Progress continues. Many things have been added. Pulsegun is complete.
I've started implementing various pickups.
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96 changed files with 950 additions and 144 deletions
89
zscript/armoritems.zsc
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89
zscript/armoritems.zsc
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Class UTArmorBonus : ArmorBonus replaces ArmorBonus
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{
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Default
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{
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Tag "Armor Bonus";
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Armor.SaveAmount 5;
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Inventory.PickupMessage "You picked up an Armor Bonus.";
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Inventory.PickupSound "misc/ut_shard";
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}
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States
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{
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Spawn:
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XANH A -1;
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Stop;
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}
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}
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// TODO system for separating the 4 armor pickups (like Hexen's, but not as strict)
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Class UTArmor : Inventory
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{
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}
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Class UTThighPads : BasicArmorPickup replaces GreenArmor
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{
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Default
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{
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Tag "Thigh Pads";
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Armor.SaveAmount 50;
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Armor.SavePercent 50;
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Inventory.PickupMessage "You got the Thigh Pads.";
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Inventory.PickupSound "misc/ut_armor";
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}
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States
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{
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Spawn:
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THIG A -1;
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Stop;
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}
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}
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Class UTBodyArmor : BasicArmorPickup replaces BlueArmor
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{
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Default
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{
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Tag "Body Armor";
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Armor.SaveAmount 100;
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Armor.SavePercent 75;
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Inventory.PickupMessage "You got the Body Armor.";
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Inventory.PickupSound "misc/ut_armor";
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}
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States
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{
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Spawn:
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UARM A -1;
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Stop;
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}
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}
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Class UTShieldBelt : Inventory replaces Megasphere
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{
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override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive )
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{
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if ( !passive || (damage <= 0) ) return;
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newdamage = max(0,damage-Amount);
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Owner.A_PlaySound("belt/absorb");
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if ( amount-damage <= 0 ) Owner.A_Print("The Shield Belt has depleted.");
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Owner.TakeInventory("UTShieldBelt",min(amount,damage));
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}
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Default
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{
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Tag "Shield Belt";
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+COUNTITEM;
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+INVENTORY.AUTOACTIVATE;
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+Inventory.UNTOSSABLE;
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+INVENTORY.ALWAYSPICKUP;
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+INVENTORY.BIGPOWERUP;
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Inventory.Amount 150;
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Inventory.MaxAmount 150;
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Inventory.InterHubAmount 150;
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Inventory.PickupMessage "You got the Shield Belt.";
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Inventory.PickupSound "belt/pickup";
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}
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States
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{
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Spawn:
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BELT A -1;
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Stop;
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}
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}
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