flak_m/zscript/compat.zsc
Marisa Kirisame 6b248cd843 Some work in progress here.
- Upstreamed GetClipAmount() from Doomreal, for inter-compatibility.
- Fix missing unique pickup messages for clips and single flak shell.
- Implement ice death support.
- Fix frictionless corpses sliding around.
- Add support for a Red Heretic key, should work with any custom maps that use it.
- Added anti-bd feature, thanks to Skerion for letting me use this hilarious video.
- Fixed missing drown sound for Female skins.
- Added missing Redeemer altfire sound.
- Fix damage scaling of Biorifle alt.
- Flak Cannon altfire has been adjusted so it fires faster and reloads slower, like in UT.
- Voodoo dolls can now produce liquid splashes.
- Pain and death sounds will always be overriden by drowning when underwater, like in UT.
- Add player portraits to each class for the settings menu.
2019-11-27 21:27:34 +01:00

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Text

// Heretic keys
Class UTHereticYellowKey : KeyYellow
{
Default
{
Tag "$T_YELLOWKEY";
Species "KeyYellow";
Inventory.PickupMessage "$I_YELLOWKEY";
}
States
{
Spawn:
UKEY B -1;
Stop;
}
}
Class UTHereticGreenKey : KeyGreen
{
Default
{
Tag "$T_GREENKEY";
Species "KeyGreen";
Inventory.PickupMessage "$I_GREENKEY";
}
States
{
Spawn:
UKEY D -1;
Stop;
}
}
Class UTHereticBlueKey : KeyBlue
{
Default
{
Tag "$T_BLUEKEY";
Species "KeyBlue";
Inventory.PickupMessage "$I_BLUEKEY";
}
States
{
Spawn:
UKEY C -1;
Stop;
}
}
// for heretic mods that add it
Class UTHereticRedKey : HereticKey
{
Default
{
Tag "$T_REDKEY";
Species "KeyRed";
Inventory.PickupMessage "$I_REDKEY";
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
// Base class for items that can be activated from the inventory bar
Class UTActivatable : Inventory
{
Class<Inventory> GiveItem;
Property GiveItem: GiveItem;
override bool Use( bool pickup )
{
if ( !Owner ) return true;
let i = GetDefaultByType(GiveItem);
if ( Owner.GiveInventory(GiveItem,i.Amount) )
{
Owner.A_PlaySound(i.PickupSound,CHAN_ITEM);
return true;
}
return false;
}
Default
{
+INVENTORY.INVBAR;
Inventory.DefMaxAmount;
Inventory.PickupSound "misc/p_pkup";
Inventory.UseSound "";
}
}
Class ActUDamage : UTActivatable
{
Default
{
Tag "$T_UDAMAGE";
Inventory.Icon "ItemUdmg";
Inventory.PickupMessage "$I_UDAMAGE";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
UTActivatable.GiveItem "UDamage";
Inventory.RespawnTics 4200;
}
States
{
Spawn:
UDAM A -1;
Stop;
}
}
Class ActUTInvulnerability : UTActivatable
{
Default
{
Tag "$T_UTINVUL";
Inventory.Icon "ItemInvl";
Inventory.PickupMessage "$I_UTINVUL";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
UTActivatable.GiveItem "UTInvulnerability";
Inventory.RespawnTics 4200;
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
Class ActUTInvisibility : UTActivatable
{
Default
{
Tag "$T_INVISIBILITY";
Inventory.Icon "ItemInvs";
Inventory.PickupMessage "$I_INVISIBILITY";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
UTActivatable.GiveItem "UTInvisibility";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UTInvisibilityX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
INVS A -1;
Stop;
}
}
Class ActUTNightVision : UTActivatable
{
Default
{
Tag "$T_UTVISION";
Inventory.Icon "ItemLite";
Inventory.PickupMessage "$I_UTVISION";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
UTActivatable.GiveItem "UTNightVision";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UTNightVisionX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
UKEY A -1;
Stop;
}
}
Class ActJumpBoots : UTActivatable
{
Default
{
Tag "$T_JUMPBOOTS";
Inventory.Icon "ItemBoot";
Inventory.PickupMessage "$I_JUMPBOOTS";
UTActivatable.GiveItem "UTJumpBoots";
Inventory.RespawnTics 1050;
}
States
{
Spawn:
JBUT A -1;
Stop;
}
}
// These have to be subclassed from HealthPickup for auto-use
Class UTActivatableHealth : HealthPickup
{
Default
{
+INVENTORY.INVBAR;
Inventory.DefMaxAmount;
Inventory.PickupSound "misc/p_pkup";
Inventory.UseSound "misc/ut_heal";
HealthPickup.Autouse 1;
}
}
Class ActHealthPack : UTActivatableHealth
{
Default
{
Tag "$T_SUPERHEALTH";
Inventory.Icon "ItemHbox";
Inventory.PickupMessage "$I_SUPERHEALTH";
+COUNTITEM;
Health 100;
Inventory.UseSound "misc/ut_keg";
Inventory.RespawnTics 3500;
HealthPickup.Autouse 2;
}
override bool Use( bool pickup )
{
return Owner.GiveBody(health,200);
}
States
{
Spawn:
HBOX A -1;
Stop;
}
}
Class ActHealthBox : UTActivatableHealth
{
Default
{
Tag "$T_HEALTHBOX";
Inventory.Icon "ItemHbxb";
Inventory.PickupMessage "$I_HEALTHBOX";
Health 50;
}
States
{
Spawn:
HBOX B -1;
Stop;
}
}
Class ActMedBox : UTActivatableHealth
{
Default
{
Tag "$T_MEDBOX";
Inventory.Icon "ItemMbox";
Inventory.PickupMessage "$I_MEDBOX";
Health 20;
Inventory.RespawnTics 700;
}
States
{
Spawn:
HBOX C -1;
Stop;
}
}