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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@ -183,15 +183,21 @@ Class UPlayer : UTPlayer
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{
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// force akimbo
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let t = FindInventory(type);
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if ( t ) t.Amount = 2;
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t.SetTag(StringTable.Localize("$T_AUTOMAG2"));
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if ( t )
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{
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t.Amount = 2;
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t.SetTag(StringTable.Localize("$T_AUTOMAG2"));
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}
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}
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else if ( (type is 'Betamag') && sting_protomags )
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{
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// force akimbo
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let t = FindInventory(type);
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if ( t ) t.Amount = 2;
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t.SetTag(StringTable.Localize("$T_PROTOMAG2"));
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if ( t )
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{
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t.Amount = 2;
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t.SetTag(StringTable.Localize("$T_PROTOMAG2"));
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}
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}
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else if ( type is 'DispersionPistol' )
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{
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@ -952,29 +958,29 @@ Class UnrealMainHandler : EventHandler
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{
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if ( (e.Replacee == 'Chainsaw') || (e.Replacee == 'Gauntlets') )
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{
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if ( (sting_dubious || sting_olsmp) && !Random[Replacements](0,3) ) e.Replacement = 'WeaponPowerUp';
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else if ( Random[Replacements](0,2) )
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if ( ((sting_proto && sting_dubious) || sting_olsmp) && !Random[Replacements](0,sting_proto?3:1) ) e.Replacement = 'WeaponPowerUp';
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else if ( sting_proto && Random[Replacements](0,2) )
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{
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if ( sting_dubious && Random[Replacements](0,1) ) e.Replacement = 'Bonesaw';
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else e.Replacement = 'Stunner';
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}
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else if ( !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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else if ( sting_proto && !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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else e.Replacement = 'Automag';
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}
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else if ( (e.Replacee == 'Fist') || (e.Replacee == 'Staff') ) e.Replacement = 'DispersionPistol';
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else if ( (e.Replacee == 'Pistol') || (e.Replacee == 'GoldWand') )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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if ( sting_proto && !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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else e.Replacement = 'Automag';
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}
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else if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') || (e.Replacee == 'Crossbow') )
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{
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if ( !Random[Replacements](0,3) && (e.Replacee != 'SuperShotgun') )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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if ( sting_proto && !Random[Replacements](0,2) ) e.Replacement = 'Betamag';
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else e.Replacement = 'Automag';
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}
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else switch( Random[Replacements](0,2) )
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else switch( Random[Replacements](0,sting_proto?2:1) )
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{
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case 0:
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e.Replacement = 'Stinger';
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@ -994,7 +1000,7 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'RocketLauncher') || (e.Replacee == 'PhoenixRod') )
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{
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if ( !Random[Replacements](0,3) )
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if ( sting_proto && !Random[Replacements](0,3) )
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{
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if ( Random[Replacements](0,1) ) e.Replacement = 'UFlamethrower';
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else e.Replacement = 'FlameGun';
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@ -1004,14 +1010,14 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'PlasmaRifle') || (e.Replacee == 'SkullRod') )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'Impaler';
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if ( sting_proto && !Random[Replacements](0,2) ) e.Replacement = 'Impaler';
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else if ( Random[Replacements](0,1) ) e.Replacement = 'URifle';
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else e.Replacement = 'UBioRifle';
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}
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else if ( (e.Replacee == 'BFG9000') || (e.Replacee == 'Mace') )
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{
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if ( sting_olsmp && (!sting_dubious || Random[Replacements](0,1)) ) e.Replacement = 'OLSMP';
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else if ( sting_dubious )
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if ( sting_olsmp && (!sting_proto || !sting_dubious || Random[Replacements](0,1)) ) e.Replacement = 'OLSMP';
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else if ( sting_proto && sting_dubious )
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{
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if ( Random[Replacements](0,1) ) e.Replacement = 'SMiniGun';
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else e.Replacement = 'BigGun';
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@ -1033,7 +1039,7 @@ Class UnrealMainHandler : EventHandler
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else if ( (e.Replacee == 'Shell') || (e.Replacee == 'CrossbowAmmo') )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'UClip';
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else switch( Random[Replacements](0,2) )
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else switch( Random[Replacements](0,sting_proto?2:1) )
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{
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case 0:
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e.Replacement = 'StingerAmmo';
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@ -1048,7 +1054,7 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'ShellBox') || (e.Replacee == 'CrossbowHefty') )
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{
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switch( Random[Replacements](0,2) )
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switch( Random[Replacements](0,sting_proto?2:1) )
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{
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case 0:
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e.Replacement = 'StingerAmmo2';
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@ -1063,7 +1069,7 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'RocketAmmo') || (e.Replacee == 'PhoenixRodAmmo') || (e.Replacee == 'MaceAmmo') )
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{
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if ( !Random[Replacements](0,4) ) e.Replacement = 'FlameAmmo';
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if ( sting_proto && !Random[Replacements](0,4) ) e.Replacement = 'FlameAmmo';
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else if ( Random[Replacements](0,1) )
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{
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if ( !Random[Replacements](0,3) ) e.Replacement = 'UFlakBox';
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@ -1077,18 +1083,18 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'RocketBox') || (e.Replacee == 'PhoenixRodHefty') || (e.Replacee == 'MaceHefty') )
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{
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if ( !Random[Replacements](0,3) ) e.Replacement = 'FlameAmmo';
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if ( sting_proto && !Random[Replacements](0,3) ) e.Replacement = 'FlameAmmo';
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else if ( Random[Replacements](0,1) ) e.Replacement = 'UFlakBox';
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else e.Replacement = 'URocketAmmo';
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}
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else if ( (e.Replacee == 'Cell') || (e.Replacee == 'SkullRodAmmo') )
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{
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if ( sting_dubious && !Random[Replacements](0,4) )
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if ( sting_proto && sting_dubious && !Random[Replacements](0,4) )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'BigAmmo2';
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else e.Replacement = 'BigAmmo3';
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}
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else if ( !Random[Replacements](0,3) )
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else if ( sting_proto && !Random[Replacements](0,3) )
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{
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if ( !Random[Replacements](0,3) ) e.Replacement = 'ImpalerAmmo';
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else e.Replacement = 'ImpalerAmmo2';
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@ -1106,12 +1112,12 @@ Class UnrealMainHandler : EventHandler
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}
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else if ( (e.Replacee == 'CellPack') || (e.Replacee == 'SkullRodHefty') )
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{
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if ( sting_dubious && !Random[Replacements](0,4) )
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if ( sting_proto && sting_dubious && !Random[Replacements](0,4) )
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{
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if ( !Random[Replacements](0,2) ) e.Replacement = 'BigAmmo';
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else e.Replacement = 'BigAmmo2';
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}
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else if ( !Random[Replacements](0,3) ) e.Replacement = 'ImpalerAmmo';
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else if ( sting_proto && !Random[Replacements](0,3) ) e.Replacement = 'ImpalerAmmo';
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else if ( sting_olsmp && !Random[Replacements](0,2) ) e.Replacement = 'OLSMPAmmo';
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else if ( Random[Replacements](0,1) ) e.Replacement = 'UBioAmmo';
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else e.Replacement = 'URifleAmmo';
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@ -1120,13 +1126,17 @@ Class UnrealMainHandler : EventHandler
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else if ( (e.Replacee == 'Berserk') || (e.Replacee == 'ArtiTomeOfPower') )
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{
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if ( sting_msentry && !Random[Replacements](0,9) ) e.Replacement = 'SentryItem';
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else if ( (sting_dubious || sting_olsmp) && !Random[Replacements](0,2) ) e.Replacement = 'WeaponPowerUp';
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else if ( ((sting_proto && sting_dubious) || sting_olsmp) && !Random[Replacements](0,2) ) e.Replacement = 'WeaponPowerUp';
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else e.Replacement = 'Amplifier';
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}
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else if ( e.Replacee == 'ArtiEgg' ) e.Replacement = 'VoiceBox';
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else if ( (e.Replacee == 'Soulsphere') || (e.Replacee == 'ArtiSuperHealth') ) e.Replacement = 'SuperHealth';
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else if ( e.Replacee == 'Megasphere' ) e.Replacement = 'ShieldBelt';
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else if ( (e.Replacee == 'Allmap') || (e.Replacee == 'SuperMap') ) e.Replacement = 'MotionDetector';
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else if ( (e.Replacee == 'Allmap') || (e.Replacee == 'SuperMap') )
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{
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if ( sting_proto && Random[Replacements](0,2) ) e.Replacement = 'MotionDetector';
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else e.Replacement = 'UAllMap';
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}
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else if ( (e.Replacee == 'BlurSphere') || (e.Replacee == 'ArtiInvisibility') ) e.Replacement = 'UInvisibility';
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else if ( (e.Replacee == 'Infrared') || (e.Replacee == 'ArtiTorch') ) e.Replacement = 'UFlashlight';
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else if ( e.Replacee == 'RadSuit' ) e.Replacement = 'UJumpBoots';
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@ -1134,7 +1144,7 @@ Class UnrealMainHandler : EventHandler
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else if ( (e.Replacee == 'Backpack') || (e.Replacee == 'BagOfHolding') ) e.Replacement = 'UnrealBackpack';
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else if ( (e.Replacee == 'ArmorBonus') || (e.Replacee == 'ArtiTimeBomb') )
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{
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if ( Random[Replacements](0,3) ) e.Replacement = 'UArmorBonus';
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if ( sting_abonus && Random[Replacements](0,3) ) e.Replacement = 'UArmorBonus';
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else e.Replacement = 'Flare';
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}
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else if ( (e.Replacee == 'HealthBonus') || (e.Replacee == 'CrystalVial') ) e.Replacement = 'Bandages';
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@ -1150,7 +1160,7 @@ Class UnrealMainHandler : EventHandler
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else if ( e.Replacee == 'ArtiTeleport' )
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{
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// I have no idea what to replace this with, so just have some random stuff
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switch( Random[Replacements](0,7) )
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switch( Random[Replacements](0,sting_proto?7:5) )
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{
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case 0:
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e.Replacement = 'UnrealBackpack';
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@ -1208,6 +1218,19 @@ Class UnrealMainHandler : EventHandler
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else if ( e.Replacee is 'EnhancedShockAmmo' ) e.Replacement = 'UNothing';
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else if ( e.Replacee is 'UTBackpack' ) e.Replacement = 'UnrealBackpack';
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else if ( e.Replacee is 'UDamage' ) e.Replacement = 'Amplifier';
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else if ( e.Replacee is 'UTInvisibility' ) e.Replacement = 'UInvisibility';
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else if ( e.Replacee is 'UTShieldBelt' ) e.Replacement = 'ShieldBelt';
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else if ( e.Replacee is 'UTBodyArmor' ) e.Replacement = 'UArmor';
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else if ( e.Replacee is 'UTThighPads' ) e.Replacement = 'KevlarSuit';
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else if ( e.Replacee is 'UTArmorBonus' )
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{
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if ( sting_abonus ) e.Replacement = 'UArmorBonus';
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else e.Replacement = 'Flare';
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}
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else if ( (e.Replacee is 'UTMedBox') || (e.Replacee is 'UTHealthBox') ) e.Replacement = 'UHealth';
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else if ( e.Replacee is 'UTHealthPack' ) e.Replacement = 'SuperHealth';
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else if ( e.Replacee is 'UTHealthBonus' ) e.Replacement = 'Bandages';
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else if ( e.Replacee is 'UTJumpBoots' ) e.Replacement = 'UJumpBoots';
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// we don't need these
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else if ( e.Replacee is 'UTActivatable' ) e.Replacement = 'UNothing';
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else if ( e.Replacee is 'UTActivatableHealth' ) e.Replacement = 'UNothing';
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@ -1218,9 +1241,9 @@ Class UnrealMainHandler : EventHandler
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{
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if ( flak_translocator )
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players[e.playernumber].mo.TakeInventory("Translocator",1);
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if ( sting_telegun )
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if ( sting_proto && sting_telegun )
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players[e.playernumber].mo.GiveInventory("UTranslocator",1);
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if ( sting_flares )
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if ( sting_proto && sting_flares )
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{
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players[e.playernumber].mo.GiveInventory("LightFlare",1);
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players[e.playernumber].mo.GiveInventory("DarkFlare",1);
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@ -1241,14 +1264,14 @@ Class UnrealMainHandler : EventHandler
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players[i].mo.TakeInventory("Translocator",1);
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}
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}
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if ( sting_telegun )
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if ( sting_proto && sting_telegun )
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{
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for ( int i=0; i<MAXPLAYERS; i++ ) if ( playeringame[i] )
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{
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players[i].mo.GiveInventory("UTranslocator",1);
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}
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}
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if ( sting_flares )
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if ( sting_proto && sting_flares )
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{
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for ( int i=0; i<MAXPLAYERS; i++ ) if ( playeringame[i] )
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{
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