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Version 3.1
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NightFright2k19 committed Nov 8, 2019
1 parent daeac11 commit fa58bda
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4 changes: 4 additions & 0 deletions filter/doom.id.doom2/mapinfo
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GameInfo
{
AddEventHandlers = "ZPerkDoom2Handler"
}
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2 changes: 1 addition & 1 deletion menudef
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@@ -1,7 +1,7 @@
AddOptionMenu "OptionsMenu"
{
StaticText ""
StaticText "PerK's Smooth Weapons Enhanced v3.0"
StaticText "PerK's Smooth Weapons Enhanced v3.1"
Submenu "$OPTMNU_ZPERK", "ZPerkMenu"
}

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42 changes: 25 additions & 17 deletions perk_enhanced.txt
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Expand Up @@ -2,10 +2,10 @@
Advanced engine needed : ZDoom/GZDoom
Primary purpose : Singleplayer/Multiplayer
===========================================================================
Title : PerK's Smoother Weapon Animations Enhanced v3.0
Title : PerK's Smoother Weapon Animations Enhanced v3.1
Filename : PERK_ENHANCED.PK3 (formerly PK_ANIM1.WAD / PK_ANIM2.WAD)
Release date : July 30, 2019
Author : NightFright
Release date : November 8, 2019
Author : NightFright / Nash
Other Files By Author : Laz Rojas' WolfenDoom for ZDoom
Arachno Music Packs for Doom, Doom II et al.
Blinking eyes for Doom mugshot
Expand Down Expand Up @@ -34,20 +34,20 @@ Description : If you know the mod by Per Kristian for the Doom weapons to
Credits to : id Software (Doom and all its wonderful art)
Per Kristian (creator of the original animations mod)

Additional Credits to: Blox (improved gloves, SG/SSG frame tweaks, fixes for
Z86 Chaingun, extra Plasmagun frames & code)
Blue Shadow (Plasmagun code tweaks)
Gifty (smooth rocket, plasma and BFG projectile sprites)
IcyFreezy (black gloves from blakglov2.wad)
JoeyTD (flipped Pistol with arm)
Minigunner ("Polished Skull" Shotgun muzzleflash)
Nash Muhandes (full mod overhaul, ZScript rewrite)
NeuralStunner (PerK fists with gloves)
Nevander (dynamic light fix for player, code tweaks)
Phi108 (ZDoom DECORATE)
Void Weaver (help with sound code for "multi-path" Chainsaw)
Z86 (smoother Chainsaw, SSG frame fix, Chaingun
rotation/animation fix, smooth BFG)
Additional Credits to: Blox ............. Improved gloves, SG/SSG frame tweaks, fixes for
Z86 Chaingun, extra Plasmagun frames & code
Blue Shadow ...... Plasmagun code tweaks
Gifty ............ Smooth rocket, plasma and BFG projectile sprites
IcyFreezy ........ Black gloves from blakglov2.wad
JoeyTD ........... Flipped Pistol with arm
Minigunner ....... "Polished Skull" Shotgun muzzleflash
Nash Muhandes ... Full mod overhaul, ZScript rewrite
NeuralStunner .... PerK fists with gloves
Nevander ......... Dynamic light fix for player, code tweaks
Phi108 ........... ZDoom DECORATE
Void Weaver ...... Help with sound code for "multi-path" Chainsaw
Z86 .............. Smoother Chainsaw, SSG frame fix, Chaingun
rotation/animation fix, smooth BFG

===========================================================================
* What is included *
Expand Down Expand Up @@ -95,6 +95,14 @@ content in this file to allow further distribution.

* Changelog *

Version 3.1 (Nov 8, 2019)
-------------------------
- Fixed compatibility with m8f's IDCLEVer
- Merged some animation tweaks by DenisBelmondo to better match vanilla Doom behavior
- Merged Scuba Steve's improved smooth shotgun sprites
- Fixed A_Light behavior for all weapons
- General sprite maintenance (cleanup of dirty pixels, fixing wrong offsets etc)

Version 3.0 (Jul 30, 2019)
--------------------------
- Full mod overhaul by Nash Muhandes: Rewritten in ZScript, lots of new features
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30 changes: 23 additions & 7 deletions zscript/ZPerkHandler.zc
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Expand Up @@ -28,40 +28,56 @@ class ZPerkHandler : EventHandler
{
//===========================================================================
//
// Handle player spawn
// Handle swapping out vanilla weapons
//
//===========================================================================

override void PlayerEntered(PlayerEvent e)
{
PlayerPawn pmo = players[e.PlayerNumber].mo;
if (!pmo) return;
SetupPlayer(pmo);
SwapWeapons(pmo);
}

override void PlayerRespawned(PlayerEvent e)
{
PlayerPawn pmo = players[e.PlayerNumber].mo;
if (!pmo) return;
SetupPlayer(pmo);
SwapWeapons(pmo);
}

override void WorldTick(void)
{
// I can't think of a better way LOL
for (int i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i])
{
let pmo = players[i].mo;
if (pmo)
{
SwapWeapons(pmo);
}
}
}
}

//===========================================================================
//
// Give smooth weapons to spawned player
// Give smooth weapons to player
//
//===========================================================================

void SetupPlayer(PlayerPawn pmo)
void SwapWeapons(PlayerPawn pmo)
{
if (pmo.FindInventory("Pistol"))
if (pmo.FindInventory("Pistol") && pmo.player.ReadyWeapon is "Pistol")
{
pmo.TakeInventory("Pistol", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkPistol", 1);
pmo.TakeInventory("Clip", 20);
}

if (pmo.FindInventory("Fist"))
if (pmo.FindInventory("Fist") && pmo.player.ReadyWeapon is "Fist")
{
pmo.TakeInventory("Fist", 0x7FFFFFFF);
pmo.GiveInventory("ZPerkFist", 1);
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19 changes: 7 additions & 12 deletions zscript/doom1.zc
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Expand Up @@ -241,7 +241,7 @@ class ZPerkShotgun : Shotgun
"####" A 1 A_ReFire();
Goto Ready;
Flash:
SHTF B 2 Bright A_Light2();
SHTF B 3 Bright A_Light2();
SHTF A 2 Bright A_Light1();
Goto LightDone;

Expand Down Expand Up @@ -391,17 +391,15 @@ class ZPerkPlasmaRifle : PlasmaRifle
PLSG A 1 { A_Lower(); if (zperk_responsive) A_Lower(); }
Loop;
Fire:
PLSF C 1 Bright A_FirePlasma();
PLSF C 1 Bright { A_FirePlasma(); A_Light1(); }
PLSF D 2 Bright;
TNT1 A 0 A_ReFire();
PLSF EFE 1 Bright;
FireReload:
TNT1 A 0 A_SwapSprites();
"####" BDEF 1;
"####" G 6;
"####" FEDC 2;
"####" B 1;
PKPL A 1;
TNT1 A 0 { A_SwapSprites(); A_Light0(); }
"####" BCD 1;
"####" E 14;
"####" DCB 1;
Goto Ready;
Hold:
PLSF E 1 Bright A_FirePlasma();
Expand All @@ -412,9 +410,6 @@ class ZPerkPlasmaRifle : PlasmaRifle
return A_Jump(256, "FireReload");
}
Stop;
Flash:
TNT1 A 1 A_Light1();
Goto LightDone;

SwapSprites:
PKPL A 0; BKPL A 0;
Expand All @@ -441,7 +436,7 @@ class ZPerkPlasmaBall : PlasmaBall
VanillaSpawn:
Goto Super::Spawn;
SmoothSpawn:
PLBL ABCD 2 Bright;
PLBL ACBD 2 Bright;
Loop;
Death:
TNT1 A 0
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4 changes: 2 additions & 2 deletions zscript/doom2.zc
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Expand Up @@ -72,8 +72,8 @@ class ZPerkSuperShotgun : SuperShotgun
"####" A 5 A_ReFire();
Goto Ready;
Flash:
SHT2 J 4 Bright A_Light2();
SHT2 I 3 Bright A_Light1();
SHT2 J 3 Bright A_Light2();
SHT2 I 2 Bright A_Light1();
Goto LightDone;

SwapSprites:
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