"Wait, chanceboxes are back?" Well, not really...
This commit is contained in:
parent
1b0077d42d
commit
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25 changed files with 635 additions and 24 deletions
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@ -82,7 +82,6 @@ be purchased from the store, they have to be found in maps.
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Item | Price
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------------- | -----
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Health Nugget | 1200
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Froggy Chair | 1440
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H.Tetrahedron | 3000
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H.Cube | 8000
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Refresher | 160000
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@ -102,3 +101,49 @@ be purchased from the store, they have to be found in maps.
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T2 Fabricator | 12000
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T3 Fabricator | 150000
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T4 Fabricator | 1920000
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#### Collectables
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Items that can sometimes be found in special boxes hidden in secret rooms. When
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collected they give credits according to their price.
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Item | Price
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------------- | -----
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Nutatco Bar | 200
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Frispy Corn | 500
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Hoagie | 800
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PISS Whiskey | 1200
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Froggy Chair | 1440
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Cat C. Poster | 1500
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MMiaSR Vol.1 | 2000
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MMiaSR Vol.2 | 2000
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MMiaSR Vol.3 | 2000
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Akari Proj. | 3000
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Lithium Vol.1 | 3500
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Love Signals | 4000
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Mashiro Plush | 5000
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BRC Debut LP | 6000
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Hege Cactus | 8000
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Raidemin Fig. | 9000
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The following unlock when playing Heretic and up.
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Item | Price
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------------- | -----
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Quartz Flask | 4000
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Demo Plush | 6400
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Doomguy Fig. | 9000
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Firemace | 10000
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Saya Bean | 12000
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Tome of Power | 16000
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The following unlock when playing Hexen and up.
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Item | Price
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------------- | -----
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Peach Juice | 400
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Milk Breads | 900
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Kirin Manga | 1600
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Puzzle Book | 2500
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Kirin Plush | 10000
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Obelisk | 24000
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20
gldefs.chancebox
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20
gldefs.chancebox
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@ -0,0 +1,20 @@
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HardwareShader Texture "models/Chancebox.png"
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{
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Shader "shaders/glsl/Shinemask_bright.fp"
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Texture "masktex" "models/Chancebox_mask.png"
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Texture "envtex" "models/silvermap.png"
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Texture "brighttex" "models/Chancebox_bright.png"
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}
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PointLight CHANCELIGHT
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{
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Color 1.0 0.7 0.2
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Size 50
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Offset 0 16 0
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Attenuate 1
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}
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Object Chancebox
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{
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Frame "XZW2" { light "CHANCELIGHT" }
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}
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@ -220,6 +220,7 @@ SWWM_RADIOTAB = "Radio";
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SWWM_GAMETAB = "Games";
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SWWM_TRADETAB = "Trading";
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SWWM_TRADEFULL = "They can't hold more of that";
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SWWM_TRADEFAIL = "You can't trade this item";
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SWWM_NOTRADE = "(no units found nearby for trade)";
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SWWM_TRADETO = "Sent to";
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SWWM_TRADEFROM = "Received from";
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@ -216,6 +216,7 @@ SWWM_NOSTORE = "(no queda nada que comprar)";
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SWWM_GAMETAB = "Juegos";
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SWWM_TRADETAB = "Intercambio";
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SWWM_TRADEFULL = "No puede llevar más de eso";
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SWWM_TRADEFAIL = "No puedes enviar este item";
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SWWM_NOTRADE = "(no hay unidades con las que intercambiar)";
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SWWM_TRADETO = "Enviado a";
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SWWM_TRADEFROM = "Recibido de";
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \cwGZ\c- r491 (Mon 17 Aug 00:05:48 CEST 2020)";
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SWWM_MODVER="\chSWWM \cwGZ\c- r492 (Mon 17 Aug 17:58:15 CEST 2020)";
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@ -170,7 +170,7 @@ OptionMenu "SWWMCreditsMenu"
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StaticText " "
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StaticText "$SWWM_CTHANK", "Red"
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StaticText " "
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StaticText "Marrub, Sink, Ribonucleic Asshat", "Heliotrope"
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StaticText "Marrub, Ribonucleic Asshat", "Heliotrope"
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StaticText "(愛してる ♥)", "BlushPink"
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StaticText " "
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StaticText "KynikossDragonn", "Gold"
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53
modeldef.chancebox
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53
modeldef.chancebox
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@ -0,0 +1,53 @@
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Model "Chancebox"
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{
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Path "models"
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Model 0 "Chancebox_d.3d"
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Skin 0 "Chancebox.png"
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Scale 0.25 0.25 0.25
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AngleOffset -90
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ZOffset 16
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USEACTORPITCH
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USEACTORROLL
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FrameIndex XZW1 A 0 0
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// deploy
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FrameIndex XZW2 A 0 8
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FrameIndex XZW2 B 0 9
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FrameIndex XZW2 C 0 10
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FrameIndex XZW2 D 0 11
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FrameIndex XZW2 E 0 12
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FrameIndex XZW2 F 0 13
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FrameIndex XZW2 G 0 14
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FrameIndex XZW2 H 0 15
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FrameIndex XZW2 I 0 16
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FrameIndex XZW2 J 0 17
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FrameIndex XZW2 K 0 18
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FrameIndex XZW2 L 0 19
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FrameIndex XZW2 M 0 20
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FrameIndex XZW2 N 0 21
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FrameIndex XZW2 O 0 22
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FrameIndex XZW2 P 0 23
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FrameIndex XZW2 Q 0 24
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}
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Model "ChanceboxTop"
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{
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Path "models"
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Model 0 "Chancebox_Top_d.3d"
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Skin 0 "Chancebox.png"
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Scale 0.25 0.25 0.25
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AngleOffset -90
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ZOffset 4
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FrameIndex XZW1 A 0 0
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}
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Model "ChanceboxSide"
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{
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Path "models"
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Model 0 "Chancebox_Side_d.3d"
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Skin 0 "Chancebox.png"
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Scale 0.25 0.25 0.25
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AngleOffset -90
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ZOffset 16
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FrameIndex XZW1 A 0 0
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}
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13
modeldef.funstuff
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13
modeldef.funstuff
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@ -0,0 +1,13 @@
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Model "FroggyChair"
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{
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Path "models"
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Model 0 "ASmallPriceToPay_d.3d"
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Skin 0 "ASmallPriceToPay.png"
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Scale 0.14 0.14 0.18
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ZOffset 16
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AngleOffset -90
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ROTATING
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FrameIndex XZW1 A 0 0
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}
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@ -43,18 +43,6 @@ Model "ReflectedBullet"
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FrameIndex XZW1 A 0 0
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}
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Model "FroggyChair"
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{
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Path "models"
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Model 0 "ASmallPriceToPay_d.3d"
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Skin 0 "ASmallPriceToPay.png"
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Scale 0.14 0.14 0.18
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AngleOffset -90
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FrameIndex XZW1 A 0 0
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}
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Model "mkBloodDrop"
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{
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Path "models/extra"
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BIN
models/Chancebox.png
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BIN
models/Chancebox.png
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After Width: | Height: | Size: 19 KiB |
BIN
models/Chancebox_Side_a.3d
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BIN
models/Chancebox_Side_a.3d
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BIN
models/Chancebox_Side_d.3d
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BIN
models/Chancebox_Side_d.3d
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BIN
models/Chancebox_Top_a.3d
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BIN
models/Chancebox_Top_a.3d
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BIN
models/Chancebox_Top_d.3d
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BIN
models/Chancebox_Top_d.3d
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BIN
models/Chancebox_a.3d
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BIN
models/Chancebox_a.3d
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BIN
models/Chancebox_bright.png
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BIN
models/Chancebox_bright.png
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After Width: | Height: | Size: 817 B |
BIN
models/Chancebox_d.3d
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BIN
models/Chancebox_d.3d
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Binary file not shown.
BIN
models/Chancebox_mask.png
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BIN
models/Chancebox_mask.png
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After Width: | Height: | Size: 12 KiB |
BIN
models/Lootbox.blend
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BIN
models/Lootbox.blend
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Binary file not shown.
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@ -936,6 +936,11 @@ $limit moth/fly 30
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fabricator/use sounds/items/makeammo.ogg
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chancebox/explode1 sounds/items/lootexpl1.ogg
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chancebox/explode2 sounds/items/lootexpl2.ogg
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chancebox/explode3 sounds/items/lootexpl3.ogg
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$random chancebox/explode { chancebox/explode1 chancebox/explode2 chancebox/explode3 }
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menu/activate sounds/hmenu/hmenu1.ogg
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menu/backup sounds/hmenu/hmenu2.ogg
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menu/prompt sounds/hmenu/hmenu1.ogg
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BIN
sounds/items/lootexpl1.ogg
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BIN
sounds/items/lootexpl1.ogg
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Binary file not shown.
BIN
sounds/items/lootexpl2.ogg
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BIN
sounds/items/lootexpl2.ogg
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BIN
sounds/items/lootexpl3.ogg
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BIN
sounds/items/lootexpl3.ogg
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@ -2,23 +2,62 @@
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Class SWWMCollectable : Inventory abstract
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{
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int avail;
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Property Availability : avail;
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// minimum gametype requirements
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enum EAvailability
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{
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AVAIL_Strife = GAME_Strife,
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AVAIL_Hexen = AVAIL_Strife|GAME_Hexen,
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AVAIL_Heretic = AVAIL_Hexen|GAME_Heretic,
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AVAIL_All = AVAIL_Heretic|GAME_DoomChex
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};
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Default
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{
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Inventory.PickupSound "menu/buyinv";
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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SWWMCollectable.Availability AVAIL_All;
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNDROPPABLE;
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+INVENTORY.UNCLEARABLE;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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override string PickupMessage()
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{
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return StringTable.Localize(PickupMsg)..String.Format(" \cj(\cg¥\cf%d\cj)\c-",Stamina);
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}
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override void AttachToOwner( Actor other )
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{
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Super.AttachToOwner(other);
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// give credit
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if ( other.player )
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{
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SWWMScoreObj.Spawn(Stamina,other.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+other.Height/2),Font.CR_GOLD);
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SWWMCredits.Give(other.player,Stamina);
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}
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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// April Fools 2020
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Class FroggyChair : Inventory
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Class FroggyChair : SWWMCollectable
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{
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int cdown;
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Default
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{
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Tag "$T_FROGGY";
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$T_FROGGY";
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNDROPPABLE;
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+INVENTORY.UNCLEARABLE;
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Stamina 1440;
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}
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override void AttachToOwner( Actor other )
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@ -38,10 +77,444 @@ Class FroggyChair : Inventory
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}
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if ( cdown > 0 ) cdown--;
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}
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}
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// The other collectables, which will be implemented eventually
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/*
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Class MMiaSRVol1 : SWWMCollectable
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{
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Default
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{
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Tag "$T_SEXROBOT1";
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Inventory.PickupMessage "$T_SEXROBOT1";
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Stamina 2000;
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}
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}
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Class MMiaSRVol2 : SWWMCollectable
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{
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Default
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{
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Tag "$T_SEXROBOT2";
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Inventory.PickupMessage "$T_SEXROBOT2";
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Stamina 2000;
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}
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}
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Class MMiaSRVol3 : SWWMCollectable
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{
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Default
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{
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Tag "$T_SEXROBOT3";
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Inventory.PickupMessage "$T_SEXROBOT3";
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Stamina 2000;
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}
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}
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Class MothPlushy : SWWMCollectable
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{
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Default
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{
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Tag "$T_MOTHPLUSH";
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Inventory.PickupMessage "$T_MOTHPLUSH";
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Stamina 5000;
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}
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}
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Class BRCDebutLP : SWWMCollectable
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{
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Default
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{
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Tag "$T_BLACKRATS";
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Inventory.PickupMessage "$T_BLACKRATS";
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Stamina 6000;
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}
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}
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Class AkariProject : SWWMCollectable
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{
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Default
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{
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Tag "$T_AKARIPROJECT";
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Inventory.PickupMessage "$T_AKARIPROJECT";
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Stamina 3000;
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}
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}
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Class CatCatcherPoster : SWWMCollectable
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{
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Default
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{
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Tag "$T_CATCATCHER";
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Inventory.PickupMessage "$T_CATCATCHER";
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Stamina 1500;
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}
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}
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Class LoveSignalsCD : SWWMCollectable
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{
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Default
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{
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Tag "$T_LOVESIGNALS";
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Inventory.PickupMessage "$T_LOVESIGNALS";
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Stamina 4000;
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}
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}
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Class NutatcoBar : SWWMCollectable
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{
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Default
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{
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Tag "$T_NUTATCO";
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Inventory.PickupMessage "$T_NUTATCO";
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Stamina 200;
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}
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}
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Class HegeCactus : SWWMCollectable
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{
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Default
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{
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Tag "$T_HEGE";
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Inventory.PickupMessage "$T_HEGE";
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Stamina 8000;
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}
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}
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Class RaideminFig : SWWMCollectable
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{
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Default
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{
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Tag "$T_RAIDEMIN";
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Inventory.PickupMessage "$T_RAIDEMIN";
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Stamina 9000;
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}
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}
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Class FrispyCorn : SWWMCollectable
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{
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Default
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{
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Tag "$T_FRISPYCORN";
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Inventory.PickupMessage "$T_FRISPYCORN";
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Stamina 500;
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}
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}
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Class Hoagie : SWWMCollectable
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{
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Default
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{
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Tag "$T_HOAGIE";
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Inventory.PickupMessage "$T_HOAGIE";
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Stamina 800;
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}
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}
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Class LithiumVol1 : SWWMCollectable
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{
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Default
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{
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Tag "$T_LITHIUM";
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Inventory.PickupMessage "$T_LITHIUM";
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Stamina 3500;
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}
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}
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Class MeetTheSniper : SWWMCollectable
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{
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Default
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{
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Tag "$T_PISS";
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Inventory.PickupMessage "$T_PISS";
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Stamina 1200;
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}
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}
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// Heretic
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Class DemoPlush : SWWMCollectable
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{
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Default
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{
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Tag "$T_DEMOPLUSH";
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Inventory.PickupMessage "$T_DEMOPLUSH";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 6400;
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}
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}
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Class Firemace : SWWMCollectable
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{
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Default
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{
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Tag "$T_FIREMACE";
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Inventory.PickupMessage "$T_FIREMACE";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 10000;
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}
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}
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Class DoomguyFig : SWWMCollectable
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{
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Default
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{
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Tag "$T_DOOMFIG";
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Inventory.PickupMessage "$T_DOOMFIG";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 9000;
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}
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}
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Class TomeOfPower : SWWMCollectable
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{
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Default
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{
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Tag "$T_TOMEPOWER";
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Inventory.PickupMessage "$T_TOMEPOWER";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 16000;
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}
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}
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Class QuartzFlask : SWWMCollectable
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{
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Default
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{
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||||
Tag "$T_YEFLASK";
|
||||
Inventory.PickupMessage "$T_YEFLASK";
|
||||
SWWMCollectable.Availability AVAIL_Heretic;
|
||||
Stamina 4000;
|
||||
}
|
||||
}
|
||||
Class SayaBean : SWWMCollectable
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_SAYABEAN";
|
||||
Inventory.PickupMessage "$T_SAYABEAN";
|
||||
SWWMCollectable.Availability AVAIL_Heretic;
|
||||
Stamina 12000;
|
||||
}
|
||||
}
|
||||
// Hexen
|
||||
Class PuzzleDesignBook : SWWMCollectable
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_PUZZLEBOOK";
|
||||
Inventory.PickupMessage "$T_PUZZLEBOOK";
|
||||
SWWMCollectable.Availability AVAIL_Hexen;
|
||||
Stamina 2500;
|
||||
}
|
||||
}
|
||||
Class KirinCummies : SWWMCollectable
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_PEACH";
|
||||
Inventory.PickupMessage "$T_PEACH";
|
||||
SWWMCollectable.Availability AVAIL_Hexen;
|
||||
Stamina 400;
|
||||
}
|
||||
}
|
||||
Class MilkBreads : SWWMCollectable
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_MILKBREAD";
|
||||
Inventory.PickupMessage "$T_MILKBREAD";
|
||||
SWWMCollectable.Availability AVAIL_Hexen;
|
||||
Stamina 900;
|
||||
}
|
||||
}
|
||||
Class EyeObelisk : SWWMCollectable
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_OBELISK";
|
||||
Inventory.PickupMessage "$T_OBELISK";
|
||||
SWWMCollectable.Availability AVAIL_Hexen;
|
||||
Stamina 24000;
|
||||
}
|
||||
}
|
||||
Class KirinManga : SWWMCollectable
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "$T_KIRINMANGA";
|
||||
Inventory.PickupMessage "$T_KIRINMANGA";
|
||||
SWWMCollectable.Availability AVAIL_Hexen;
|
||||
Stamina 1600;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// Collectable box (recycling of discarded "chance box" item)
|
||||
Class Chancebox : Actor
|
||||
{
|
||||
static void SpawnChanceboxes()
|
||||
{
|
||||
// TODO the whole damn deal of finding secret sectors and whatnot
|
||||
// this will be huge, and get called from the event handler on first level load
|
||||
}
|
||||
|
||||
action void A_DropSomething()
|
||||
{
|
||||
Array<Class <SWWMCollectable> > candidates;
|
||||
candidates.Clear();
|
||||
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
||||
{
|
||||
let c = (Class<SWWMCollectable>)(AllActorClasses[i]);
|
||||
if ( !c || (c == 'SWWMCollectable') ) continue;
|
||||
let def = GetDefaultByType(c);
|
||||
// check that we can collect it in this IWAD
|
||||
if ( !(gameinfo.gametype&def.avail) ) continue;
|
||||
candidates.Push(c);
|
||||
}
|
||||
let ti = ThinkerIterator.Create("SWWMCollectable");
|
||||
SWWMCollectable c;
|
||||
while ( c = SWWMCollectable(ti.Next()) )
|
||||
{
|
||||
int f = candidates.Find(inv.GetClass());
|
||||
if ( f < candidates.Size() )
|
||||
candidates.Delete(f);
|
||||
}
|
||||
if ( candidates.Size() <= 0 )
|
||||
{
|
||||
// TODO no candidates? just spawn some random loot
|
||||
Console.Printf("\cg// TODO spawn random loot\c-");
|
||||
}
|
||||
else
|
||||
{
|
||||
// pop one at random
|
||||
let a = Spawn(candidates[Random[Chancebox](0,candidates.Size()-1)],pos);
|
||||
a.bDROPPED = true;
|
||||
a.bNOGRAVITY = false;
|
||||
a.vel.z = FRandom[Chancebox](2,4);
|
||||
}
|
||||
int numpt = Random[ExploS](16,32);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.3,8);
|
||||
let s = Spawn("SWWMHalfSmoke",Vec3Offset(0,0,16));
|
||||
s.vel = pvel;
|
||||
s.SetShade(Color(2,1,3)*Random[ExploS](64,85));
|
||||
s.special1 = Random[ExploS](1,4);
|
||||
s.alpha *= .4;
|
||||
s.scale *= 2.4;
|
||||
}
|
||||
}
|
||||
action void A_Confetti()
|
||||
{
|
||||
A_StartSound("misc/tada",CHAN_ITEM);
|
||||
double ang, pt;
|
||||
int numpt = Random[ExploS](64,128);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
ang = FRandom[ExploS](0,360);
|
||||
pt = FRandom[ExploS](-90,30);
|
||||
let c = Spawn("FancyConfetti",Vec3Offset(0,0,16));
|
||||
c.vel = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[ExploS](2,8);
|
||||
}
|
||||
}
|
||||
override bool Used( Actor user )
|
||||
{
|
||||
if ( CurState != FindState("Spawn") ) return false;
|
||||
SetStateLabel("Active");
|
||||
return true;
|
||||
}
|
||||
Default
|
||||
{
|
||||
Radius 16;
|
||||
Height 32;
|
||||
+MOVEWITHSECTOR;
|
||||
+ROLLSPRITE;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A -1;
|
||||
Stop;
|
||||
Active:
|
||||
XZW1 A 1
|
||||
{
|
||||
specialf1 = angle;
|
||||
A_StartSound("misc/drumroll",CHAN_WEAPON);
|
||||
}
|
||||
XZW1 A 1
|
||||
{
|
||||
angle = specialf1+FRandom[Chancebox](-5,5);
|
||||
pitch = FRandom[Chancebox](-5,5);
|
||||
roll = FRandom[Chancebox](-5,5);
|
||||
special1++;
|
||||
return A_JumpIf(special1>40,"BlowUp");
|
||||
}
|
||||
Wait;
|
||||
BlowUp:
|
||||
XZW2 A 1
|
||||
{
|
||||
A_SetSize(16,4);
|
||||
A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.2);
|
||||
A_StartSound("chancebox/explode",CHAN_VOICE);
|
||||
angle = specialf1;
|
||||
pitch = roll = 0;
|
||||
let t = Spawn("ChanceboxTop",Vec3Offset(0,0,32));
|
||||
t.angle = angle;
|
||||
let s1 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle+90),0)));
|
||||
s1.angle = angle+90;
|
||||
let s2 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle-90),0)));
|
||||
s2.angle = angle-90;
|
||||
A_DropSomething();
|
||||
}
|
||||
XZW2 BCDEFGHIJKLMNO 1;
|
||||
XZW2 P -1 A_Confetti();
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// top side of chancebox, shoots upwards
|
||||
Class ChanceboxTop : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 16;
|
||||
Height 4;
|
||||
PROJECTILE;
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
vel = (0,0,20);
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A 1
|
||||
{
|
||||
double magvel = vel.length();
|
||||
if ( magvel > 0. )
|
||||
{
|
||||
magvel = min(60,magvel*1.2);
|
||||
vel = vel.unit()*magvel;
|
||||
}
|
||||
}
|
||||
Wait;
|
||||
Death:
|
||||
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
// left/right side of chancebox, shoots forward
|
||||
Class ChanceboxSide : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Radius 16;
|
||||
Height 32;
|
||||
PROJECTILE;
|
||||
}
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*20;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
XZW1 A 1
|
||||
{
|
||||
double magvel = vel.length();
|
||||
if ( magvel > 0. )
|
||||
{
|
||||
magvel = min(60,magvel*1.2);
|
||||
vel = vel.unit()*magvel;
|
||||
}
|
||||
}
|
||||
Wait;
|
||||
Death:
|
||||
TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -590,7 +590,8 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
|
|||
if ( (curtab == TAB_INVENTORY) && (invlist.Size() > 0) && (sel0 < invlist.Size()) )
|
||||
{
|
||||
// can't use this
|
||||
if ( invlist[sel0] is 'Ammo' ) return true;
|
||||
if ( (invlist[sel0] is 'Ammo') || (invlist[sel0] is 'MagAmmo') || (invlist[sel0] is 'SWWMCollectable') )
|
||||
return true;
|
||||
let t = new("MenuTransaction");
|
||||
t.uid = GenTUID();
|
||||
t.type = MenuTransaction.TT_ITEMUSE;
|
||||
|
|
@ -663,6 +664,14 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
|
|||
}
|
||||
else if ( sub && (sel0 != -1) && (invlist.Size() > 0) )
|
||||
{
|
||||
// cannot trade these
|
||||
if ( invlist[sel1].bUNDROPPABLE || invlist[sel1].bUNTOSSABLE )
|
||||
{
|
||||
MenuSound("menu/noinvuse");
|
||||
tmsg = StringTable.Localize("$SWWM_TRADEFAIL");
|
||||
tmsgtic = gametic+70;
|
||||
return true;
|
||||
}
|
||||
// trade item
|
||||
let t = new("MenuTransaction");
|
||||
t.uid = GenTUID();
|
||||
|
|
@ -1698,6 +1707,8 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
|
|||
{
|
||||
let type = (Class<Inventory>)(AllActorClasses[i]);
|
||||
if ( !type ) continue;
|
||||
// no collectables
|
||||
if ( type is 'SWWMCollectable' ) continue;
|
||||
// no fabricators outside of hexen
|
||||
if ( !(gameinfo.gametype&GAME_Hexen) && (type is 'AmmoFabricator') ) continue;
|
||||
// skip maxed items
|
||||
|
|
@ -2366,6 +2377,7 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
|
|||
else if ( (invlist[i] is 'Health') || (invlist[i] is 'HealthPickup') || (invlist[i] is 'SWWMHealth') ) clscol = Font.CR_RED;
|
||||
else if ( (invlist[i] is 'Armor') || (invlist[i] is 'SWWMSpareArmor') ) clscol = Font.CR_GREEN;
|
||||
else if ( invlist[i] is 'PuzzleItem' ) clscol = Font.CR_LIGHTBLUE;
|
||||
else if ( invlist[i] is 'SWWMCollectable' ) clscol = Font.CR_FIRE;
|
||||
Screen.DrawText(fnt,clscol,origin.x+xx,origin.y+yy,str,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ColorOverlay,(i!=sel0)?Color(96,0,0,0):Color(0,0,0,0));
|
||||
yy += 16;
|
||||
if ( yy >= 370 )
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue