Face animation additions.
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@ -1,3 +1,3 @@
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[default]
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ONI_MODVER="\crRED ONI\c- \cw0.1a r165 \cu(Wed Apr 17 18:42:51 CEST 2024)\c-";
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ONI_SHORTVER="\cw0.1a r165 \cu(2024-04-17 18:42:51)\c-";
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ONI_MODVER="\crRED ONI\c- \cw0.1a r166 \cu(Wed Apr 17 18:43:12 CEST 2024)\c-";
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ONI_SHORTVER="\cw0.1a r166 \cu(2024-04-17 18:43:12)\c-";
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@ -54,13 +54,24 @@ extend Class OniStatusBar
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let paindir = demo.paindir;
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let facetimer = demo.facetimer;
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let blinktime = demo.blinktime;
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if ( CPlayer.Health <= 0 ) return 15;
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if ( (isInvulnerable() || demo.FindInventory("OniMilkPower")) && (facestate >= FS_LOPAIN) ) return 4;
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if ( facestate == FS_OUCH ) return (paindir==-1)?13:(paindir==1)?14:12;
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if ( facestate == FS_HIPAIN ) return (paindir==-1)?10:(paindir==1)?11:9;
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if ( facestate == FS_LOPAIN ) return (paindir==-1)?7:(paindir==1)?8:6;
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if ( CPlayer.Health <= 0 ) return 23;
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if ( facestate == FS_RAMPAGE ) return 13;
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if ( facestate == FS_EVILGRIN ) return 12;
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if ( facestate == FS_GRIN ) return 4;
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if ( facestate == FS_SAD ) return 5;
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if ( facestate == FS_SAD ) return 10;
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if ( isInvulnerable() || demo.FindInventory("OniMilkPower") )
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{
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if ( blinktime < 0 ) return 7;
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return demo.lookdir+4;
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}
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if ( facestate == FS_OUCH ) return (paindir==-1)?21:(paindir==1)?22:20;
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if ( facestate == FS_HIPAIN ) return (paindir==-1)?18:(paindir==1)?19:17;
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if ( facestate == FS_LOPAIN ) return (paindir==-1)?15:(paindir==1)?16:14;
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if ( CPlayer.Health <= 25 ) // low HP face
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{
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if ( blinktime < 0 ) return 11;
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return demo.lookdir+8;
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}
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if ( blinktime < 0 ) return 3;
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return demo.lookdir;
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}
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@ -5,10 +5,11 @@ Enum EOniFaceState
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FS_DEFAULT,
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FS_GRIN,
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FS_SAD,
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FS_EVILGRIN,
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FS_LOPAIN,
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FS_HIPAIN,
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FS_OUCH,
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FS_DEAD // UNUSED
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FS_RAMPAGE
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};
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Class IbukiPlayer : SWWMPlayer
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@ -54,7 +55,7 @@ Class IbukiPlayer : SWWMPlayer
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override void UpdateFace()
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{
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// damage handling
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if ( facedamage )
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if ( facedamage && (facestate < FS_RAMPAGE) )
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{
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if ( lastdamage > 60 )
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{
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@ -80,6 +81,15 @@ Class IbukiPlayer : SWWMPlayer
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}
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}
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facedamage = false;
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// "evil" grin variant, for BFG-tier weapons
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// (takes priority over sad face, unlike standard grin)
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if ( faceevilgrin && (facestate <= FS_SAD) )
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{
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facestate = FS_EVILGRIN;
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facetimer = 50;
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facegrin = false; // cancels normal grin
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}
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faceevilgrin = false;
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if ( facegrin && (facestate < FS_SAD) )
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{
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facestate = FS_GRIN;
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@ -92,6 +102,8 @@ Class IbukiPlayer : SWWMPlayer
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facetimer = 50;
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}
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facesad = false;
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// TODO: rampage face when holding attack
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// (takes priority over everything else)
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if ( facetimer > 0 )
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{
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facetimer--;
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@ -128,6 +140,28 @@ Class IbukiPlayer : SWWMPlayer
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// TODO: update the actual texture on the model
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}
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override void PlayRevive()
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{
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Super.PlayRevive();
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// force ouch face
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facestate = FS_OUCH;
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facetimer = 40;
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paindir = 0;
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// TODO: add debuff
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}
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override void AddInventory( Inventory item )
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{
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Super.AddInventory(item);
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if ( (item is 'Weapon') && level.maptime )
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{
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A_StartSound("*weaponlaugh",CHAN_VOICE);
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if ( (item is 'SWWMWeapon') && SWWMWeapon(item).bISBFGTIER )
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faceevilgrin = true;
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else facegrin = true;
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}
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}
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override void CheatGive_Artifacts( int amount )
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{
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foreach ( cls:AllActorClasses )
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@ -56,6 +56,12 @@ Class OniBatterGiver : Inventory
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{
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Actor rt = toucher;
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if ( toucher.player ) rt = toucher.player.mo;
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if ( rt is 'SWWMPlayer' )
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{
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let oni = SWWMPlayer(rt);
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oni.A_StartSound("*weaponlaugh",CHAN_VOICE);
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oni.facegrin = true;
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}
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let bat = OniBatter(rt.FindInventory('OniBatter'));
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if ( !bat )
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{
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