Tweak how chainsaw replacements are selected.
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e97f72b176
commit
4058fe9383
2 changed files with 33 additions and 2 deletions
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1.18 \cu(Thu 7 Oct 19:47:39 CEST 2021)\c-";
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SWWM_SHORTVER="\cw1.1.18 \cu(2021-10-07 19:47:39)\c-";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw1.1.18 \cu(Sat 9 Oct 21:35:48 CEST 2021)\c-";
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SWWM_SHORTVER="\cw1.1.18 \cu(2021-10-09 21:35:48)\c-";
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@ -1975,8 +1975,39 @@ Class SWWMUtility
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return Random[Replacements](weight1,0)?a:Random[Replacements](weight2,0)?b:c;
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}
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// boy, this one got complicated fast
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static Class<Inventory> PickSWWMSlot1()
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{
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// so the player can recover it if they decided to drop it in a previous map, or they didn't start with it
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if ( CheckNeedsItem('DeepImpact') ) return 'DeepImpact';
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bool needsmelee = CheckNeedsItem('PusherWeapon')/*|CheckNeedsItem('ItamexHammer')|CheckNeedsItem('FistGun')*/;
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bool needsgun = CheckNeedsItem('ExplodiumGun',true)/*|CheckNeedsItem('PlasmaBlast',true)*/;
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if ( !needsmelee && !needsgun )
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{
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static const Class<Weapon> wpns[] =
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{
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'ExplodiumGun', 'PusherWeapon',
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'PlasmaBlast', 'ItamexHammer',
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'FistGun'
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};
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//return wpns[Random[Replacements](0,4)];
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//return wpns[Random[Replacements](0,3)];
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return wpns[Random[Replacements](0,1)];
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}
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if ( !needsmelee && needsgun )
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{
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bool needsexplo = CheckNeedsItem('ExplodiumGun',true);
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bool needsblast = CheckNeedsItem('PlasmaBlast',true);
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if ( needsexplo && !needsblast ) return 'ExplodiumGun';
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if ( !needsexplo && needsblast ) return 'PlasmaBlast';
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return Random[Replacements](0,1)?'ExplodiumGun':'PlasmaBlast';
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}
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if ( needsmelee && !needsgun )
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{
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//return PickTrio('PusherWeapon','ItamexHammer','FistGun');
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//return PickPair('PusherWeapon','ItamexHammer');
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return 'PusherWeapon';
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}
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if ( CheckNeedsItem('ExplodiumGun',true) && Random[Replacements](0,1) ) return 'ExplodiumGun';
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//if ( CheckNeedsItem('PlasmaBlast',true) && Random[Replacements](0,1) ) return 'PlasmaBlast';
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//return PickTrio('PusherWeapon','ItamexHammer','FistGun');
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