Bump zscript ver to 4.14.1, plus a whole lot of stuff.

- Try to get rid of all implicit casts from string to name, color or class.
 - Use FindClass where needed.
 - Used a map in a case where a dictionary was unneeded.
 - Use new bounce flags where needed.
 - Replace Legacy of Rust weapons/ammo.
This commit is contained in:
Mari the Deer 2025-03-13 14:45:01 +01:00
commit 80db58b0d0
128 changed files with 3074 additions and 3088 deletions

View file

@ -104,7 +104,7 @@ extend Class SWWMHandler
Class<Key> k = kname;
if ( k )
{
let kg = new("KeyGet");
let kg = new('KeyGet');
kg.got = k;
kg.flashtime = gametic+25;
bar.keyflash.Push(kg);
@ -155,7 +155,7 @@ extend Class SWWMHandler
bar.cstip.Poke(wa,wb);
return;
}
let tt = new("SWWMWeaponSwapTip").Init(wa,wb);
let tt = new('SWWMWeaponSwapTip').Init(wa,wb);
bar.cstip = tt;
bar.AttachMessage(tt,-2911);
}
@ -169,7 +169,7 @@ extend Class SWWMHandler
}
else if ( e.Name ~== "swwmdoflash" )
{
GenericFlash gf = new("GenericFlash").Setup(flash_camera,flash_color,flash_duration);
GenericFlash gf = new('GenericFlash').Setup(flash_camera,flash_color,flash_duration);
StatusBar.AttachMessage(gf,0,BaseStatusBar.HUDMSGLayer_UnderHUD);
}
else if ( e.Name ~== "swwmsendplayerstep" )
@ -374,7 +374,7 @@ extend Class SWWMHandler
{
if ( !playeringame[i] || !players[i].mo ) continue;
let mo = players[i].mo;
Inventory hams = mo.FindInventory("HammerspaceEmbiggener");
Inventory hams = mo.FindInventory('HammerspaceEmbiggener');
if ( hams )
{
if ( hams.MaxAmount != hams.default.MaxAmount )
@ -490,8 +490,8 @@ extend Class SWWMHandler
if ( item is 'Weapon' )
{
// special case, select dual guns if we bought a second one
if ( (item is 'ExplodiumGun') && (players[e.Args[0]].mo.CountInv("ExplodiumGun") > 1) )
players[e.Args[0]].mo.A_SelectWeapon("DualExplodiumGun");
if ( (item is 'ExplodiumGun') && (players[e.Args[0]].mo.CountInv('ExplodiumGun') > 1) )
players[e.Args[0]].mo.A_SelectWeapon('DualExplodiumGun');
else players[e.Args[0]].mo.A_SelectWeapon((Class<Weapon>)(item));
}
}
@ -519,7 +519,7 @@ extend Class SWWMHandler
if ( c && c.SisterWeapon && (players[e.Args[0]].ReadyWeapon == c.SisterWeapon) )
{
players[e.Args[0]].ReadyWeapon = c;
players[e.Args[0]].SetPSprite(PSP_WEAPON,c.FindState("Ready"));
players[e.Args[0]].SetPSprite(PSP_WEAPON,c.FindState('Ready'));
players[e.Args[0]].SetPSprite(PSP_WEAPON+1,null); // delete left weapon psprite
}
}
@ -691,7 +691,7 @@ extend Class SWWMHandler
// only if player owns any selectable weapons
if ( !wsel && SWWMWeaponSelect.PlayerHasWeapons(players[consoleplayer].mo) )
{
wsel = new("SWWMWeaponSelect").Init(players[consoleplayer].mo);
wsel = new('SWWMWeaponSelect').Init(players[consoleplayer].mo);
StatusBar.AttachMessage(wsel,-2920,layer:StatusBar.HUDMSGLayer_UnderHUD);
if ( WeapSel == 1 ) wsel.WeapNext();
else if ( WeapSel == -1 ) wsel.WeapPrev();