stinger_m/zscript/uarmoritems.zsc
Marisa Kirisame 6820c4deba 1.1.1 update (same as flak_m):
- Sound overhaul.
 - Added extended '95 theme from Unreal mac port.
2020-01-04 22:33:10 +01:00

319 lines
6.8 KiB
Text

Class UnrealArmor : UTArmor
{
Default
{
-INVENTORY.ALWAYSPICKUP;
}
}
Class UArmor : UnrealArmor
{
Default
{
Tag "$T_UARMOR";
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 90;
UTArmor.AbsorptionPriority 7;
Inventory.PickupMessage "$I_UARMOR";
Inventory.PickupSound "misc/u1armor";
Inventory.Icon "I_Armor";
}
States
{
Spawn:
UARM A -1;
Stop;
}
}
Class AsbestosSuit : UnrealArmor
{
Default
{
Tag "$T_ASBSUIT";
Inventory.Amount 50;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 50;
UTArmor.AbsorptionPriority 6;
Inventory.PickupMessage "$I_ASBSUIT";
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_Suit";
}
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
{
if ( passive && (Amount > 0) && ((damageType == 'Fire') || (damageType == 'Ice')) )
newdamage = 0;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( sting_allsuits ) return;
// remove other suits
Inventory i = other.FindInventory("ToxinSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("KevlarSuit");
if ( i ) other.RemoveInventory(i);
}
States
{
Spawn:
ASBS A -1;
Stop;
}
}
Class ToxinSuit : UnrealArmor
{
Default
{
Tag "$T_TOXSUIT";
Inventory.Amount 50;
Inventory.MaxAmount 50;
Inventory.InterHubAmount 50;
UTArmor.ArmorAbsorption 50;
UTArmor.AbsorptionPriority 6;
Inventory.PickupMessage "$I_TOXSUIT";
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_TSuit";
}
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive, Actor inflictor, Actor source, int flags )
{
if ( passive && (Amount > 0) && ((damageType == 'Slime') || (damageType == 'Poison')) )
newdamage = 0;
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( sting_allsuits ) return;
// remove other suits
Inventory i = other.FindInventory("AsbestosSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("KevlarSuit");
if ( i ) other.RemoveInventory(i);
}
States
{
Spawn:
TOXS A -1;
Stop;
}
}
Class KevlarSuit : UnrealArmor
{
Default
{
Tag "$T_KEVSUIT";
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 80;
UTArmor.AbsorptionPriority 6;
Inventory.PickupMessage "$I_KEVSUIT";
Inventory.PickupSound "misc/suit";
Inventory.Icon "I_Kevlar";
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
if ( sting_allsuits ) return;
// remove other suits
Inventory i = other.FindInventory("AsbestosSuit");
if ( i ) other.RemoveInventory(i);
i = other.FindInventory("ToxinSuit");
if ( i ) other.RemoveInventory(i);
}
States
{
Spawn:
KEVS A -1;
Stop;
}
}
Class ShieldBelt : UnrealArmor
{
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (damage > 0) && (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_StartSound("belt/absorb",CHAN_POWERUP4);
UTMainHandler.DoFlash(Owner,Color(80,255,224,0),5);
}
Super.AbsorbDamage(damage,damageType,newdamage);
}
override void DepleteOrDestroy()
{
if ( (amount <= 0) && Owner.CheckLocalView() )
Console.Printf(StringTable.Localize("$D_SHIELDBELT"));
Super.DepleteOrDestroy();
}
Default
{
Tag "$T_SHIELDBELT";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 100;
Inventory.MaxAmount 100;
Inventory.InterHubAmount 100;
UTArmor.ArmorAbsorption 100;
UTArmor.AbsorptionPriority 10;
Inventory.PickupMessage "$I_SHIELDBELT";
Inventory.PickupSound "belt/pickup";
Inventory.RespawnTics 2100;
Inventory.Icon "I_Shield";
}
States
{
Spawn:
BELT A -1;
Stop;
}
}
Class PowerShield : UnrealArmor
{
bool gothit;
int draintimer;
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
if ( (damage > 0) && (amount > 0) && !DamageTypeDefinition.IgnoreArmor(damageType) )
{
Owner.A_StartSound("belt/absorb",CHAN_POWERUP4);
UTMainHandler.DoFlash(Owner,Color(80,224,0,255),5);
if ( !sting_pshield )
{
gothit = true;
damage = 0;
newdamage = 0;
}
}
if ( sting_pshield )
{
Super.AbsorbDamage(damage,damageType,newdamage);
return;
}
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
}
override void DepleteOrDestroy()
{
if ( (amount <= 0) && Owner.CheckLocalView() )
Console.Printf(StringTable.Localize("$D_POWERSHIELD"));
Super.DepleteOrDestroy();
}
override void Tick()
{
Super.Tick();
if ( sting_pshield && sting_pshield2 ) return;
if ( !Owner || !Owner.player || (amount <= 0) ) return;
if ( gothit )
{
amount--;
gothit = false;
}
draintimer++;
if ( draintimer > 35 )
{
amount--;
draintimer = 0;
}
if ( amount <= 0 ) DepleteOrDestroy();
}
Default
{
Tag "$T_POWERSHIELD";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 200;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 200;
UTArmor.ArmorAbsorption 100;
UTArmor.AbsorptionPriority 11; // wow dude
Inventory.PickupMessage "$I_POWERSHIELD";
Inventory.PickupSound "sbelt/pickup";
Inventory.RespawnTics 3500;
Inventory.Icon "I_PBelt";
}
States
{
Spawn:
BELT A -1;
Stop;
}
}
Class UArmorBonus : UArmor
{
override bool TryPickup( in out Actor toucher )
{
if ( !sting_abonus ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_abonus ) return;
if ( !Owner )
{
let r = Spawn("ArmorBonus",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
else
{
Owner.RemoveInventory(self);
Destroy();
}
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
absorb = Clamp(Amount-50,25,100);
Super.AbsorbDamage(damage,damageType,newdamage);
}
Default
{
Tag "$T_ARMORBONUS";
+COUNTITEM;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 5;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 200;
UTArmor.ArmorAbsorption 25;
UTArmor.AbsorptionPriority 1;
Inventory.PickupMessage "$I_ARMORBONUS";
Inventory.PickupSound "misc/u1armor";
Inventory.Icon "I_Bonus";
}
States
{
Spawn:
XANH A -1;
Stop;
}
}