Hybrid (PSX) Total Conversion for Doom II - Part 10
A lot of weapons now have animations implemented.
There are only three more weapons now that still need work & then every weapon will have animated firing animations that play out like in the original at the same speed.
The animations for reloading are currently unimplemented at this time, but they'll be implemented after the last three weapons are done.
Good thing is, the plasma-based weapons don't require the "Reload" state in DECORATE, as they don't have magazine counters (basically functions like a Doom weapon), & thus, no reloading frames. Same goes for the Dragonfire Launcher.
Taking a look at how the GoldenEye Multiplayer TC for Doom does weapon magazines & reloading will definitely help me figure out how to get the reloading and clip sizes put in.
The mines are implemented now to varying degrees. Just need to get them to explode when someone gets close enough, & make it so that the explosion is "on-it's-own-side", as in the explosion damaging the player who laid it and anything else close enough to the blast. (As mentioned, looking at how the GoldenEye Multiplayer TC does explosions will help with figuring it out)
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