredits.Give(Owner.player,sellprice); if ( Owner.player ) - Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice); + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } item.bPickupGood = true; } // give a spare @@ -96,7 +91,7 @@ Class ExplodiumGun : SWWMWeapon invoker.chambered = invoker.clipcount; invoker.clipcount = max(invoker.clipcount-1,0); A_StartSound("explodium/fire",CHAN_WEAPON,CHANF_OVERLAP); - A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.5); + A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.5); A_BumpFOV(.96); A_SWWMFlash(); SWWMHandler.DoFlash(self,Color(64,255,224,64),3); @@ -582,20 +577,9 @@ Class DualExplodiumGun : SWWMWeapon int clipcount; bool chambered; double casex, casey, lcasex, lcasey; - transient ui TextureID WeaponBox; Property ClipCount : ClipCount; - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/DualExplodiumDisplay.png",TexMan.Type_Any); - Screen.DrawTexture(WeaponBox,false,bx-48,by-22,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - if ( ExplodiumGun(SisterWeapon).chambered ) Screen.DrawText(smallfont,Font.CR_FIRE,bx-22,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-19,by-13,String.Format("%d",max(ExplodiumGun(SisterWeapon).clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - if ( chambered ) Screen.DrawText(smallfont,Font.CR_FIRE,bx-46,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-43,by-13,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - } - override void RenderUnderlay( RenderEvent e ) { Super.RenderUnderlay(e); @@ -658,7 +642,7 @@ Class DualExplodiumGun : SWWMWeapon invoker.clipcount = max(invoker.clipcount-1,0); } A_StartSound("explodium/fire",CHAN_WEAPON,CHANF_OVERLAP); - A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.5); + A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.5); A_BumpFOV(.96); if ( side == 1 ) A_SWWMFlash("Flash"); @@ -776,6 +760,13 @@ Class DualExplodiumGun : SWWMWeapon { return (SisterWeapon&&(SisterWeapon.Amount > 1)); } + override bool Use( bool pickup ) + { + // need to override here because other mods will fuck things up + if ( !SisterWeapon || (SisterWeapon.Amount < 2) ) + return false; + return Super.Use(pickup); + } override bool ReportHUDAmmo() { @@ -856,6 +847,9 @@ Class DualExplodiumGun : SWWMWeapon int flg = WRF_NOSWITCH|WRF_NOSECONDARY; if ( !ExplodiumGun(invoker.SisterWeapon).chambered ) flg |= WRF_NOPRIMARY; + // don't bob while the left weapon is firing + if ( sis.CurState.InStateSequence(ResolveState("LeftFire")) || sis.CurState.InStateSequence(ResolveState("LeftFireLast")) ) + flg |= WRF_NOBOB; A_WeaponReady(flg); } } @@ -872,6 +866,9 @@ Class DualExplodiumGun : SWWMWeapon player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload")); else if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered ) player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftFire")); + // allow bobbing while the right weapon reloads + if ( !sis.CurState.InStateSequence(ResolveState("Fire")) && !sis.CurState.InStateSequence(ResolveState("FireLast")) ) + A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH); } Wait; Fire: @@ -1073,7 +1070,8 @@ Class DualExplodiumGun : SWWMWeapon XZW4 KLMNOP 2; Goto Ready; Slide: - XZW2 A 10 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); } + XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); } + XZW2 A 1; XZW4 WXY 1; XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP); XZW5 BC 1; @@ -1129,7 +1127,8 @@ Class DualExplodiumGun : SWWMWeapon XZWD KLMNOP 2; Goto LeftReady; LeftSlide: - XZWB A 10 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); } + XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); } + XZWB A 1; XZWD WXY 1; XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP); XZWE BC 1; diff --git a/zscript/weapons/swwm_splode_fx.zsc b/zscript/weapons/swwm_splode_fx.zsc index e76a936e7..3dc7958ce 100644 --- a/zscript/weapons/swwm_splode_fx.zsc +++ b/zscript/weapons/swwm_splode_fx.zsc @@ -161,7 +161,7 @@ Class ExplodiumMagProj : Actor int nhit, nkill; [nhit, nkill] = SWWMUtility.DoExplosion(self,20+25*special1,80000+8000*special1,90+10*special1,60,DE_EXTRAZTHRUST|DE_COUNTENEMIES); if ( target && isplanted ) SWWMUtility.AchievementProgressInc("grenade",nkill,target.player); - A_QuakeEx(9,9,9,30,0,400+80*special1,"",QF_RELATIVE|QF_SCALEDOWN,falloff:300,rollintensity:2.); + A_QuakeEx(9,9,9,30,0,400+80*special1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollintensity:2.); A_StartSound("explodium/maghit",CHAN_VOICE,attenuation:.35); A_StartSound("explodium/maghit",CHAN_WEAPON,attenuation:.2); A_SprayDecal("BigRocketBlast",172); @@ -507,7 +507,7 @@ Class ExplodiumBulletImpact : Actor Super.PostBeginPlay(); A_AlertMonsters(swwm_uncapalert?0:3000); SWWMUtility.DoExplosion(self,25,40000,70,40,DE_EXTRAZTHRUST); - A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2); + A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:150,rollintensity:0.2); A_StartSound("explodium/hit",CHAN_VOICE,attenuation:.6); A_StartSound("explodium/hit",CHAN_WEAPON,attenuation:.3); A_SprayDecal("RocketBlast",-172); diff --git a/zscript/weapons/swwm_tastytreat.zsc b/zscript/weapons/swwm_tastytreat.zsc index 08ed7677c..a7d585e35 100644 --- a/zscript/weapons/swwm_tastytreat.zsc +++ b/zscript/weapons/swwm_tastytreat.zsc @@ -6,7 +6,6 @@ Class CandyGun : SWWMWeapon int clipcount; bool chambered; double casex, casey; - transient ui TextureID WeaponBox; bool tospecial; bool swapdrop; // used by weapon swapping so CreateTossable actually tosses the gun, rather than spares @@ -24,11 +23,14 @@ Class CandyGun : SWWMWeapon if ( !deathmatch && !spareget ) { // sell excess - int sellprice = item.Stamina/2; + int sellprice = abs(item.Stamina)/2; SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2)); SWWMCredits.Give(Owner.player,sellprice); if ( Owner.player ) - Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice); + { + if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRA_FEM":"$SWWM_SELLEXTRA"),GetTag(),sellprice); + else Console.Printf(StringTable.Localize(SWWMUtility.SellFemaleItem(item)?"$SWWM_SELLEXTRAREM_FEM":"$SWWM_SELLEXTRAREM"),Owner.player.GetUserName(),GetTag(),sellprice); + } item.bPickupGood = true; } // reset the price in case it has to respawn @@ -58,9 +60,28 @@ Class CandyGun : SWWMWeapon int dropme = AmmoGive1-ammogiven; if ( dropme > 0 ) { - // hacky, but it works - ownedWeapon.Ammo1.Amount += dropme; - ownedWeapon.Ammo1.CreateTossable(dropme); + if ( (ownedWeapon.Ammo1 is 'SWWMAmmo') && SWWMAmmo(ownedWeapon.Ammo1).MagAmmoType ) + { + // can we add it as mag ammo? + MagAmmo ma = MagAmmo(Owner.FindInventory(SWWMAmmo(ownedWeapon.Ammo1).MagAmmoType)); + if ( !ma ) + { + ma = MagAmmo(Spawn(SWWMAmmo(ownedWeapon.Ammo1).MagAmmoType)); + ma.Amount = 0; + ma.AttachToOwner(Owner); + } + while ( ma.Amount <= (ma.MaxAmount-ma.ClipSize) ) + { + ma.Amount += ma.ClipSize; + dropme--; + } + } + if ( dropme > 0 ) + { + // hacky, but it works + ownedWeapon.Ammo1.CreateTossable(dropme); + ownedWeapon.Ammo1.Amount += dropme; + } } } if ( (AmmoGive1 == 0) && ((clipcount > 0) || chambered) ) @@ -74,6 +95,12 @@ Class CandyGun : SWWMWeapon ma.Amount = 0; ma.AttachToOwner(Owner); } + // can we add a full mag? + if ( (bul >= ma.clipsize) && (ma.pamo.Amount < ma.pamo.MaxAmount) ) + { + bul -= ma.clipsize; + ma.pamo.Amount++; + } int maxgiveamt = min(ma.MaxAmount-ma.Amount,bul); int dropamt = bul-maxgiveamt; if ( dropamt > 0 ) ma.CreateTossable(dropamt); @@ -83,25 +110,6 @@ Class CandyGun : SWWMWeapon return gotstuff, gotspares; } - override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) - { - if ( Amount <= 0 ) return; - if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/CandygunDisplay.png",TexMan.Type_Any); - Screen.DrawTexture(WeaponBox,false,bx-51,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - if ( chambered ) Screen.DrawText(smallfont,Font.CR_FIRE,bx-22,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-19,by-13,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - int cx = (Ammo1.Amount>9)?48:45; - int sb = Owner.CountInv("CandyGunBullets"); - if ( sb > 0 ) - { - int cbx = (sb>9)?50:47; - Screen.DrawText(smallfont,Font.CR_FIRE,bx-cbx,by-20,String.Format("⁺%s",SWWMUtility.SuperscriptNum(sb)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-cx,by-13,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - } - else Screen.DrawText(smallfont,Font.CR_FIRE,bx-cx,by-17,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-37,by-39,String.Format("%d",Ammo2.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - } - override Vector3 GetTraceOffset() { return (10.,3,-2.); @@ -114,7 +122,7 @@ Class CandyGun : SWWMWeapon invoker.chambered = invoker.clipcount; invoker.clipcount = max(invoker.clipcount-1,0); A_StartSound("candygun/fire",CHAN_WEAPON,CHANF_OVERLAP); - A_QuakeEx(5,5,5,5,0,15,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:2.); + A_QuakeEx(5,5,5,5,0,15,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:2.); A_BumpFOV(.94); A_SWWMFlash(); SWWMHandler.DoFlash(self,Color(64,224,64,255),5); @@ -264,15 +272,9 @@ Class CandyGun : SWWMWeapon } int maxgiveamt = min(ma.MaxAmount-ma.Amount,invoker.clipcount); int dropamt = invoker.clipcount-maxgiveamt; - if ( dropamt > 0 ) ma.CreateTossable(dropamt); + if ( dropamt > 0 ) invoker.BufferMagAmmo("CandyGunBullets",dropamt); ma.Amount = min(ma.MaxAmount,ma.Amount+invoker.clipcount); ma.MagFill(); - if ( CheckLocalView() ) for ( int i=0; i 0 ) ma.PlayPickupSound(self); invoker.clipcount = 0; } @@ -286,12 +288,17 @@ Class CandyGun : SWWMWeapon int takeamt = min(sb.Amount,sb.ClipSize); invoker.clipcount = takeamt; sb.Amount -= takeamt; + int req = invoker.default.ClipCount-invoker.clipcount; + if ( req > 0 ) invoker.clipcount += invoker.FetchBufferedMagAmmo("CandyGunBullets",req); } + else if ( invoker.FetchBufferedMagAmmo("CandyGunBullets",sb.ClipSize,true) ) + invoker.clipcount = invoker.default.clipcount; else { invoker.Ammo1.Amount = max(0,invoker.Ammo1.Amount-1); invoker.clipcount = invoker.default.clipcount; } + invoker.ClearBufferedAmmo(); } action void A_DropCasing() diff --git a/zscript/weapons/swwm_tastytreat_fx.zsc b/zscript/weapons/swwm_tastytreat_fx.zsc index 9fdb8d8c5..1df998c6d 100644 --- a/zscript/weapons/swwm_tastytreat_fx.zsc +++ b/zscript/weapons/swwm_tastytreat_fx.zsc @@ -108,6 +108,7 @@ Class CandyBeam : Actor } for ( int i=0; i= 10 ) - { - Screen.DrawTexture(WeaponBox[1],false,bx-35,by-56,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - double zw = zl*31./160.; - Screen.DrawTexture(ZoomBar,false,bx-33,by-54,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw); - } - Screen.DrawTexture(WeaponBox[0],false,bx-55,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); - if ( chambered ) Screen.DrawTexture(BulletIcon[fcbchambered],false,bx-53,by-30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fired?Color(128,0,0,0):Color(0,0,0,0)); - for ( int i=0; i9)?32:29; - int sb = Owner.CountInv("SilverBullets"); - if ( sb > 0 ) - { - int cbx = (sb>9)?34:30; - Screen.DrawText(smallfont,Font.CR_FIRE,bx-cbx,by-20,String.Format("⁺%s",SWWMUtility.SuperscriptNum(sb)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1,DTA_ColorOverlay,fcbselected?Color(128,0,0,0):Color(0,0,0,0)); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-cx,by-13,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(128,0,0,0):Color(0,0,0,0)); - } - else Screen.DrawText(smallfont,Font.CR_FIRE,bx-cx,by-15,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(128,0,0,0):Color(0,0,0,0)); - cx = (Ammo2.Amount>9)?32:29; - sb = Owner.CountInv("SilverBullets2"); - if ( sb > 0 ) - { - int cbx = (sb>9)?34:30; - Screen.DrawText(smallfont,Font.CR_FIRE,bx-cbx,by-42,String.Format("⁺%s",SWWMUtility.SuperscriptNum(sb)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1,DTA_ColorOverlay,fcbselected?Color(0,0,0,0):Color(128,0,0,0)); - Screen.DrawText(smallfont,Font.CR_FIRE,bx-cx,by-35,String.Format("%d",Ammo2.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(0,0,0,0):Color(128,0,0,0)); - } - else Screen.DrawText(smallfont,Font.CR_FIRE,bx-cx,by-39,String.Format("%d",Ammo2.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(0,0,0,0):Color(128,0,0,0)); - } override void HudTick() { Super.HudTick(); if ( !ZoomInter ) ZoomInter = DynamicValueInterpolator.Create(int(zoomlevel*10),.5,1,20); ZoomInter.Update(int(zoomlevel*10)); + if ( !AltZoomInter ) AltZoomInter = SmoothDynamicValueInterpolator.Create(zoomlevel*10,.5,1.,20.); + AltZoomInter.Update(zoomlevel*10); if ( lastammo && (lastammo != fcbselected+1) && (Owner.player == players[consoleplayer]) ) { let bar = SWWMStatusBar(statusbar); @@ -310,6 +271,11 @@ Class SilverBullet : SWWMWeapon if ( (Ammo1.Amount <= 0) && (Ammo2.Amount <= 0) && (Owner.CountInv("SilverBullets") <= 0) && (Owner.CountInv("SilverBullets2") <= 0) ) return false; return true; } + override bool IsCurrentAmmo( Class kind ) + { + if ( fcbselected ) return (kind is AmmoType2); + return (kind is AmmoType1); + } override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount ) { if ( sv_infiniteammo || Owner.FindInventory('PowerInfiniteAmmo',true) ) return true; @@ -327,7 +293,7 @@ Class SilverBullet : SWWMWeapon // force disable zoom zoomed = false; if ( Owner.player == players[consoleplayer] ) - Shader.SetEnabled(players[consoleplayer],"SilverScope",false); + PPShader.SetEnabled("SilverScope",false); Super.DetachFromOwner(); } override double GetSpeedFactor() @@ -367,10 +333,10 @@ Class SilverBullet : SWWMWeapon { Vector2 ss = (Screen.GetWidth(),Screen.GetHeight()); ss *= (512./ss.y); - if ( swwm_shaders ) Shader.SetEnabled(players[consoleplayer],"SilverScope",true); + if ( swwm_shaders ) PPShader.SetEnabled("SilverScope",true); else { - Shader.SetEnabled(players[consoleplayer],"SilverScope",false); + PPShader.SetEnabled("SilverScope",false); if ( !scope ) scope = TexMan.CheckForTexture("graphics/SBScope.png",TexMan.Type_Any); Screen.DrawTexture(scope,false,ss.x*.5,ss.y*.5,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Multiply); } @@ -378,7 +344,7 @@ Class SilverBullet : SWWMWeapon Screen.DrawTexture(reticle,false,ss.x*.5,ss.y*.5,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_LegacyRenderStyle,STYLE_Stencil,DTA_FillColor,Color(0,0,0)); return; } - else Shader.SetEnabled(players[consoleplayer],"SilverScope",false); + else PPShader.SetEnabled("SilverScope",false); Super.RenderUnderlay(e); } @@ -396,6 +362,7 @@ Class SilverBullet : SWWMWeapon } for ( int i=0; i= invoker.default.clipcount ) + Class mac = invoker.fcbloaded?"SilverBullets2":"SilverBullets"; + MagAmmo ma = MagAmmo(FindInventory(mac)); + if ( !ma ) { - if ( invoker.fcbloaded ) - { - if ( (invoker.Ammo2.Amount >= invoker.Ammo2.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) - invoker.Ammo2.CreateTossable(1); - invoker.Ammo2.Amount++; - } - else - { - if ( (invoker.Ammo1.Amount >= invoker.Ammo1.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) - invoker.Ammo1.CreateTossable(1); - invoker.Ammo1.Amount++; - } - invoker.ClipCount = 0; - return; // no mag dropped - } - else - { - Class mac = invoker.fcbloaded?"SilverBullets2":"SilverBullets"; - MagAmmo ma = MagAmmo(FindInventory(mac)); - if ( !ma ) - { - ma = MagAmmo(Spawn(mac)); - ma.Amount = 0; - ma.AttachToOwner(self); - } - int maxgiveamt = min(ma.MaxAmount-ma.Amount,invoker.clipcount); - int dropamt = invoker.clipcount-maxgiveamt; - if ( dropamt > 0 ) ma.CreateTossable(dropamt); - ma.Amount = min(ma.MaxAmount,ma.Amount+invoker.clipcount); - ma.MagFill(); - if ( CheckLocalView() ) for ( int i=0; i 0 ) ma.PlayPickupSound(self); + ma = MagAmmo(Spawn(mac)); + ma.Amount = 0; + ma.AttachToOwner(self); } + int maxgiveamt = min(ma.MaxAmount-ma.Amount,invoker.clipcount); + int dropamt = invoker.clipcount-maxgiveamt; + if ( dropamt > 0 ) invoker.BufferMagAmmo(mac,dropamt); + ma.Amount = min(ma.MaxAmount,ma.Amount+invoker.clipcount); + ma.MagFill(); invoker.ClipCount = 0; if ( swwm_nomagdrop ) return; Vector3 x, y, z; @@ -871,13 +812,18 @@ Class SilverBullet : SWWMWeapon int takeamt = min(sb.Amount,sb.ClipSize); invoker.clipcount = takeamt; sb.Amount -= takeamt; + int req = invoker.default.ClipCount-invoker.clipcount; + if ( req > 0 ) invoker.clipcount += invoker.FetchBufferedMagAmmo("SilverBullets",req); } + else if ( invoker.FetchBufferedMagAmmo("SilverBullets",sb.ClipSize,true) ) + invoker.clipcount = invoker.default.clipcount; else { invoker.Ammo1.Amount = max(0,invoker.Ammo1.Amount-1); invoker.clipcount = invoker.default.clipcount; } invoker.wastecycle = 0; + invoker.ClearBufferedAmmo(); } action void A_LoadMagAlt() { @@ -889,13 +835,18 @@ Class SilverBullet : SWWMWeapon int takeamt = min(sb.Amount,sb.ClipSize); invoker.clipcount = takeamt; sb.Amount -= takeamt; + int req = invoker.default.ClipCount-invoker.clipcount; + if ( req > 0 ) invoker.clipcount += invoker.FetchBufferedMagAmmo("SilverBullets2",req); } + else if ( invoker.FetchBufferedMagAmmo("SilverBullets2",sb.ClipSize,true) ) + invoker.clipcount = invoker.default.clipcount; else { invoker.Ammo2.Amount = max(0,invoker.Ammo2.Amount-1); invoker.clipcount = invoker.default.clipcount; } invoker.wastecycle = 0; + invoker.ClearBufferedAmmo(); } override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon ) @@ -1496,7 +1447,7 @@ Class SilverBullet : SWWMWeapon XZW6 IJK 3; XZW6 L 1 A_Parry(9); XZW6 MN 1; - XZW6 O 1 A_Melee(90,"demolitionist/whitl",1.6,2.,2.); + XZW6 O 1 A_Melee(90,"demolitionist/whitl",1.6,2.,2.,MELEE_Wider); XZW6 PQ 1; XZW6 RST 2; XZW6 U 3 A_StartSound("silverbullet/meleeend",CHAN_WEAPON,CHANF_OVERLAP); @@ -1513,7 +1464,7 @@ Class SilverBullet : SWWMWeapon XZWC IJK 3; XZWC L 1 A_Parry(9); XZWC MN 1; - XZWC O 1 A_Melee(90,"demolitionist/whitl",1.6,2.,2.); + XZWC O 1 A_Melee(90,"demolitionist/whitl",1.6,2.,2.,MELEE_Wider); XZWC PQ 1; XZWC RST 2; XZWC U 3 A_StartSound("silverbullet/meleeend",CHAN_WEAPON,CHANF_OVERLAP); diff --git a/zscript/weapons/swwm_thiccboolet_fx.zsc b/zscript/weapons/swwm_thiccboolet_fx.zsc index bf19adc43..7613c6d8f 100644 --- a/zscript/weapons/swwm_thiccboolet_fx.zsc +++ b/zscript/weapons/swwm_thiccboolet_fx.zsc @@ -116,7 +116,7 @@ Class SilverImpact : Actor if ( bAMBUSH ) SWWMUtility.AchievementProgressInc("thruwall",nkill,target.player); } A_AlertMonsters(swwm_uncapalert?0:2500); - A_QuakeEx(4,4,4,20,0,400,"",QF_RELATIVE|QF_SCALEDOWN,falloff:100,rollIntensity:.9); + A_QuakeEx(4,4,4,20,0,400,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:100,rollIntensity:.9); if ( special1 ) { Destroy(); @@ -241,7 +241,7 @@ Class FatChodeImpact : Actor Super.PostBeginPlay(); SWWMUtility.DoExplosion(self,600,40000,250,120,DE_THRUWALLS|DE_EXTRAZTHRUST); A_AlertMonsters(swwm_uncapalert?0:8000); - A_QuakeEx(7,7,7,50,0,2000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:800,rollIntensity:1.); + A_QuakeEx(7,7,7,50,0,2000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:800,rollIntensity:1.); A_StartSound("silverbullet/chode",CHAN_VOICE,CHANF_DEFAULT,1.,.35); A_SprayDecal("BigPock",-64); A_SprayDecal("HugeWallCrack",-64); diff --git a/zscript/weapons/swwm_weapons_althud.zsc b/zscript/weapons/swwm_weapons_althud.zsc new file mode 100644 index 000000000..c77849577 --- /dev/null +++ b/zscript/weapons/swwm_weapons_althud.zsc @@ -0,0 +1,298 @@ +// DrawWeaponAlt code for all weapons + +// Deep Impact +extend Class DeepImpact +{ + ui TextureID AltWeaponBox, AltAmmoBar; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/DeepImpactDisplay.png",TexMan.Type_Any); + if ( !AltAmmoBar ) AltAmmoBar = TexMan.CheckForTexture("graphics/AltHUD/DeepImpactBar.png",TexMan.Type_Any); + Screen.DrawTexture(AltWeaponBox,false,bx-8,by-25,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + double chg = clamp(AltChargeInter?AltChargeInter.GetValue(TicFrac):clipcount,0.,100.); + double ch = chg*20./100.; + bool blinking = (failtime>gametic)&&((failtime-gametic)%8>=4); + Screen.DrawTexture(AltAmmoBar,false,bx-5,by-(2+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcY,20.-ch,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltAmmoBar,false,bx-6,by-(3+ch),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_SrcY,20.-ch,DTA_SrcHeight,ch,DTA_DestHeightF,ch,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); + } +} + +// Explodium Gun +extend Class ExplodiumGun +{ + ui TextureID AltWeaponBox, AltRoundTex; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumDisplay.png",TexMan.Type_Any); + if ( !AltRoundTex ) AltRoundTex = TexMan.CheckForTexture("graphics/AltHUD/ExplodiumRound.png",TexMan.Type_Any); + Screen.DrawTexture(AltWeaponBox,false,bx-10,by-21,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( chambered ) Screen.DrawTexture(AltRoundTex,false,bx-8,by-19,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + for ( int i=0; i types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/SpreadgunDisplay.png",TexMan.Type_Any); + if ( !AltRoundTex[0] ) AltRoundTex[0] = TexMan.CheckForTexture("graphics/AltHUD/ShellRed.png",TexMan.Type_Any); + if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/ShellGreen.png",TexMan.Type_Any); + if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/ShellBlue.png",TexMan.Type_Any); + if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/ShellPurple.png",TexMan.Type_Any); + if ( !AltRoundTex[4] ) AltRoundTex[4] = TexMan.CheckForTexture("graphics/AltHUD/ShellBlack.png",TexMan.Type_Any); + if ( !AltRoundTex[5] ) AltRoundTex[5] = TexMan.CheckForTexture("graphics/AltHUD/ShellGold.png",TexMan.Type_Any); + Screen.DrawTexture(AltWeaponBox,false,bx-10,by-7,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( !chambered ) return; + for ( int i=0; i<6; i++ ) + { + if ( loadammo != types[i] ) continue; + Screen.DrawTexture(AltRoundTex[i],false,bx-8,by-5,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(fired?128:0,0,0,0)); + break; + } + } +} + +// Wallbuster (less of a fuck in the alt hud) +extend Class Wallbuster +{ + ui TextureID AltWeaponBox, AltRoundTex[4], AltCursorTex; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell"}; + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/WallbusterDisplay.png",TexMan.Type_Any); + if ( !AltRoundTex[0] ) AltRoundTex[0] = TexMan.CheckForTexture("graphics/AltHUD/ShellRed.png",TexMan.Type_Any); + if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/ShellGreen.png",TexMan.Type_Any); + if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/ShellBlue.png",TexMan.Type_Any); + if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/ShellPurple.png",TexMan.Type_Any); + if ( !AltCursorTex ) AltCursorTex = TexMan.CheckForTexture("graphics/AltHUD/WallbusterCursor.png",TexMan.Type_Any); + Screen.DrawTexture(AltWeaponBox,false,bx-12,by-75,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int curpos = 73-(rotation[5]*15+rotation[rotation[5]]*2); + Screen.DrawTexture(AltCursorTex,false,bx-10,by-curpos,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + for ( int i=0; i<25; i++ ) + { + curpos = 73-(i*2+(i/5)*5); + if ( !loaded[i] ) continue; + for ( int j=0; j<4; j++ ) + { + if ( loaded[i] != types[j] ) continue; + Screen.DrawTexture(AltRoundTex[j],false,bx-8,by-curpos,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(fired[i]?128:0,0,0,0)); + break; + } + } + } +} + +// Eviscerator +extend Class Eviscerator +{ + ui TextureID AltWeaponBox, AltRoundTex, AltSpreadIcon[2]; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorDisplay.png",TexMan.Type_Any); + if ( !AltRoundTex ) AltRoundTex = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorRound.png",TexMan.Type_Any); + if ( !AltSpreadIcon[0] ) AltSpreadIcon[0] = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorWide.png",TexMan.Type_Any); + if ( !AltSpreadIcon[1] ) AltSpreadIcon[1] = TexMan.CheckForTexture("graphics/AltHUD/EvisceratorTight.png",TexMan.Type_Any); + Screen.DrawTexture(AltWeaponBox,false,bx-10,by-20,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(AltRoundTex,false,bx-8,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,chambered?Color(0,0,0,0):Color(128,0,0,0)); + Screen.DrawTexture(AltSpreadIcon[extended],false,bx-8,by-18,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } +} + +// Hellblazer +extend Class Hellblazer +{ + ui TextureID AltWeaponBox, AltRoundTex[4]; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + static const Class types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"}; + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/HellblazerDisplay.png",TexMan.Type_Any); + if ( !AltRoundTex[0] ) AltRoundTex[0] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerMissile.png",TexMan.Type_Any); + if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerCrackshot.png",TexMan.Type_Any); + if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerRavager.png",TexMan.Type_Any); + if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/HellblazerWarhead.png",TexMan.Type_Any); + Screen.DrawTexture(AltWeaponBox,false,bx-13,by-29,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int curtype = 0; + for ( int i=0; i<4; i++ ) + { + if ( loadammo != types[i] ) continue; + curtype = i; + break; + } + int yy = 27; + switch ( curtype ) + { + case 0: + for ( int i=0; i<6; i++ ) + { + Screen.DrawTexture(AltRoundTex[0],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + yy -= 4; + } + break; + case 1: + yy = 25; + for ( int i=0; i<3; i++ ) + { + Screen.DrawTexture(AltRoundTex[1],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + yy -= 8; + } + break; + case 2: + yy = 25; + for ( int i=0; i<3; i++ ) + { + Screen.DrawTexture(AltRoundTex[2],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + yy -= 8; + } + break; + case 3: + yy = 23; + for ( int i=0; i<2; i++ ) + { + Screen.DrawTexture(AltRoundTex[3],false,bx-11,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(128,0,0,0):Color(0,0,0,0):magstate[i]?Color(160,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + yy -= 12; + } + break; + } + } +} + +// Biospark Carbine +extend Class Sparkster +{ + ui TextureID AltWeaponBox, AltRoundTex[2]; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !AltWeaponBox ) AltWeaponBox = TexMan.CheckForTexture("graphics/AltHUD/BiosparkDisplay.png",TexMan.Type_Any); + if ( !AltRoundTex[0] ) AltRoundTex[0] = TexMan.CheckForTexture("graphics/AltHUD/BiosparkShot.png",TexMan.Type_Any); + if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/BiosparkRed.png",TexMan.Type_Any); + bool blinking = (failtime>gametic)&&((failtime-gametic)%16>=8); + if ( doublestacc ) + { + Screen.DrawTexture(AltWeaponBox,false,bx-7,by-26,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(AltWeaponBox,false,bx-7,by-13,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( nomag ) return; + bool bRed; + int yy = 24; + for ( int i=0; i<8; i++ ) + { + if ( clipcount <= i ) Screen.DrawTexture(AltRoundTex[0],false,bx-4,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Desaturate,255,DTA_ColorOverlay,Color(160,0,0,0)); + else + { + bRed = ((i>=4)&&(clipcount<6)||(i<4)&&(clipcount<2)); + Screen.DrawTexture(AltRoundTex[bRed],false,bx-5,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(blinking?96:0,0,0,0)); + } + yy -= 2; + if ( i == 3 ) yy -= 5; + } + } + else + { + Screen.DrawTexture(AltWeaponBox,false,bx-7,by-13,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( nomag ) return; + bool bRed; + int yy = 11; + for ( int i=0; i<4; i++ ) + { + if ( clipcount <= i ) Screen.DrawTexture(AltRoundTex[0],false,bx-5,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Desaturate,255,DTA_ColorOverlay,Color(160,0,0,0)); + else + { + bRed = (clipcount<2); + Screen.DrawTexture(AltRoundTex[bRed],false,bx-5,by-yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,Color(blinking?96:0,0,0,0)); + } + yy -= 2; + } + } + } +} + +// Silver Bullet JET +extend Class SilverBullet +{ + ui TextureID AltWeaponBox[2], AltZoomBar, AltRoundTex[4]; + + override void DrawWeaponAlt( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !AltWeaponBox[0] ) AltWeaponBox[0] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletDisplay.png",TexMan.Type_Any); + if ( !AltWeaponBox[1] ) AltWeaponBox[1] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletZoomDisplay.png",TexMan.Type_Any); + if ( !AltZoomBar ) AltZoomBar = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletZoomBar.png",TexMan.Type_Any); + if ( !AltRoundTex[0] ) AltRoundTex[0] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletXSB.png",TexMan.Type_Any); + if ( !AltRoundTex[1] ) AltRoundTex[1] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletFCB.png",TexMan.Type_Any); + if ( !AltRoundTex[2] ) AltRoundTex[2] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletXSBCasing.png",TexMan.Type_Any); + if ( !AltRoundTex[3] ) AltRoundTex[3] = TexMan.CheckForTexture("graphics/AltHUD/SilverBulletFCBCasing.png",TexMan.Type_Any); + double zl = clamp(AltZoomInter?AltZoomInter.GetValue(TicFrac):(zoomlevel*10),0.,160.); + if ( zl >= 10. ) + { + Screen.DrawTexture(AltWeaponBox[1],false,bx-15,by-28,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + double zw = zl*10./160.; + Screen.DrawTexture(AltZoomBar,false,bx-12,by-25,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw,DTA_ColorOverlay,Color(255,0,0,0)); + Screen.DrawTexture(AltZoomBar,false,bx-13,by-26,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw); + } + Screen.DrawTexture(AltWeaponBox[0],false,bx-15,by-18,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( chambered ) Screen.DrawTexture(AltRoundTex[fcbchambered+fired*2],false,bx-13,by-16,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + for ( int i=0; igametic)&&((failtime-gametic)%8>=4); + Screen.DrawTexture(AmmoBar,false,bx-7,by-52,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipTop,ct,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-35,by-12,String.Format("%3d%%",chg),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); + } +} + +// Explodium Gun +extend Class ExplodiumGun +{ + ui TextureID WeaponBox; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/ExplodiumDisplay.png",TexMan.Type_Any); + Screen.DrawTexture(WeaponBox,false,bx-24,by-22,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( chambered ) Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-22,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-19,by-13,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } +} +extend Class DualExplodiumGun +{ + ui TextureID WeaponBox; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/DualExplodiumDisplay.png",TexMan.Type_Any); + Screen.DrawTexture(WeaponBox,false,bx-48,by-22,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( ExplodiumGun(SisterWeapon).chambered ) Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-22,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-19,by-13,String.Format("%d",max(ExplodiumGun(SisterWeapon).clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( chambered ) Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-46,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-43,by-13,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } +} + +// Spreadgun +extend Class Spreadgun +{ + ui TextureID WeaponBox, AmmoIcon[6], LoadedIcon[6]; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell","BlackShell","GoldShell"}; + if ( !WeaponBox ) + { + WeaponBox = TexMan.CheckForTexture("graphics/HUD/SpreadgunDisplay.png",TexMan.Type_Any); + AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/RedShell.png",TexMan.Type_Any); + AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any); + AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any); + AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any); + AmmoIcon[4] = TexMan.CheckForTexture("graphics/HUD/BlackShell.png",TexMan.Type_Any); + AmmoIcon[5] = TexMan.CheckForTexture("graphics/HUD/GoldShell.png",TexMan.Type_Any); + LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/LoadedRedShell.png",TexMan.Type_Any); + LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/LoadedGreenShell.png",TexMan.Type_Any); + LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/LoadedBlueShell.png",TexMan.Type_Any); + LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/LoadedPurpleShell.png",TexMan.Type_Any); + LoadedIcon[4] = TexMan.CheckForTexture("graphics/HUD/LoadedBlackShell.png",TexMan.Type_Any); + LoadedIcon[5] = TexMan.CheckForTexture("graphics/HUD/LoadedGoldShell.png",TexMan.Type_Any); + } + Screen.DrawTexture(WeaponBox,false,bx-46,by-63,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int ox = 6; + int oy = 11; + for ( int i=0; i<6; i++ ) + { + Screen.DrawTexture(AmmoIcon[i],false,bx-ox,by-oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); + String astr = String.Format("%3d",Owner.CountInv(types[i])); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-ox-(SWWMStatusBar(StatusBar).mSmallFont.StringWidth(astr)+1),by-oy-1,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); + oy += 10; + } + if ( !chambered ) return; + for ( int i=0; i<6; i++ ) + { + if ( loadammo != types[i] ) continue; + Screen.DrawTexture(LoadedIcon[i],false,bx-44,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fired?Color(128,0,0,0):Color(0,0,0,0)); + break; + } + } +} + +// Wallbuster (oh good lord why) +extend Class Wallbuster +{ + ui TextureID WeaponBox, AmmoIcon[4], LoadIcon[4], UsedIcon[4], EmptyIcon; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + static const Class types[] = {"RedShell","GreenShell","BlueShell","PurpleShell"}; + /* + (Layout of indices) + + 0 + 4 1 + 3 2 + L 9 + K M 8 5 + O N 7 6 + + H D + G I C E + F J B A + + */ + static const int barrelposx[] = + { + 29,24,26,32,34, + 10,12,18,20,15, + 17,23,25,20,15, + 41,43,38,33,35, + 48,43,38,40,46 + }; + static const int barrelposy[] = + { + 46,42,36,36,42, + 31,25,25,31,35, + 8, 8,14,18,14, + 8,14,18,14, 8, + 31,35,31,25,25 + }; + if ( !WeaponBox ) + { + WeaponBox = TexMan.CheckForTexture("graphics/HUD/WallbusterDisplay.png",TexMan.Type_Any); + AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/RedShell.png",TexMan.Type_Any); + AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/GreenShell.png",TexMan.Type_Any); + AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/BlueShell.png",TexMan.Type_Any); + AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/PurpleShell.png",TexMan.Type_Any); + LoadIcon[0] = TexMan.CheckForTexture("graphics/HUD/WallbusterRed.png",TexMan.Type_Any); + LoadIcon[1] = TexMan.CheckForTexture("graphics/HUD/WallbusterGreen.png",TexMan.Type_Any); + LoadIcon[2] = TexMan.CheckForTexture("graphics/HUD/WallbusterBlue.png",TexMan.Type_Any); + LoadIcon[3] = TexMan.CheckForTexture("graphics/HUD/WallbusterPurple.png",TexMan.Type_Any); + UsedIcon[0] = TexMan.CheckForTexture("graphics/HUD/WallbusterRedUsed.png",TexMan.Type_Any); + UsedIcon[1] = TexMan.CheckForTexture("graphics/HUD/WallbusterGreenUsed.png",TexMan.Type_Any); + UsedIcon[2] = TexMan.CheckForTexture("graphics/HUD/WallbusterBlueUsed.png",TexMan.Type_Any); + UsedIcon[3] = TexMan.CheckForTexture("graphics/HUD/WallbusterPurpleUsed.png",TexMan.Type_Any); + EmptyIcon = TexMan.CheckForTexture("graphics/HUD/WallbusterEmpty.png",TexMan.Type_Any); + } + Screen.DrawTexture(WeaponBox,false,bx-54,by-72,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int ox = 6; + int oy = 60; + for ( int i=0; i<4; i++ ) + { + Screen.DrawTexture(AmmoIcon[i],false,bx-ox,by-oy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + String astr = String.Format("%3d",Owner.CountInv(types[i])); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-ox-(SWWMStatusBar(StatusBar).mSmallFont.StringWidth(astr)+1),by-oy-1,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + oy += 10; + if ( i == 1 ) + { + oy = 60; + ox = 33; + } + } + // and here's the big clusterdick + for ( int i=0; i<25; i++ ) + { + int idx = i; + int group = idx/5; + // shift based on group rotation + int gidx = i%5; + gidx = (gidx-rotation[group]); + while ( gidx < 0 ) gidx += 5; + idx = gidx+group*5; + // shift based on full rotation + idx = (idx-rotation[5]*5); + while ( idx < 0 ) idx += 25; + if ( !loaded[i] ) + { + Screen.DrawTexture(EmptyIcon,false,bx-barrelposx[idx],by-barrelposy[idx],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + continue; + } + int which = 0; + for ( int j=0; j<4; j++ ) + { + if ( !(loaded[i] is types[j]) ) continue; + which = j; + break; + } + Screen.DrawTexture(fired[i]?UsedIcon[which]:LoadIcon[which],false,bx-barrelposx[idx],by-barrelposy[idx],DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } + } +} + +// Eviscerator +extend Class Eviscerator +{ + ui TextureID WeaponBox, AmmoIcon; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/EvisceratorDisplay.png",TexMan.Type_Any); + if ( !AmmoIcon ) AmmoIcon = TexMan.CheckForTexture("graphics/HUD/EvisceratorShell.png",TexMan.Type_Any); + Screen.DrawTexture(WeaponBox,false,bx-46,by-16,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + String astr = String.Format("%d",Ammo1.Amount); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-14-(SWWMStatusBar(StatusBar).mSmallFont.StringWidth(astr)+1),by-14,astr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(AmmoIcon,false,bx-14,by-14,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,chambered?Color(0,0,0,0):Color(128,0,0,0)); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_WHITE,bx-44,by-14,extended?"►":"",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } +} + +// Hellblazer +extend Class Hellblazer +{ + ui TextureID WeaponBox, AmmoIcon[4], LoadedIcon[4]; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + static const Class types[] = {"HellblazerMissiles","HellblazerCrackshots","HellblazerRavagers","HellblazerWarheads"}; + if ( !WeaponBox ) + { + WeaponBox = TexMan.CheckForTexture("graphics/HUD/HellblazerDisplay.png",TexMan.Type_Any); + AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissile.png",TexMan.Type_Any); + AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshot.png",TexMan.Type_Any); + AmmoIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavager.png",TexMan.Type_Any); + AmmoIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarhead.png",TexMan.Type_Any); + LoadedIcon[0] = TexMan.CheckForTexture("graphics/HUD/HellblazerMissileLoaded.png",TexMan.Type_Any); + LoadedIcon[1] = TexMan.CheckForTexture("graphics/HUD/HellblazerCrackshotLoaded.png",TexMan.Type_Any); + LoadedIcon[2] = TexMan.CheckForTexture("graphics/HUD/HellblazerRavagerLoaded.png",TexMan.Type_Any); + LoadedIcon[3] = TexMan.CheckForTexture("graphics/HUD/HellblazerWarheadLoaded.png",TexMan.Type_Any); + } + double xx = -56, yy = -49; + Screen.DrawTexture(WeaponBox,false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int curtype = 0; + for ( int i=0; i<4; i++ ) + { + if ( loadammo != types[i] ) continue; + curtype = i; + break; + } + xx += 2; + yy += 2; + for ( int i=0; i<4; i++ ) + { + int amt = Owner.CountInv(types[i]); + String amtstr = String.Format("%3d",amt); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx+xx,by+yy,amtstr,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); + Screen.DrawTexture(AmmoIcon[i],false,bx+xx+19,by+yy+1,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(types[i]==nextammo)?Color(0,0,0,0):Color(128,0,0,0)); + yy += 13; + if ( i%2 ) + { + yy -= 26; + xx += 28; + } + } + yy = -18; + switch ( curtype ) + { + case 0: + xx = -54; + for ( int i=0; i<6; i++ ) + { + Screen.DrawTexture(LoadedIcon[0],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + xx += 9; + } + break; + case 1: + xx = -49; + for ( int i=0; i<3; i++ ) + { + Screen.DrawTexture(LoadedIcon[1],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + xx += 18; + } + break; + case 2: + xx = -49; + for ( int i=0; i<3; i++ ) + { + Screen.DrawTexture(LoadedIcon[2],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + xx += 18; + } + break; + case 3: + xx = -45; + for ( int i=0; i<2; i++ ) + { + Screen.DrawTexture(LoadedIcon[3],false,bx+xx,by+yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,((i<=magpos)&&(i>=(magpos-preload)))?magstate[i]?Color(192,0,0,0):Color(0,0,0,0):magstate[i]?Color(224,0,0,0):Color(96,0,0,0),DTA_Desaturate,magstate[i]?192:0); + xx += 27; + } + break; + } + } +} + +// Biospark Carbine +extend Class Sparkster +{ + ui TextureID WeaponBox, AmmoBar[6]; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !WeaponBox ) + { + WeaponBox = TexMan.CheckForTexture("graphics/HUD/BiosparkDisplay.png",TexMan.Type_Any); + AmmoBar[0] = TexMan.CheckForTexture("graphics/HUD/BiosparkBar.png",TexMan.Type_Any); + AmmoBar[1] = TexMan.CheckForTexture("graphics/HUD/BiosparkBarRed.png",TexMan.Type_Any); + AmmoBar[2] = TexMan.CheckForTexture("graphics/HUD/BiosparkBarGray.png",TexMan.Type_Any); + AmmoBar[3] = TexMan.CheckForTexture("graphics/HUD/BiosparkBarSlim.png",TexMan.Type_Any); + AmmoBar[4] = TexMan.CheckForTexture("graphics/HUD/BiosparkBarSlimRed.png",TexMan.Type_Any); + AmmoBar[5] = TexMan.CheckForTexture("graphics/HUD/BiosparkBarSlimGray.png",TexMan.Type_Any); + } + Screen.DrawTexture(WeaponBox,false,bx-28,by-28,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-26,by-25,String.Format("%2d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( nomag ) return; + bool blinking = (failtime>gametic)&&((failtime-gametic)%16>=8); + if ( doublestacc ) + { + Screen.DrawTexture(AmmoBar[5],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(AmmoBar[5],false,bx-14,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(AmmoBar[3+(clipcount<2)],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,iclip?(iclip.GetValue()/10.):0.,DTA_ColorOverlay,(blinking&&(clipcount<=4))?Color(128,0,0,0):Color(0,0,0,0)); + if ( (iclip && (iclip.GetValue() > 120)) || (!iclip && (clipcount > 4)) ) + Screen.DrawTexture(AmmoBar[3+(clipcount<6)],false,bx-14,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,iclip?(((iclip.GetValue()/10.))-12.):0.,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); + } + else + { + Screen.DrawTexture(AmmoBar[2],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(AmmoBar[clipcount<2],false,bx-26,by-8,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,iclip?(iclip.GetValue()/5.):0.,DTA_ColorOverlay,blinking?Color(128,0,0,0):Color(0,0,0,0)); + } + } +} + +// Silver Bullet JET +extend Class SilverBullet +{ + ui TextureID WeaponBox[2], ZoomBar, BulletIcon[2], AmmoIcon[2]; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !WeaponBox[0] ) WeaponBox[0] = TexMan.CheckForTexture("graphics/HUD/SilverBulletDisplay.png",TexMan.Type_Any); + if ( !WeaponBox[1] ) WeaponBox[1] = TexMan.CheckForTexture("graphics/HUD/SilverBulletZoomDisplay.png",TexMan.Type_Any); + if ( !BulletIcon[0] ) BulletIcon[0] = TexMan.CheckForTexture("graphics/HUD/SilverBulletXSB.png",TexMan.Type_Any); + if ( !BulletIcon[1] ) BulletIcon[1] = TexMan.CheckForTexture("graphics/HUD/SilverBulletFCB.png",TexMan.Type_Any); + if ( !AmmoIcon[0] ) AmmoIcon[0] = TexMan.CheckForTexture("graphics/HUD/SilverBulletXSBMag.png",TexMan.Type_Any); + if ( !AmmoIcon[1] ) AmmoIcon[1] = TexMan.CheckForTexture("graphics/HUD/SilverBulletFCBMag.png",TexMan.Type_Any); + if ( !ZoomBar ) ZoomBar = TexMan.CheckForTexture("graphics/HUD/SilverBulletZoomBar.png",TexMan.Type_Any); + int zl = clamp(ZoomInter?ZoomInter.GetValue():int(zoomlevel*10),0,160); + if ( zl >= 10 ) + { + Screen.DrawTexture(WeaponBox[1],false,bx-35,by-56,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + double zw = zl*31./160.; + Screen.DrawTexture(ZoomBar,false,bx-33,by-54,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_WindowRightF,zw); + } + Screen.DrawTexture(WeaponBox[0],false,bx-55,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( chambered ) Screen.DrawTexture(BulletIcon[fcbchambered],false,bx-53,by-30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fired?Color(128,0,0,0):Color(0,0,0,0)); + for ( int i=0; i9)?32:29; + int sb = Owner.CountInv("SilverBullets"); + if ( sb > 0 ) + { + int cbx = (sb>9)?34:30; + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cbx,by-20,String.Format("⁺%s",SWWMUtility.SuperscriptNum(sb)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1,DTA_ColorOverlay,fcbselected?Color(128,0,0,0):Color(0,0,0,0)); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cx,by-13,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(128,0,0,0):Color(0,0,0,0)); + } + else Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cx,by-15,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(128,0,0,0):Color(0,0,0,0)); + cx = (Ammo2.Amount>9)?32:29; + sb = Owner.CountInv("SilverBullets2"); + if ( sb > 0 ) + { + int cbx = (sb>9)?34:30; + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cbx,by-42,String.Format("⁺%s",SWWMUtility.SuperscriptNum(sb)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1,DTA_ColorOverlay,fcbselected?Color(0,0,0,0):Color(128,0,0,0)); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cx,by-35,String.Format("%d",Ammo2.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(0,0,0,0):Color(128,0,0,0)); + } + else Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cx,by-39,String.Format("%d",Ammo2.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,fcbselected?Color(0,0,0,0):Color(128,0,0,0)); + } +} + +// Candy Gun +extend Class CandyGun +{ + ui TextureID WeaponBox; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( Amount <= 0 ) return; + if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/CandygunDisplay.png",TexMan.Type_Any); + Screen.DrawTexture(WeaponBox,false,bx-51,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + if ( chambered ) Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-22,by-20,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-19,by-13,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int cx = (Ammo1.Amount>9)?48:45; + int sb = Owner.CountInv("CandyGunBullets"); + if ( sb > 0 ) + { + int cbx = (sb>9)?50:47; + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cbx,by-20,String.Format("⁺%s",SWWMUtility.SuperscriptNum(sb)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cx,by-13,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } + else Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-cx,by-17,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-37,by-39,String.Format("%d",Ammo2.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + } +} + +// Ynykron +extend Class Ynykron +{ + ui TextureID WeaponBox, ChargeBar[2], BoxSide[2]; + + override void DrawWeapon( double TicFrac, double bx, double by, double hs, Vector2 ss ) + { + if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/YnykronDisplay.png",TexMan.Type_Any); + if ( !ChargeBar[0] ) ChargeBar[0] = TexMan.CheckForTexture("graphics/HUD/YnykronBarA.png",TexMan.Type_Any); + if ( !ChargeBar[1] ) ChargeBar[1] = TexMan.CheckForTexture("graphics/HUD/YnykronBarB.png",TexMan.Type_Any); + if ( !BoxSide[0] ) BoxSide[0] = TexMan.CheckForTexture("graphics/HUD/YnykronSideA.png",TexMan.Type_Any); + if ( !BoxSide[1] ) BoxSide[1] = TexMan.CheckForTexture("graphics/HUD/YnykronSideB.png",TexMan.Type_Any); + Screen.DrawTexture(WeaponBox,false,bx-33,by-44,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + int chg = clamp(ChargeInter?ChargeInter.GetValue():int(chargelevel*10),0,400); + int ct = int(((by-2)-chg/10.)*hs); + Screen.DrawText(SWWMStatusBar(StatusBar).mSmallFont,Font.CR_FIRE,bx-30,by-15,String.Format("%d",Ammo1.Amount),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true); + Screen.DrawTexture(BoxSide[inverted],false,bx-23,by-31,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,clipcount?Color(0,0,0,0):Color(128,0,0,0)); + Screen.DrawTexture(ChargeBar[inverted],false,bx-6,by-42,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(chargestate==CS_READY)?Color(int(clamp(sin((level.maptime+TicFrac)*8)*40+24,0.,64.)),255,255,255):Color(0,0,0,0),DTA_ClipTop,ct); + } +}