- Reduce number of collectibles (some might come back in the future).
- Merge both DLC weaponsets into one, removing redundant weapons.
- Readjust prices of some items.
- Initial work on collectibles (currently Frispy Corn is done).
- Added bigfont for main menu, based on Source Han Sans.
- Reduced default HUD margin to 10.
- Added blob shadows.
- Added precise crosshair drawing.
- Tweaked decals, imported more stuff from UT.
- Swapped the Ynykron impact decal for something better.
- Fixes to slope alignment code.
- Implemented headpats for MBF Helper Dogs and Cacodemons.
- Implemented partial HDoom support, with love and headpats.
- Fix various string functions breaking on unicode.
- Added cracktro-style text scroll to Titlemap.
- Fixed handling of healthbars for friendly monsters.
- Workaround for maps that use the old author name hack (" - by: " separator).
- Fixed Silver Bullet not autoswitching on first pickup.
- Fixed misalignment of Silver Bullet zoomed aim.
- Silver Bullet is unchambered on first pickup, consistent with Candygun.
- Adjusted collision sizes of all items across the board.
- Implemented "Use To Pickup" to work around any issues introduced by the previous change.
- Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
- Tweaked Biospark arc lengths, for balance and higher performance.
- Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
- Prettified the loading disclaimers for BD and HDoom.
- Add pickup flash to all items.
- Add custom key models for Doom and Heretic.
- Fix blown kisses giving you "need key" messages.
- Fix worn armor and embiggeners not being removed on scripted inventory resets.
- Remove all references to the no longer planned Radio.
- Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
- Added timezone to fake clock.
- Fix some times and dates in said clock.
- SWWM blood now also hits ceilings.
- Added default properties to DLC ammo and weapon stubs.
- Lore entries for collectibles and dlc weapons (incomplete).
- Massive amount of typo fixes across the board.
248 lines
9.3 KiB
Text
248 lines
9.3 KiB
Text
// SHAMEFUL DISPLAY
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// At this point there's no clearer way to tell people to stop combining
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// incompatible mods.
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// The BD crowd never listens, never learns, you can't just mix up gameplay
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// mods and expect everything to work.
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// You also can't expect modders to put in the effort needed to go and add
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// compatibility for a mod that wouldn't even make any sense to add
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// compatibility for because both replace the same things and are entirely
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// different beasts with different styles altogether.
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// Just stop. Put that gray matter to use. Do you really think it's worth it?
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// Don't do this shit.
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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 ) return;
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Console.Printf(
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"\cx┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┓\n"
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"\cx┃ \cfIf you have BD on your autoload you really shouldn't. \cx┃\n"
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"\cx┃ \cfIf you manually loaded it with this mod, why would you? \cx┃\n"
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"\cx┃ \cfThey're not compatible and never will be. \cx┃\n"
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"\cx┃ \cfThis mod will now shit the bed once you go in-game, \cx┃\n"
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"\cx┃ \cfand trust me, it's better this way. \cx┃\n"
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"\cx┃ \cf<See you again, have a nice day> \cx┃\n"
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"\cx┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┛");
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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("This manual abort is for your own safety");
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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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// Surprisingly, I've put in actual effort into this compatibility thing (even
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// if it's just sort of partial).
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// Demo-chan has no pp in this body that they can stick into the girls, so all
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// they get is the headpats. There's some sort of crazy magic going on here,
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// that makes the demon gals fall to their knees instantly. Saya thinks it
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// might be a side effect of teaching them the "blow kiss" spell (which has the
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// same effect).
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// Obviously, all the standard weapons work, and these gals appear to be of the
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// masochistic kind. This is generally not very effective compared to the pats
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// and smooches, but it's there, if you're willing to hurt them (I wouldn't).
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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 ) return;
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Console.Printf(
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"\cx┏━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┓\n"
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"\cx┃ \cfOh my, someone appears to be \cgH \ckO \cdR \cvN \chY \ct♥ \cx┃\n"
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"\cx┃ \cfWell, all you'll be getting here is the power of headpats. \cx┃\n"
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"\cx┃ \cfIf you want Demo-chan to actually fuck some hot demon girls, \cx┃\n"
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"\cx┃ \cfjust go commission a porn artist or something, idk. \cx┃\n"
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"\cx┗━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━┛");
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}
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static bool IsCuteGirl( Actor a )
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{
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Class p = a.GetClass();
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while ( p.GetParentClass() && (p.GetParentClass() != 'Actor') )
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{
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p = p.GetParentClass();
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if ( p.GetClassName() == 'HDoomMonster' )
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return true;
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}
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return false;
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}
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static bool IsSexyTime( Actor a )
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{
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Class p = a.GetClass();
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while ( p.GetParentClass() && (p.GetParentClass() != 'Actor') )
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{
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p = p.GetParentClass();
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if ( p.GetClassName() == 'SexActor' )
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return true;
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}
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return false;
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}
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static bool IsStaticSexyTime( Actor a )
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{
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Class p = a.GetClass();
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while ( p.GetParentClass() && (p.GetParentClass() != 'Actor') )
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{
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p = p.GetParentClass();
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if ( p.GetClassName() == 'StaticSexActor' )
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return true;
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}
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return false;
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}
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override void WorldThingSpawned( WorldEvent e )
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{
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// demo can't sex the ladies (not with this body)
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// spawn a headpat tracker, we can at least do this much for them
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if ( IsSexyTime(e.Thing) )
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{
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e.Thing.bUSESPECIAL = false;
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let hp = Actor.Spawn("HeadpatTracker",e.Thing.pos);
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hp.target = e.Thing;
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// sweet dreams, demon
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HeadpatTracker(hp).patstate = e.Thing.FindState("TooLate");
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HeadpatTracker(hp).deathstate = e.Thing.FindState("Finish");
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// height fixes
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String cname = e.Thing.GetClassName();
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if ( cname.Left(12) ~== "Cacodemoness" )
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HeadpatTracker(hp).hdoomheightfix = .2;
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else if ( cname.Left(12) ~== "ImpEncounter" )
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HeadpatTracker(hp).hdoomheightfix = .35;
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else if ( cname.Left(8) ~== "Mancubus" )
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HeadpatTracker(hp).hdoomheightfix = .1;
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else if ( cname.Left(9) ~== "HLostSoul" )
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HeadpatTracker(hp).hdoomheightfix = .5;
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else if ( cname.Left(10) ~== "ArchViless" )
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HeadpatTracker(hp).hdoomheightfix = -.1;
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}
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else if ( IsStaticSexyTime(e.Thing) )
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{
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e.Thing.bUSESPECIAL = false;
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let hp = Actor.Spawn("HeadpatTracker",e.Thing.pos);
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hp.target = e.Thing;
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if ( e.Thing.GetClassName() == 'ImpInAChair' )
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{
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HeadpatTracker(hp).hdoomheightfix = .2;
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HeadpatTracker(hp).hdoomangfix = 15;
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}
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}
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else if ( IsCuteGirl(e.Thing) )
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{
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let hp = Actor.Spawn("HeadpatTracker",e.Thing.pos);
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hp.target = e.Thing;
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// sweet dreams, demon
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HeadpatTracker(hp).lethalpat = true;
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String cname = e.Thing.GetClassName();
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// height fixes
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if ( cname.Left(12) ~== "ImpEncounter" )
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HeadpatTracker(hp).hdoomheightfix = .1;
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else if ( cname.Left(8) ~== "Mancubus" )
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HeadpatTracker(hp).hdoomheightfix = -.1;
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else if ( cname.Left(9) ~== "HLostSoul" )
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HeadpatTracker(hp).hdoomheightfix = .5;
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else if ( cname.Left(10) ~== "ArchViless" )
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HeadpatTracker(hp).hdoomheightfix = -.3;
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}
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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) || (timer > 150) ) 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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double alph = clamp(2.5-(timer+e.FracTic)/50.,0.,.25)*4.;
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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,DTA_Alpha,alph);
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}
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}
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