-I think the smoke puff used by the grenades would look better with additive transparency.
-If you want a monster to be pained 100% of the time by an attack, use 256 for PainChance, not 255.
At the bottom of this post, I've attached a file with some stuff you may find useful. Though it's a pk3, it's not designed to be loaded into ZDoom; it just has bits of code. Just open it up in Slade, and copy out what you like:
-I made a bunch of TEXTURES-based variations on the small shell pickup, where the individual shells are standing up or lying down in different configurations. Also included are the DECORATE actors that use them.
of redundant code. Let's use the Buckshot mode ammo display as an example. You can turn this:
Code: Select all
InInventory User1, 1
{
InInventory HautAmmoLoader1, 12
{
DrawImage "I_SHEL", -74, -2, CenterBottom;
DrawImage "I_SHEL", -70, -2, CenterBottom;
DrawImage "I_SHEL", -66, -2, CenterBottom;
DrawImage "I_SHEL", -62, -2, CenterBottom;
DrawImage "I_SHEL", -58, -2, CenterBottom;
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 11
{
DrawImage "I_SHEL", -70, -2, CenterBottom;
DrawImage "I_SHEL", -66, -2, CenterBottom;
DrawImage "I_SHEL", -62, -2, CenterBottom;
DrawImage "I_SHEL", -58, -2, CenterBottom;
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 10
{
DrawImage "I_SHEL", -66, -2, CenterBottom;
DrawImage "I_SHEL", -62, -2, CenterBottom;
DrawImage "I_SHEL", -58, -2, CenterBottom;
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 9
{
DrawImage "I_SHEL", -62, -2, CenterBottom;
DrawImage "I_SHEL", -58, -2, CenterBottom;
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 8
{
DrawImage "I_SHEL", -58, -2, CenterBottom;
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 7
{
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 7
{
DrawImage "I_SHEL", -54, -2, CenterBottom;
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 6
{
DrawImage "I_SHEL", -50, -2, CenterBottom;
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 5
{
DrawImage "I_SHEL", -46, -2, CenterBottom;
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 4
{
DrawImage "I_SHEL", -42, -2, CenterBottom;
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 3
{
DrawImage "I_SHEL", -38, -2, CenterBottom;
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 2
{
DrawImage "I_SHEL", -34, -2, CenterBottom;
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
else
{
InInventory HautAmmoLoader1, 1
{
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
}
}
}
}
}
}
}
}
}
}
}
}
}
Code: Select all
InInventory User1, 1
{
Ininventory HautAmmoLoader1, 1
{
DrawImage "I_SHEL", -30, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 2
{
DrawImage "I_SHEL", -34, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 3
{
DrawImage "I_SHEL", -38, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 4
{
DrawImage "I_SHEL", -42, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 5
{
DrawImage "I_SHEL", -46, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 6
{
DrawImage "I_SHEL", -50, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 7
{
DrawImage "I_SHEL", -54, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 8
{
DrawImage "I_SHEL", -58, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 9
{
DrawImage "I_SHEL", -62, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 10
{
DrawImage "I_SHEL", -66, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 11
{
DrawImage "I_SHEL", -70, -2, CenterBottom;
}
Ininventory HautAmmoLoader1, 12
{
DrawImage "I_SHEL", -74, -2, CenterBottom;
}
}
Doing that, just for the shotgun-mode ammo display, cuts 158 lines of code down to just fifty. Doing that for all of the weapons knocked about 1500 lines of code
I put the replacement code into the lump labeled 'SBARINFO.priammodisplayfix'.