Several adjustments, some fixes, just stuff.

This commit is contained in:
Marisa the Magician 2023-12-13 18:17:42 +01:00
parent adb0eac431
commit 894ecc665b
25 changed files with 92 additions and 81 deletions

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@ -303,71 +303,71 @@ Material Sprite "MBRNB0"
{
Shader "shaders/glsl/Whew.fp"
}
Material Texture "graphics/Renders/Marisa.jpg"
Material Texture "graphics/Renders/ActionShot.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa2.jpg"
Material Texture "graphics/Renders/Booty.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa3.jpg"
Material Texture "graphics/Renders/Ynykron.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa4.jpg"
Material Texture "graphics/Renders/SayaBean.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa5.jpg"
Material Texture "graphics/Renders/SayaGaming.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa6.jpg"
Material Texture "graphics/Renders/CandyGun.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa7.jpg"
Material Texture "graphics/Renders/InAHurry.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa8.jpg"
Material Texture "graphics/Renders/E2M8.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa9.jpg"
Material Texture "graphics/Renders/BTSXE1.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa10.jpg"
Material Texture "graphics/Renders/FroggyGang.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa11.jpg"
Material Texture "graphics/Renders/Nutso.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa12.jpg"
Material Texture "graphics/Renders/BedTime.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa13.jpg"
Material Texture "graphics/Renders/Costanza.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa14.jpg"
Material Texture "graphics/Renders/Cube.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa15.jpg"
Material Texture "graphics/Renders/MisaYnykron.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa16.jpg"
Material Texture "graphics/Renders/Sunder.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}
Material Texture "graphics/Renders/Marisa17.jpg"
Material Texture "graphics/Renders/Sheen.jpg"
{
Shader "shaders/glsl/Bilinear.fp"
}

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@ -1114,23 +1114,23 @@ SWWM_INTERTIP209 = "This mod requires hardware rendering. If you've come this fa
SWWM_INTERTIP210 = "\"Ian Kelliher is like the Elon Musk of his generation, and I automatically hate him for that.\"\n — Saya Miyamoto";
// intermission renders
SWWM_NRENDER = "17";
SWWM_RENDER1 = "Marisa.jpg";
SWWM_RENDER2 = "Marisa2.jpg";
SWWM_RENDER3 = "Marisa3.jpg";
SWWM_RENDER4 = "Marisa4.jpg";
SWWM_RENDER5 = "Marisa5.jpg";
SWWM_RENDER6 = "Marisa6.jpg";
SWWM_RENDER7 = "Marisa7.jpg";
SWWM_RENDER8 = "Marisa8.jpg";
SWWM_RENDER9 = "Marisa9.jpg";
SWWM_RENDER10 = "Marisa10.jpg";
SWWM_RENDER11 = "Marisa11.jpg";
SWWM_RENDER12 = "Marisa12.jpg";
SWWM_RENDER13 = "Marisa13.jpg";
SWWM_RENDER14 = "Marisa14.jpg";
SWWM_RENDER15 = "Marisa15.jpg";
SWWM_RENDER16 = "Marisa16.jpg";
SWWM_RENDER17 = "Marisa17.jpg";
SWWM_RENDER1 = "ActionShot.jpg";
SWWM_RENDER2 = "Booty.jpg";
SWWM_RENDER3 = "Ynykron.jpg";
SWWM_RENDER4 = "SayaBean.jpg";
SWWM_RENDER5 = "SayaGaming.jpg";
SWWM_RENDER6 = "CandyGun.jpg";
SWWM_RENDER7 = "InAHurry.jpg";
SWWM_RENDER8 = "E2M8.jpg";
SWWM_RENDER9 = "BTSXE1.jpg";
SWWM_RENDER10 = "FroggyGang.jpg";
SWWM_RENDER11 = "Nutso.jpg";
SWWM_RENDER12 = "BedTime.jpg";
SWWM_RENDER13 = "Costanza.jpg";
SWWM_RENDER14 = "Cube.jpg";
SWWM_RENDER15 = "MisaYnykron.jpg";
SWWM_RENDER16 = "Sunder.jpg";
SWWM_RENDER17 = "Sheen.jpg";
// achievements
SWWM_ACHIEVEMENT_ALLCOLL_TAG = "The Full Set";
SWWM_ACHIEVEMENT_ALLCOLL_TXT = "Obtain all collectibles in a single save";

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@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1049 \cu(Mon 11 Dec 10:56:47 CET 2023)\c-";
SWWM_SHORTVER="\cw1.3pre r1049 \cu(2023-12-11 10:56:47)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r1050 \cu(Wed 13 Dec 18:17:42 CET 2023)\c-";
SWWM_SHORTVER="\cw1.3pre r1050 \cu(2023-12-13 18:17:42)\c-";

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@ -286,13 +286,13 @@ MiniPink
#000000 #FF0080
}
// additional specialized colors
MiniCrystal // gemstone-ish
MiniSkin // pale skin color (replaces Crystal, which wasn't used by anything)
{
#000000 #003311 0 50
#003311 #006633 51 101
#006633 #269973 102 151
#269973 #66CCBB 152 203
#66CCBB #BFFFFF 204 255
#000000 #33221A 0 50
#33221A #664B3D 51 101
#664B3D #997D6B 102 151
#997D6B #CCB6A3 152 203
#CCB6A3 #FFF2E6 204 255
}
MiniFire // akin to zdoom's
{

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@ -66,7 +66,7 @@ Enum EMiniHUDFontColor
MCR_AQUA,
MCR_MAGENTA,
MCR_PINK,
MCR_CRYSTAL,
MCR_SKIN,
MCR_FIRE,
MCR_SULFUR,
MCR_WITCH,
@ -351,7 +351,7 @@ Class SWWMStatusBar : BaseStatusBar
mhudfontcol[MCR_AQUA] = Font.FindFontColor("MiniAqua");
mhudfontcol[MCR_MAGENTA] = Font.FindFontColor("MiniMagenta");
mhudfontcol[MCR_PINK] = Font.FindFontColor("MiniPink");
mhudfontcol[MCR_CRYSTAL] = Font.FindFontColor("MiniCrystal");
mhudfontcol[MCR_SKIN] = Font.FindFontColor("MiniSkin");
mhudfontcol[MCR_FIRE] = Font.FindFontColor("MiniFire");
mhudfontcol[MCR_SULFUR] = Font.FindFontColor("MiniSulfur");
mhudfontcol[MCR_WITCH] = Font.FindFontColor("MiniWitch");

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@ -101,33 +101,44 @@ extend Class SWWMStatusBar
if ( !CPlayer.mo.InvSel ) return;
if ( isInventoryBarVisible() )
{
Array<Inventory> bar;
bar.Clear();
for ( Inventory i=CPlayer.mo.FirstInv(); i; i=i.NextInv() ) bar.Push(i);
int ps = bar.Find(CPlayer.mo.InvSel);
Inventory prev[2], next[2];
if ( bar.Size() > 1 )
int invcount = 0;
Inventory FirstInv = CPlayer.mo.FirstInv();
Inventory LastInv = CPlayer.mo.InvSel;
for ( Inventory i=FirstInv; i; i=i.NextInv() )
{
if ( ps+1 >= bar.Size() ) next[0] = bar[0];
else next[0] = bar[ps+1];
if ( ps-1 < 0 ) prev[0] = bar[bar.Size()-1];
else prev[0] = bar[ps-1];
LastInv = i;
invcount++;
}
if ( bar.Size() > 2 )
{
if ( ps+2 >= bar.Size() ) next[1] = bar[(ps+2)-bar.Size()];
else next[1] = bar[ps+2];
if ( ps-2 < 0 ) prev[1] = bar[bar.Size()+(ps-2)];
else prev[1] = bar[ps-2];
}
xx = (ss.x-34)/2;
yy = (ss.y+64)/2;
bool bSmol = (ss.x<640);
int maxj = bSmol?4:6;
double alphstep = clamp(invcount,1,maxj+1);
double xx = (ss.x-34)/2;
double yy = (ss.y+64)/2;
Screen.DrawTexture(InventoryTex,false,xx,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
// previous entries
int j = 1;
Inventory i = CPlayer.mo.InvSel.PrevInv()?CPlayer.mo.InvSel.PrevInv():LastInv;
while ( i )
{
if ( i == CPlayer.mo.InvSel ) break; // ensure we only loop around once
DrawInvIcon(i,(xx+2)-j*34,yy+2,(alphstep-j)/alphstep);
j++;
if ( j > maxj ) break;
i = i.PrevInv()?i.PrevInv():LastInv;
}
// next entries
j = 1;
i = CPlayer.mo.InvSel.NextInv()?CPlayer.mo.InvSel.NextInv():FirstInv;
while ( i )
{
if ( i == CPlayer.mo.InvSel ) break; // ensure we only loop around once
DrawInvIcon(i,(xx+2)+j*34,yy+2,(alphstep-j)/alphstep);
j++;
if ( j > maxj ) break;
i = i.NextInv()?i.NextInv():FirstInv;
}
// current
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,xmargin+36,ss.y-(ymargin+invy+2),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);

View File

@ -278,7 +278,7 @@ extend Class SWWMStatusBar
}
Screen.DrawTexture(GenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
dcnt = (dlen-1)-int(Log10(max(1,CPlayer.ReadyWeapon.Ammo2.Amount)));
for ( int i=0; i<dlen; i++ ) Screen.DrawChar(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx+i*4,yy+2,0x30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,0xA0000000);
for ( int i=0; i<dcnt; i++ ) Screen.DrawChar(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx+i*4,yy+2,0x30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,0xA0000000);
Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo2.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
yy += 12;
}
@ -295,7 +295,7 @@ extend Class SWWMStatusBar
}
Screen.DrawTexture(GenericAmmoTex[0],false,xx-2,yy,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
dcnt = (dlen-1)-int(Log10(max(1,CPlayer.ReadyWeapon.Ammo1.Amount)));
for ( int i=0; i<dlen; i++ ) Screen.DrawChar(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx+i*4,yy+2,0x30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,0xA0000000);
for ( int i=0; i<dcnt; i++ ) Screen.DrawChar(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx+i*4,yy+2,0x30,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,0xA0000000);
Screen.DrawText(MiniHUDFont,mhudfontcol[(CPlayer.ReadyWeapon.Ammo1.Amount<=0)?MCR_RED:MCR_BRASS],xx,yy+2,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
}
}

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@ -75,15 +75,15 @@ Class SWWMStatScreen : StatusScreen
topheight = (statheight+lfheight+elheight+32);
mtipheight = (4*TewiFont.GetHeight()+32); // most tips don't generally go past 4 lines in height
// defaults
lnamecolor = Font.CR_WHITE;
lauthcolor = Font.CR_DARKGRAY;
lsubcolor = Font.CR_SAPPHIRE;
statbasecolor = Font.CR_SAPPHIRE;
statcolor0 = Font.CR_WHITE;
statcolor1 = Font.CR_GOLD;
statcolor2 = Font.CR_RED;
tipcolor0 = Font.CR_SAPPHIRE;
tipcolor1 = Font.CR_WHITE;
lnamecolor = Font.FindFontColor('MiniWhite');
lauthcolor = Font.FindFontColor('MiniIbukiHUD');
lsubcolor = Font.FindFontColor('MiniCyanblu');
statbasecolor = Font.FindFontColor('MiniCyanblu');
statcolor0 = Font.FindFontColor('MiniWhite');
statcolor1 = Font.FindFontColor('MiniBrass');
statcolor2 = Font.FindFontColor('MiniRed');
tipcolor0 = Font.FindFontColor('MiniCyanblu');
tipcolor1 = Font.FindFontColor('MiniWhite');
flashcolor = Font.FindFontColor('MiniFlash');
tipflashcolor = Font.FindFontColor('MiniWhiteFlash');
glarecolor = 0xFF4080FF;
@ -96,7 +96,7 @@ Class SWWMStatScreen : StatusScreen
private String StatCnt( int a, int b )
{
if ( b <= 0 ) return "N/A";
return String.Format("%s \cu/\c- %s \cu(\c-%3d%%\cu)",SWWMUtility.ThousandsNum(max(a,0)),SWWMUtility.ThousandsNum(b),GetPct(a,b));
return String.Format("%s \c[MiniIbukiHUD]/\c- %s \c[MiniIbukiHUD](\c-%3d%%\c[MiniIbukiHUD])",SWWMUtility.ThousandsNum(max(a,0)),SWWMUtility.ThousandsNum(b),GetPct(a,b));
}
private String TimeStr( int secs )
@ -105,8 +105,8 @@ Class SWWMStatScreen : StatusScreen
int h = secs/3600;
int m = (secs/60)%60;
int s = secs%60;
if ( h ) return String.Format("%02d\cu:\c-%02d\cu:\c-%02d",h,m,s);
return String.Format("%02d\cu:\c-%02d",m,s);
if ( h ) return String.Format("%02d\c[MiniIbukiHUD]:\c-%02d\c[MiniIbukiHUD]:\c-%02d",h,m,s);
return String.Format("%02d\c[MiniIbukiHUD]:\c-%02d",m,s);
}
private int GetPct( int a, int b )