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v3.1.0.2 Alpha Merge pull request #892 from Die4Ever/develop
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v3.1.0.2 Alpha
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Die4Ever authored Aug 6, 2024
2 parents d1eaabf + 9ab1824 commit 5ad45c2
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Showing 53 changed files with 1,079 additions and 363 deletions.
7 changes: 3 additions & 4 deletions DXRBalance/DeusEx/Classes/BalancePlayer.uc
Original file line number Diff line number Diff line change
Expand Up @@ -720,13 +720,12 @@ state PlayerWalking
if (DeusExWeapon(Weapon) != None && Weapon.Mass > 30 && Level.NetMode==NM_Standalone)
{
weapSkill = DeusExWeapon(Weapon).GetWeaponSkill() * -2 + 1;// 1.0 == 100%
weapSkill += (augValue - 1) * 2; // 125% AugMuscle (level 1) counts as 150% weapon skill (advanced)
weapSkill = FClamp(weapSkill, 1.25, 1.75);
weapSkill = (weapSkill - 1.25) * 2;// put it on a 0 to 1 scale
weapSkill += (augValue - 1) * 2; // 125% AugMuscle (level 1) gives +50% skill, equivalent to 150% weapon skill (advanced)
weapSkill = (weapSkill - 1.2) / 0.5;// subtract away the lower bound (120%) so it's 0, then divided by the span (upper - lower) so we're on an 0 to 1 scale
weapSkill = FClamp(weapSkill, 0, 1);
newSpeed = (defSpeed / 3 * (1 - weapSkill)) + (defSpeed * weapSkill);
}


// Multiplayer movement adjusters
if ( Level.NetMode != NM_Standalone )
{
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24 changes: 23 additions & 1 deletion DXRCore/DeusEx/Classes/DXRInfo.uc
Original file line number Diff line number Diff line change
Expand Up @@ -184,13 +184,35 @@ function bool IsAprilFools()
function bool IsOctoberUnlocked()
{
// Happy Halloween! unlock forever
// Happy Halloween! unlock gamemode forever and other features
// or do it by version number? allow if(#defined(debug))?
if(!class'MenuChoice_ToggleMemes'.static.IsEnabled(GetDXR().flags)) return false;
if(#defined(debug)) return true;
if(VersionOlderThan(VersionNumber(), 3,2,0,0)) return false;
return Level.Month >= 10 || Level.Year > 2024;
}
function bool IsOctober()
{
// Happy Halloween! This will be used for general halloween things like cosmetic changes and piano song weighting
if(GetDXR().flags.IsHalloweenMode()) return true; // this takes priority over memes
if(VersionOlderThan(VersionNumber(), 3,2,0,0)) return false;
if(!class'MenuChoice_ToggleMemes'.static.IsEnabled(GetDXR().flags)) return false;
return Level.Month == 10;
}
function bool IsFridayThe13th()
{// idk what we would use this for, giving the player "bad luck"? lol
return Level.DayOfWeek == 5 && Level.Day == 13;
}
function bool IsChristmasSeason()
{
if (Level.Month==11) return true;
if (Level.Month==12 && Level.Day<=25) return true;
return false;
}
final function int SystemTime()
{
return _SystemTime(Level);
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1 change: 1 addition & 0 deletions DXRCore/DeusEx/Classes/DXRMenuSelectDifficulty.uc
Original file line number Diff line number Diff line change
Expand Up @@ -39,6 +39,7 @@ function BindControls(optional string action)
NewMenuItem("Game Mode", "Choose a game mode!");
for(i=0; i<20; i++) {
temp = f.GameModeIdForSlot(i);
if(temp==999999) continue;
ts = f.GameModeName(temp);
if(ts != "")
EnumOption(ts, temp, f.gamemode);
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2 changes: 1 addition & 1 deletion DXRCore/DeusEx/Classes/DXRVersion.uc
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ simulated static function CurrentVersion(optional out int major, optional out in
major=3;
minor=1;
patch=0;
build=0;//build can't be higher than 99
build=2;//build can't be higher than 99
}

simulated static function bool VersionIsStable()
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6 changes: 5 additions & 1 deletion DXRCore/DeusEx/Classes/DXRando.uc
Original file line number Diff line number Diff line change
Expand Up @@ -160,7 +160,7 @@ function CheckConfig()
player.bAskedToTrain = false;
player.SaveConfig();
}
if( VersionOlderThan(config_version, 2,6,2,1) ) {
if( VersionOlderThan(config_version, 3,1,0,1) ) {
for(i=0; i < ArrayCount(modules_to_load); i++) {
modules_to_load[i] = "";
}
Expand Down Expand Up @@ -225,6 +225,7 @@ function vanilla_modules()
modules_to_load[i++] = "DXRWeaponMods";
modules_to_load[i++] = "DXRGrenades";
modules_to_load[i++] = "DXRCameraModes";
modules_to_load[i++] = "DXRHalloween";
}

function hx_modules()
Expand Down Expand Up @@ -259,6 +260,7 @@ function hx_modules()
modules_to_load[i++] = "DXRMapVariants";
modules_to_load[i++] = "DXRWeaponMods";
modules_to_load[i++] = "DXRGrenades";
modules_to_load[i++] = "DXRHalloween";
}

function gmdx_modules()
Expand Down Expand Up @@ -298,6 +300,7 @@ function gmdx_modules()
modules_to_load[i++] = "DXRWeaponMods";
modules_to_load[i++] = "DXRGrenades";
modules_to_load[i++] = "DXRCameraModes";
modules_to_load[i++] = "DXRHalloween";
}

function revision_modules()
Expand Down Expand Up @@ -341,6 +344,7 @@ function vmd_modules()
modules_to_load[i++] = "DXRWeaponMods";
modules_to_load[i++] = "DXRGrenades";
modules_to_load[i++] = "DXRCameraModes";
modules_to_load[i++] = "DXRHalloween";
}

function DXRFlags LoadFlagsModule()
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47 changes: 38 additions & 9 deletions DXRMapFixups/DeusEx/Classes/DXRFixupM06.uc
Original file line number Diff line number Diff line change
Expand Up @@ -60,6 +60,7 @@ function PreFirstEntryMapFixes()
local #var(prefix)MJ12Commando commando;
local WaterCooler wc;
local Rotator rot;
local Male1 male;
local int i;

local bool VanillaMaps;
Expand Down Expand Up @@ -608,6 +609,20 @@ function PreFirstEntryMapFixes()
}
}

if (dxr.flags.IsZeroRando() == false) {
// give nervous worker some new threads so he stands out
foreach AllActors(class'Male1', male) {
if (male.BindName == "Disgruntled_Guy") {
male.MultiSkins[3] = Texture'NervousWorkerPants';
male.MultiSkins[5] = Texture'NervousWorkerBody';
male.MultiSkins[6] = Texture'DeusExCharacters.Skins.FramesTex1';
male.MultiSkins[7] = Texture'DeusExCharacters.Skins.LensesTex1';
male.CarcassType = class'NervousWorkerCarcass';
break;
}
}
}

Spawn(class'PlaceholderItem',,, vectm(12.36,1556.5,-51)); //1st floor front cube
Spawn(class'PlaceholderItem',,, vectm(643.5,2139.7,-51.7)); //1st floor back cube
Spawn(class'PlaceholderItem',,, vectm(210.94,2062.23,204.3)); //2nd floor front cube
Expand Down Expand Up @@ -898,16 +913,30 @@ function AnyEntryMapFixes()
case "06_HONGKONG_WANCHAI_CANAL":
HandleJohnSmithDeath();
if (dxr.flagbase.GetBool('Disgruntled_Guy_Dead')){
foreach AllActors(class'#var(DeusExPrefix)Carcass', carc, 'John_Smith_Body')
if (carc.bHidden){
carc.bHidden = False;
#ifdef injections
//HACK: to be removed once the problems with Carcass2 are fixed/removed
carc.mesh = LodMesh'DeusExCharacters.GM_DressShirt_F_CarcassC'; //His body starts in the water, so this is fine
carc.SetMesh2(LodMesh'DeusExCharacters.GM_DressShirt_F_CarcassB');
carc.SetMesh3(LodMesh'DeusExCharacters.GM_DressShirt_F_CarcassC');
#endif
foreach AllActors(class'#var(DeusExPrefix)Carcass', carc, 'John_Smith_Body') {
if (dxr.flags.IsZeroRando()) {
if (carc.bHidden) {
carc.bHidden = false;
carc.ItemName = "John Smith (Dead)";
} else {
break;
}
} else if (NervousWorkerCarcass(carc) == None) {
carc = carc.Spawn(class'NervousWorkerCarcass', carc, carc.Tag);
carc.Owner.Destroy();
} else {
break;
}

#ifdef injections
//HACK: to be removed once the problems with Carcass2 are fixed/removed
carc.mesh = LodMesh'DeusExCharacters.GM_DressShirt_F_CarcassC'; //His body starts in the water, so this is fine
carc.SetMesh2(LodMesh'DeusExCharacters.GM_DressShirt_F_CarcassB');
carc.SetMesh3(LodMesh'DeusExCharacters.GM_DressShirt_F_CarcassC');
#endif

break;
}
}
break;
case "06_HONGKONG_MJ12LAB":
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92 changes: 53 additions & 39 deletions DXRMissions/DeusEx/Classes/DXRMissionsM01.uc
Original file line number Diff line number Diff line change
Expand Up @@ -2,50 +2,64 @@ class DXRMissionsM01 extends DXRMissions;

function int InitGoals(int mission, string map)
{
local int goal, goal2, loc, loc2, loc3;
local int leo, unatco, pauldock, harleydock, electric, hut, jail, top, topofbase;
local int boat_pauldock, boat_harleydock, boat_top, boat_hut;

goal = AddGoal("01_NYC_UNATCOISLAND", "Terrorist Commander", NORMAL_GOAL, 'TerroristCommander0', PHYS_Falling);
AddGoalActor(goal, 1, 'DataLinkTrigger12', PHYS_None);
AddGoalActor(goal, 2, 'SkillAwardTrigger6', PHYS_None);
goal2 = AddGoal("01_NYC_UNATCOISLAND", "Police Boat", GOAL_TYPE1, 'NYPoliceBoat0', PHYS_None);

loc = AddGoalLocation("01_NYC_UNATCOISLAND", "UNATCO HQ", START_LOCATION, vect(-6348.445313, 1912.637207, -111.428482), rot(0, 0, 0));
loc2 = AddGoalLocation("01_NYC_UNATCOISLAND", "South Dock", NORMAL_GOAL | VANILLA_START, vect(-4760.569824, 10430.811523, -280.674988), rot(0, -7040, 0));
AddMutualExclusion(loc, loc2);// unatco vs south dock (paul dock)
AddMapMarker(class'Image01_LibertyIsland',156,364,"L","Terrorist Commander", loc2,"Leo Gold, the terrorist commander, can be located on the South dock. This is the location you would normally start the game.");
leo = AddGoal("01_NYC_UNATCOISLAND", "Terrorist Commander", NORMAL_GOAL, 'TerroristCommander0', PHYS_Falling);
AddGoalActor(leo, 1, 'DataLinkTrigger12', PHYS_None);
AddGoalActor(leo, 2, 'SkillAwardTrigger6', PHYS_None);

loc2 = AddGoalLocation("01_NYC_UNATCOISLAND", "Hut", NORMAL_GOAL, vect(-2407.206787, 205.915558, -128.899979), rot(0, 30472, 0));
AddMutualExclusion(loc, loc2);// unatco vs hut
AddMapMarker(class'Image01_LibertyIsland',156,199,"L","Terrorist Commander", loc2,"Leo Gold, the terrorist commander, can be located in the small hut in front of the statue.");

loc = AddGoalLocation("01_NYC_UNATCOISLAND", "North Dock", START_LOCATION, vect(1297.173096, -10257.972656, -287.428131), rot(0, 0, 0));
loc2 = AddGoalLocation("01_NYC_UNATCOISLAND", "Electric Bunker", NORMAL_GOAL | START_LOCATION, vect(6552.227539, -3246.095703, -447.438049), rot(0, 0, 0));
AddMutualExclusion(loc, loc2);// north dock start (filben dock) vs electric bunker
AddMapMarker(class'Image01_LibertyIsland',318,140,"L","Terrorist Commander",loc2,"Leo Gold, the terrorist commander, can be located in the back of the small bunker next to the statue. He would be behind the malfunctioning electrical box.");

loc3 = AddGoalLocation("01_NYC_UNATCOISLAND", "North Dock", NORMAL_GOAL, vect(4018,-10308,-256), rot(0, 22520, 0));
AddMutualExclusion(loc, loc3);// north dock start vs north dock leo
AddMutualExclusion(loc3, loc2);// north dock leo vs electric bunker
AddMapMarker(class'Image01_LibertyIsland',239,15,"L","Terrorist Commander",loc3,"Leo Gold, the terrorist commander, can be located on the North dock on the opposite side from the hut.");
AddGoal("01_NYC_UNATCOISLAND", "Police Boat", GOAL_TYPE1, 'NYPoliceBoat0', PHYS_None);

loc=AddGoalLocation("01_NYC_UNATCOISLAND", "Jail", NORMAL_GOAL | START_LOCATION, vect(2127.692139, -1774.869141, -149.140366), rot(0, 0, 0));
AddMapMarker(class'Image01_LibertyIsland',235,147,"L","Terrorist Commander", loc,"Leo Gold, the terrorist commander, can be located inside the jail cell where Gunther is locked up.");

loc = AddGoalLocation("01_NYC_UNATCOISLAND", "Top of the Base", NORMAL_GOAL, vect(2980.058105, -669.242554, 1056.577271), rot(0, 0, 0));
AddMapMarker(class'Image01_LibertyIsland',257,159,"L","Terrorist Commander",loc,"Leo Gold, the terrorist commander, can be located on the highest outside level of the base of the statue.");
loc2 = AddGoalLocation("01_nyc_unatcoisland", "Top of the Statue", NORMAL_GOAL | VANILLA_GOAL | START_LOCATION, vect(2931.230957, 27.495235, 2527.800049), rot(0, 14832, 0));
AddMapMarker(class'Image01_LibertyIsland',260,184,"L","Terrorist Commander",loc2,"Leo Gold, the terrorist commander, can be located in the command post at the top of the statue. This is his vanilla location.");
AddMutualExclusion(loc, loc2);// top of the base vs top of the statue
unatco = AddGoalLocation("01_NYC_UNATCOISLAND", "UNATCO HQ", START_LOCATION, vect(-6348.445313, 1912.637207, -111.428482), rot(0, 0, 0));
pauldock = AddGoalLocation("01_NYC_UNATCOISLAND", "South Dock", NORMAL_GOAL | VANILLA_START, vect(-4760.569824, 10430.811523, -280.674988), rot(0, -7040, 0));
hut = AddGoalLocation("01_NYC_UNATCOISLAND", "Hut", NORMAL_GOAL, vect(-2407.206787, 205.915558, -128.899979), rot(0, 30472, 0));
electric = AddGoalLocation("01_NYC_UNATCOISLAND", "Electric Bunker", NORMAL_GOAL | START_LOCATION, vect(6552.227539, -3246.095703, -447.438049), rot(0, 0, 0));
jail = AddGoalLocation("01_NYC_UNATCOISLAND", "Jail", NORMAL_GOAL | START_LOCATION, vect(2127.692139, -1774.869141, -149.140366), rot(0, 0, 0));
topofbase = AddGoalLocation("01_NYC_UNATCOISLAND", "Top of the Base", NORMAL_GOAL, vect(2980.058105, -669.242554, 1056.577271), rot(0, 0, 0));
top = AddGoalLocation("01_nyc_unatcoisland", "Top of the Statue", NORMAL_GOAL | VANILLA_GOAL | START_LOCATION, vect(2931.230957, 27.495235, 2527.800049), rot(0, 14832, 0));
harleydock = AddGoalLocation("01_NYC_UNATCOISLAND", "North Dock", NORMAL_GOAL | START_LOCATION, vect(4018,-10308,-256), rot(0, 22520, 0));
AddActorLocation(harleydock, PLAYER_LOCATION, vect(1297.173096, -10257.972656, -287.428131), rot(0, 0, 0));

//Boat locations
loc=AddGoalLocation("01_nyc_unatcoisland", "South Dock", GOAL_TYPE1 | VANILLA_GOAL , vect(-5122.414551, 10138.813477, -269.806213), rot(0, 0, 0));
AddMapMarker(class'Image01_LibertyIsland',130,371,"B","Police Boat",loc,"The police boat can be located at the South dock, where you normally start the game. This is the vanilla location.");
loc=AddGoalLocation("01_nyc_unatcoisland", "North Dock", GOAL_TYPE1 , vect(4535.585938, -10046.186523, -269.806213), rot(0, 0, 0));
AddMapMarker(class'Image01_LibertyIsland',250,16,"B","Police Boat",loc,"The police boat can be located at the North dock, near where Harley Filben is located.");
loc=AddGoalLocation("01_nyc_unatcoisland", "Top of the Statue", GOAL_TYPE1 , vect(3682.585449, 326, 2108.193848), rot(0, 0, 0));
AddMapMarker(class'Image01_LibertyIsland',281,179,"B","Police Boat",loc,"The police boat can be located floating off the side of an upper level of the statue.");
loc=AddGoalLocation("01_nyc_unatcoisland", "Behind UNATCO", GOAL_TYPE1 , vect(-4578.414551, 267.813477, 24.193787), rot(0, 0, 0));
AddMapMarker(class'Image01_LibertyIsland',121,200,"B","Police Boat",loc,"The police boat can be located floating behind UNATCO HQ, near the small hut in front of the statue.");
boat_pauldock = AddGoalLocation("01_nyc_unatcoisland", "South Dock", GOAL_TYPE1 | VANILLA_GOAL , vect(-5122.414551, 10138.813477, -269.806213), rot(0, 0, 0));
boat_hut = AddGoalLocation("01_nyc_unatcoisland", "Behind UNATCO", GOAL_TYPE1 , vect(-4578.414551, 267.813477, 24.193787), rot(0, 0, 0));
boat_harleydock = AddGoalLocation("01_nyc_unatcoisland", "North Dock", GOAL_TYPE1 , vect(4535.585938, -10046.186523, -269.806213), rot(0, 0, 0));
boat_top = AddGoalLocation("01_nyc_unatcoisland", "Top of the Statue", GOAL_TYPE1 , vect(3682.585449, 326, 2108.193848), rot(0, 0, 0));

// Leo vs start location mutual exclusions
AddMutualExclusion(unatco, pauldock);
AddMutualExclusion(unatco, hut);
AddMutualExclusion(harleydock, electric);
AddMutualExclusion(harleydock, electric);
AddMutualExclusion(jail, topofbase);
AddMutualExclusion(jail, hut);
AddMutualExclusion(topofbase, top);

// Leo vs boat mutual exclusions
AddMutualExclusion(boat_pauldock, pauldock);
AddMutualExclusion(boat_pauldock, hut);
AddMutualExclusion(boat_pauldock, unatco);
AddMutualExclusion(boat_hut, hut);
AddMutualExclusion(boat_hut, jail);
AddMutualExclusion(boat_harleydock, harleydock);
AddMutualExclusion(boat_harleydock, electric);
AddMutualExclusion(boat_top, top);
AddMutualExclusion(boat_top, topofbase);

AddMapMarker(class'Image01_LibertyIsland',156,364,"L","Terrorist Commander", pauldock,"Leo Gold, the terrorist commander, can be located on the South dock. This is the location you would normally start the game.");
AddMapMarker(class'Image01_LibertyIsland',156,199,"L","Terrorist Commander", hut,"Leo Gold, the terrorist commander, can be located in the small hut in front of the statue.");
AddMapMarker(class'Image01_LibertyIsland',318,140,"L","Terrorist Commander",electric,"Leo Gold, the terrorist commander, can be located in the back of the small bunker next to the statue. He would be behind the malfunctioning electrical box.");
AddMapMarker(class'Image01_LibertyIsland',239,15,"L","Terrorist Commander",harleydock,"Leo Gold, the terrorist commander, can be located on the North dock on the opposite side from the hut.");
AddMapMarker(class'Image01_LibertyIsland',235,147,"L","Terrorist Commander", jail,"Leo Gold, the terrorist commander, can be located inside the jail cell where Gunther is locked up.");
AddMapMarker(class'Image01_LibertyIsland',257,159,"L","Terrorist Commander",topofbase,"Leo Gold, the terrorist commander, can be located on the highest outside level of the base of the statue.");
AddMapMarker(class'Image01_LibertyIsland',260,184,"L","Terrorist Commander",top,"Leo Gold, the terrorist commander, can be located in the command post at the top of the statue. This is his vanilla location.");

AddMapMarker(class'Image01_LibertyIsland',130,371,"B","Police Boat",boat_pauldock,"The police boat can be located at the South dock, where you normally start the game. This is the vanilla location.");
AddMapMarker(class'Image01_LibertyIsland',250,16,"B","Police Boat",boat_harleydock,"The police boat can be located at the North dock, near where Harley Filben is located.");
AddMapMarker(class'Image01_LibertyIsland',281,179,"B","Police Boat",boat_top,"The police boat can be located floating off the side of an upper level of the statue.");
AddMapMarker(class'Image01_LibertyIsland',121,200,"B","Police Boat",boat_hut,"The police boat can be located floating behind UNATCO HQ, near the small hut in front of the statue.");

return mission;
}

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