More TODOs done.
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10
TODO.md
10
TODO.md
@ -6,6 +6,10 @@ n Deployed sprites for every angle (ceiling)
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n - Showing charge level
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x flat sprite? Advantages: One direction, can probably be used on ceiling and wall.
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x - Showing charge level
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x Sparks
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x Debris when destroyed
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x Show remaining batteries as ammo
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x Switching to mag manager goes to batteries screen
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- Pickup sprites for every angle
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- Spool of wire, a tool, and some electical tape
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@ -13,9 +17,7 @@ x - Showing charge level
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- 1st-person sprites
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- Wire cutters and electrical tape
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x Sparks
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x Debris when destroyed
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- Help screen
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- Switching to mag manager goes to batteries screen
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- Add (or make sure) loadout code in loadout editor
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- Show remaining batteries as ammo
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22
zscript.zs
22
zscript.zs
@ -263,7 +263,7 @@ class JumperCablesUsable : HDWeapon
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if(PressingFire()) {
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SetWeaponState("deploy");
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}
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A_WeaponReady(WRF_NOFIRE | WRF_ALLOWRELOAD | WRF_ALLOWUSER4);
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A_WeaponReady(WRF_NOFIRE | WRF_ALLOWUSER3); // USER3 = MagManager.
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FLineTraceData linetraceData;
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DoLineTrace(HDPlayerPawn(invoker.owner), linetraceData);
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@ -293,6 +293,10 @@ class JumperCablesUsable : HDWeapon
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}
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goto ready;
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user3:
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#### A 0 A_MagManager("HDBattery");
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goto ready;
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}
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action void SpawnParticleForLineTrace(HDPlayerPawn pawn, FLineTraceData linetraceData)
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@ -501,5 +505,21 @@ class JumperCablesUsable : HDWeapon
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}
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}
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}
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override void DrawHUDStuff(HDStatusBar statusBar, HDWeapon weapon, HDPlayerPawn pawn)
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{
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// Copied and modified from ThunderBuster display.
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if(statusBar.hudlevel == 1) {
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statusBar.DrawBattery(
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-54, -4,
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statusBar.DI_SCREEN_CENTER_BOTTOM,
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reloadorder : true);
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statusBar.DrawNum(
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pawn.CountInv("HDBattery"),
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-46, -8,
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statusBar.DI_SCREEN_CENTER_BOTTOM);
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}
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}
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}
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