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RE4-like Pickup Glow for Hideous Destructor

Also known as zRE4PGHD

image

A simple mod that adds Resident Evil 4/5 styled glowing thing on pickups.
This mod is mostly client-side, and should run fine in multiplayer with other players not using it.

This mod is intended to run with Hideous Destructor.
While it can technically run without it, it's not recommended.

Should work on saves without the mod.
(just make sure to use repkup_reload or enable "Reload glows on loading a save")

Known issues:

  • After completing a map, the player's items might have their sprite appear in front of the glow, instead of being behind it. I still have no idea why this occurs. (can be fixed by using "repkup_reload")

Default item colours

  • WHITE: Skull keys and Computer Maps (keycards not included due to weird bug)
  • GREEN: Medical stuff
  • LIGHT BLUE: Armour and backpacks
  • BLUE: Weapons
  • RED: Ammo and any other pickups

Console commands

  • repkup_reload: Reloads all glow effects and repkup_groups.txt. Enables the mod if disabled. (may cause lag)
  • repkup_clear: Removes all glow effects and thinkers. Disables the mod.

Note: Latest version breaks save? Just use repkup_clear before updating! (provided the version you have has it)

Direct link for mobile users

Latest master

Custom sprite stuff

All custom stuff goes into repkup_groups.txt.

Syntax:

I hope you're using a monospace font while reading this.

<CLASS1>,[CLASS2],[CLASS3],[CLASS4],...:<SPRITENAME>:<FRAME1>,[FRAME2],[FRAME3],[FRAME4],...:<TICS>:[FLAG]:[FLAGARG]


Terrible explanation:

     SPRITENAME
         ||
         ||
        /  \
        TNT1A0
            ^
            |
            |
          FRAME

CLASS
The class name.

SPRITENAME
The name of the sprite.
If the sprite used is TNT1A0, the group becomes a blacklist.

For example:

  • TNT1A0's name would be, "TNT1".
  • REPKA0's name would be, "REPK".

FRAME
The frame index.
Must use integers.\

For example, A would be represented as 0. B would be 1, C would be 2, and so on.

Flags

USEICON
If stated, will use the given CLASS inventory icon for scaling and offset.

Note: You should probably make a dummy actor that uses your sprites, else it might not load in.

USECUSTOM
If stated, will use the given ICON for scaling and offset.

The following syntax will also apply:

<CLASS1>,[CLASS2],[CLASS3],[CLASS4],...:<SPRITENAME>:<FRAME1>,[FRAME2],[FRAME3],[FRAME4],...:<TICS>:USECUSTOM:<ICON>

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