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.
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35 changed files with 719 additions and 93 deletions
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@ -250,6 +250,49 @@ Class PowerShield : UnrealArmor
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Class UArmorBonus : UArmor
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{
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override bool TryPickup( in out Actor toucher )
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{
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if ( !sting_abonus ) return false; // not allowed
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bool valid = Super.TryPickup(toucher);
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if ( valid ) level.allmap = true;
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return valid;
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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 ( sting_abonus ) return;
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if ( !Owner )
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{
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let r = Spawn("ArmorBonus",pos,ALLOW_REPLACE);
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r.spawnangle = spawnangle;
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r.spawnpoint = spawnpoint;
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r.angle = angle;
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r.pitch = pitch;
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r.roll = roll;
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r.special = special;
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r.args[0] = args[0];
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r.args[1] = args[1];
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r.args[2] = args[2];
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r.args[3] = args[3];
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r.args[4] = args[4];
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r.ChangeTid(tid);
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r.SpawnFlags = SpawnFlags&~MTF_SECRET;
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r.HandleSpawnFlags();
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r.SpawnFlags = SpawnFlags;
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r.bCountSecret = SpawnFlags&MTF_SECRET;
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r.vel = vel;
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r.master = master;
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r.target = target;
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r.tracer = tracer;
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r.bDropped = bDropped;
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Destroy();
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}
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else
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{
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Owner.RemoveInventory(self);
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Destroy();
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}
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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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absorb = Clamp(Amount-50,25,100);
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