Release Candidate 2:

- Added option to toggle all beta content.
 - Added option to toggle armor bonuses (for purists).
 - Added cheap alternate allmap replacer, so there's something else to replace the computer map when the detector isn't allowed.
 - Small fixes and corrections.
This commit is contained in:
Marisa the Magician 2019-10-08 11:01:20 +02:00
commit 7051cb25be
35 changed files with 719 additions and 93 deletions

View file

@ -90,24 +90,24 @@ Class UnrealBackpack : BackpackItem replaces Backpack
Super.DoPickupSpecial(toucher);
if ( gameinfo.gametype&GAME_DOOMCHEX )
{
static const Class<Inventory> xitems[] = {"Flare", "Seeds", "SentryGunItem", "VoiceBox", "ForceField", "Dampener", "Peacemaker"};
static const Class<Inventory> xitems[] = {"Flare", "Seeds", "VoiceBox", "ForceField", "Dampener", "Peacemaker", "SentryGunItem"};
int xitemn[7];
xitemn[0] = max(0,Random[BackpackExtra](-1,3));
xitemn[1] = max(0,Random[BackpackExtra](-1,3));
xitemn[2] = max(0,Random[BackpackExtra](-2,1));
xitemn[3] = max(0,Random[BackpackExtra](-2,1));
xitemn[4] = max(0,Random[BackpackExtra](-2,1));
xitemn[5] = max(0,Random[BackpackExtra](-1,1));
xitemn[4] = max(0,Random[BackpackExtra](-1,1));
xitemn[5] = max(0,Random[BackpackExtra](-2,1));
xitemn[6] = max(0,Random[BackpackExtra](-2,1));
// random doubling
if ( !Random[BackpackExtra](0,4) ) xitemn[0] *= 2;
if ( !Random[BackpackExtra](0,4) ) xitemn[1] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[2] *= 2;
if ( !Random[BackpackExtra](0,7) ) xitemn[3] *= 2;
if ( !Random[BackpackExtra](0,6) ) xitemn[4] *= 2;
if ( !Random[BackpackExtra](0,5) ) xitemn[5] *= 2;
if ( !Random[BackpackExtra](0,7) ) xitemn[2] *= 2;
if ( !Random[BackpackExtra](0,6) ) xitemn[3] *= 2;
if ( !Random[BackpackExtra](0,5) ) xitemn[4] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[5] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[6] *= 2;
for ( int i=0; i<7; i++ )
for ( int i=0; i<(sting_proto?7:5); i++ )
{
if ( xitemn[i] <= 0 ) continue;
toucher.GiveInventory(xitems[i],xitemn[i]);
@ -749,13 +749,13 @@ Class BetaFlare : UnrealInventory
override bool TryPickup( in out Actor toucher )
{
if ( !sting_flares ) return false; // not allowed
if ( !sting_proto || !sting_flares ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_flares ) return;
if ( sting_proto && sting_flares ) return;
if ( Owner ) Owner.RemoveInventory(self);
Destroy();
}
@ -2251,6 +2251,18 @@ Class SentryGunItem : UnrealInventory
Inventory.PickupMessage "$I_OSENTRY";
Inventory.RespawnTics 1050;
}
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto ) return;
if ( Owner ) Owner.RemoveInventory(self);
Destroy();
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
@ -2399,6 +2411,11 @@ Class SentryGun : Actor
override void Tick()
{
Super.Tick();
if ( !sting_proto )
{
Destroy();
return;
}
if ( !master && (rememberedplayer != -1) && playeringame[rememberedplayer] )
master = players[rememberedplayer].mo;
}