Added Jump Boots and removed Shielding Suit.
Recalculated all the model transforms in preparation for coelckers/gzdoom#495. Corrected some small mistakes in Dual Enforcers code.
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26 changed files with 312 additions and 318 deletions
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@ -294,43 +294,78 @@ Class UTMapRevealer : MapRevealer replaces Allmap
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}
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}
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Class ShieldingSuit : PowerupGiver replaces RadSuit
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Class UTJumpBoots : Inventory replaces RadSuit
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{
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Default
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{
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Tag "Shielding Suit";
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Tag "AntiGrav Boots";
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+INVENTORY.AUTOACTIVATE;
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+INVENTORY.ALWAYSPICKUP;
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Inventory.MaxAmount 0;
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Powerup.Type "PowerShieldingSuit";
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Inventory.PickupMessage "You got the Shielding Suit.";
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Inventory.PickupSound "suit/pickup";
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Inventory.RespawnTics 2100;
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Inventory.Amount 3;
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Inventory.MaxAmount 3;
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Inventory.PickupMessage "You picked up the AntiGrav boots.";
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Inventory.PickupSound "boot/pickup";
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Inventory.RespawnTics 1050;
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}
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override bool Use( bool pickup )
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{
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if ( pickup )
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{
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Owner.GiveInventory("PowerJumpBoots_HighJump",1);
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Owner.GiveInventory("PowerJumpBoots_IronFeet",1);
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}
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return false;
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}
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override void Tick()
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{
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Super.Tick();
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if ( !Owner || !Owner.player ) return;
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if ( owner.player.jumptics == -1 )
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{
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Amount--;
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Owner.A_PlaySound("boot/jump",CHAN_BODY);
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if ( Amount <= 0 )
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{
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PrintPickupMessage(true,"The AntiGrav Boots have drained.");
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DepleteOrDestroy();
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}
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}
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}
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override void DetachFromOwner()
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{
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Super.DetachFromOwner();
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Owner.TakeInventory("PowerJumpBoots_HighJump",1);
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Owner.TakeInventory("PowerJumpBoots_IronFeet",1);
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}
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States
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{
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Spawn:
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SSUT A -1;
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JBUT A -1;
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Stop;
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}
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}
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Class PowerShieldingSuit : PowerIronFeet
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Class PowerJumpBoots_HighJump : PowerHighJump
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{
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Default
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{
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Powerup.Duration -60;
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Powerup.Color "C0FFEE", 0.35;
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Powerup.Strength 3;
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Powerup.Duration int.max;
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}
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}
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Class PowerJumpBoots_IronFeet : PowerIronFeet
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{
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Default
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{
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Powerup.Duration int.max;
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Powerup.Color "00 00 00", 0.0;
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}
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override void AbsorbDamage( int damage, Name damageType, out int newdamage )
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{
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if ( (damageType == 'Slime') || (damageType == 'Fire') || (damageType == 'Ice') || (damageType == 'Poison') )
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newdamage = 0;
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}
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override void EndEffect()
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override void DoEffect()
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{
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PrintPickupMessage(true,"Air supply in the Shielding Suit has expired.");
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Powerup.DoEffect();
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}
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}
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