Revert key changes. Add species, that's the proper fix (why even).

This commit is contained in:
Marisa the Magician 2018-05-26 21:03:23 +02:00
commit 217dbd0fda
4 changed files with 126 additions and 30 deletions

View file

@ -543,6 +543,102 @@ Class UTSmoke : Actor
}
}
Class UTRedSkull : RedSkull replaces RedSkull
{
Default
{
Tag "Red Skull";
Species "RedSkull";
Inventory.PickupMessage "You got the Red Skull.";
}
States
{
Spawn:
USKL A -1;
Stop;
}
}
Class UTGoldSkull : YellowSkull replaces YellowSkull
{
Default
{
Tag "Gold Skull";
Species "YellowSkull";
Inventory.PickupMessage "You got the Gold Skull.";
}
States
{
Spawn:
USKL B -1;
Stop;
}
}
Class UTBlueSkull : BlueSkull replaces BlueSkull
{
Default
{
Tag "Blue Skull";
Species "BlueSkull";
Inventory.PickupMessage "You got the Blue Skull.";
}
States
{
Spawn:
USKL C -1;
Stop;
}
}
Class UTRedKey : RedCard replaces RedCard
{
Default
{
Tag "Red Key";
Species "RedCard";
Inventory.PickupMessage "You got the Red Key.";
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
Class UTGoldKey : YellowCard replaces YellowCard
{
Default
{
Tag "Gold Key";
Species "YellowCard";
Inventory.PickupMessage "You got the Gold Key.";
}
States
{
Spawn:
UKEY B -1;
Stop;
}
}
Class UTBlueKey : BlueCard replaces BlueCard
{
Default
{
Tag "Blue Key";
Species "BlueCard";
Inventory.PickupMessage "You got the Blue Key.";
}
States
{
Spawn:
UKEY C -1;
Stop;
}
}
Class GenericFlash : HUDMessageBase
{
Color col;