- Split off big code files for easier navigation. - Moved DoExplosion and DoKnockback to the SWWMUtility class. - Removed DoBlast as it is no longer used, having been replaced entirely. - Finalized Mag Manager: * Implemented partial mag loading for Silver Bullet and Candygun. * Show spare bullets on ammo displays of Silver Bullet and Candygun. - Rebalanced Eviscerator and Hellblazer damages. - Adjusted Dragon's Breath damage and effects. - Adjusted ammo spawns again. * Reduced shell spawns, as they seemed to max out too quickly. * Added "intermediate" bundle spawns for Eviscerator shells, Hellblazer missiles and Silver Bullet / Candygun rounds. - Doubled max ammo of Biospark Carbine. - Biospark beams no longer spawn arcs near their start point. This should reduce the likelihood of self-damage.
123 lines
4.1 KiB
Text
123 lines
4.1 KiB
Text
// SHAMEFUL DISPLAY
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// >loading brutal doom with this
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Class SWWMBrutalHandler : StaticEventHandler
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{
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ui int timer;
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ui TextureID scr;
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bool detected;
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override void OnRegister()
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{
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for ( int i=0; i<AllActorClasses.size(); i++ )
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{
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if ( (AllActorClasses[i].GetClassName() != "BrutalWeapon")
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&& (AllActorClasses[i].GetClassName() != "BrutalDoomer") ) continue;
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detected = true;
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break;
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}
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SetRandomSeed[bdscreen](Random[bdscreen]()+consoleplayer+MSTime());
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if ( detected )
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Console.Printf("\cg========\n\cgIf you have BD on your autoload, you really shouldn't.\n\cgIf you manually loaded it with this mod, why would you?\n\cgThey're not compatible and never will be.\n\cg========");
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}
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override void UiTick()
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{
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if ( !detected ) return;
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if ( gamestate == GS_LEVEL )
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{
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if ( timer == 1 )
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{
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S_StartSound("brutal/ezmodo",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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S_StartSound("brutal/ezmodo",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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else if ( timer == 350 ) ThrowAbortException(">Brutal Doom");
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timer++;
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}
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else timer = 0;
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}
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override void WorldTick()
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{
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if ( !detected ) return;
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for ( int i=0; i<MAXPLAYERS; i++ ) if ( playeringame[i] ) players[i].cheats |= CF_TOTALLYFROZEN;
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}
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override void RenderOverlay( RenderEvent e )
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{
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if ( !detected ) return;
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if ( !scr ) scr = TexMan.CheckForTexture("graphics/bdscreen.png",TexMan.Type_Any);
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Screen.Dim("Red",(timer/350.)-.2,0,0,Screen.GetWidth(),Screen.GetHeight());
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double ar = Screen.GetAspectRatio();
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Vector2 tsize = TexMan.GetScaledSize(scr);
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Vector2 vsize = (Screen.GetWidth(),Screen.GetHeight());
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if ( (tsize.x > vsize.x) || (tsize.y > vsize.y) )
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{
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double sar = tsize.x/tsize.y;
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if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
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else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
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else vsize = tsize;
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}
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Screen.DrawTexture(scr,false,(vsize.x-tsize.x)/2.+FRandom[bdscreen](-1,1)*max(timer-40,0)**3*.000003,(vsize.y-tsize.y)/2.+FRandom[bdscreen](-1,1)*max(timer-40,0)**3*.000003,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true,DTA_Alpha,min(1.,timer/50.));
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Screen.Dim("Red",(timer/70.)-3.5,0,0,Screen.GetWidth(),Screen.GetHeight());
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}
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}
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// HORNY
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Class SWWMHDoomHandler : StaticEventHandler
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{
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ui int timer;
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ui TextureID scr;
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bool detected;
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override void OnRegister()
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{
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for ( int i=0; i<AllActorClasses.size(); i++ )
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{
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if ( AllActorClasses[i].GetClassName() != "HDoomPlayer" ) continue;
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detected = true;
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break;
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}
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SetRandomSeed[hdscreen](Random[hdscreen]()+consoleplayer+MSTime());
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if ( detected )
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Console.Printf("\cg========\n\cgHa ha very funny.\n\cgIf you want the Demolitionist to fuck some hot demon girls go commission a porn artist.\n\cg========");
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}
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override void UiTick()
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{
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if ( !detected ) return;
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if ( gamestate == GS_LEVEL )
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{
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if ( timer == 50 )
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{
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S_StartSound("bestsound",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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S_StartSound("bestsound",CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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else if ( timer == 70 )
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{
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int ngiggl = Random[hdscreen](1,14);
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S_StartSound(String.Format("saya/giggle%d",ngiggl),CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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S_StartSound(String.Format("saya/giggle%d",ngiggl),CHAN_YOUDONEFUCKEDUP,CHANF_UI|CHANF_NOPAUSE|CHANF_OVERLAP,1,ATTN_NONE);
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}
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timer++;
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}
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else timer = 0;
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}
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override void RenderOverlay( RenderEvent e )
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{
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if ( !detected || (timer < 50) ) return;
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if ( !scr ) scr = TexMan.CheckForTexture("graphics/hdscreen.png",TexMan.Type_Any);
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double ar = Screen.GetAspectRatio();
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Vector2 tsize = TexMan.GetScaledSize(scr);
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Vector2 vsize = (Screen.GetWidth(),Screen.GetHeight());
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if ( (tsize.x > vsize.x) || (tsize.y > vsize.y) )
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{
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double sar = tsize.x/tsize.y;
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if ( sar > ar ) vsize = (tsize.x,tsize.x/ar);
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else if ( sar < ar ) vsize = (tsize.y*ar,tsize.y);
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else vsize = tsize;
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}
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Screen.DrawTexture(scr,false,(vsize.x-tsize.x)/2.,(vsize.y-tsize.y)/2.,DTA_VirtualWidthF,vsize.x,DTA_VirtualHeightF,vsize.y,DTA_KeepRatio,true);
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}
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}
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