Score limit has been capped to 9 digits.
Turns out anything higher is not actually reachable in practice.
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parent
7b30e1ebac
commit
807d1ef349
18 changed files with 62 additions and 152 deletions
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@ -28,8 +28,8 @@ extend Class SWWMHandler
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S_StartSound("menu/buyinv",CHAN_ITEM,CHANF_UI);
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S_StartSound("misc/emone",CHAN_VOICE,CHANF_UI);
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}
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SWWMCredits.Give(players[e.Args[0]],0,1,true);
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SWWMScoreObj.Spawn(1000000000,players[e.Args[0]].mo.Vec3Offset(0,0,players[e.Args[0]].mo.Height/2));
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SWWMCredits.Give(players[e.Args[0]],999999999);
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SWWMScoreObj.Spawn(999999999,players[e.Args[0]].mo.Vec3Offset(0,0,players[e.Args[0]].mo.Height/2));
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}
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else if ( e.Name ~== "swwmlorecheat" )
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{
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@ -41,13 +41,6 @@ extend Class SWWMHandler
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}
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}
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// create some static thinkers for this player if needed
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SWWMTradeHistory th = SWWMTradeHistory.Find(p);
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if ( !th )
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{
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th = new("SWWMTradeHistory");
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th.ChangeStatNum(Thinker.STAT_STATIC);
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th.myplayer = p;
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}
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SWWMCredits c = SWWMCredits.Find(p);
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if ( !c )
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{
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@ -138,7 +131,7 @@ extend Class SWWMHandler
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SWWMCombatTracker.Spawn(players[e.playernumber].mo);
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// reset score (optional) if inventory should be cleared
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if ( swwm_resetscore && level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn )
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c.credits = c.hcredits = 0;
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c.credits = 0;
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// re-add any missing collectibles after a death exit (yes, this happens)
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for ( int i=0; i<s.ownedcollectibles.Size(); i++ )
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{
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@ -102,7 +102,7 @@ extend Class SWWMHandler
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{
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if ( !playeringame[i] || (players[i].playerstate != PST_DEAD) ) continue;
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let c = SWWMCredits.Find(players[i]);
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if ( c ) c.credits = c.hcredits = 0;
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if ( c ) c.credits = 0;
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}
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// end of episode resets and enforced pistol starts
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LevelInfo nextlv = LevelInfo.FindLevelInfo(e.NextMap);
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