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.
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128 changed files with 3074 additions and 3088 deletions
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@ -59,7 +59,7 @@ extend Class SWWMHandler
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// level end stats
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override void WorldUnloaded( WorldEvent e )
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{
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let ti = ThinkerIterator.Create("SWWMStats",Thinker.STAT_STATIC);
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let ti = ThinkerIterator.Create('SWWMStats',Thinker.STAT_STATIC);
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SWWMStats s;
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while ( s = SWWMStats(ti.Next()) )
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{
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@ -113,7 +113,7 @@ extend Class SWWMHandler
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s.AddLevelStats();
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s.lastcluster = level.cluster;
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// nazi cleanup
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let ti = ThinkerIterator.Create("Actor");
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let ti = ThinkerIterator.Create('Actor');
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Actor a;
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bool hasnazis = false;
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bool livenazis = false;
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@ -219,7 +219,7 @@ extend Class SWWMHandler
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sbounds.Resize(level.Sectors.Size());
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foreach ( s:level.Sectors )
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{
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let sb = new("SectorBounds");
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let sb = new('SectorBounds');
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sb.portalgroup = s.portalgroup;
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sb.bounds = ( 32767, 32767, -32768, -32768 );
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foreach ( l:s.Lines )
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@ -267,15 +267,10 @@ extend Class SWWMHandler
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SendInterfaceEvent(consoleplayer,"swwmsetdialogue.DIMPLE");
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break;
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case MAP_DMAP30:
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bool rampancy = false;
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foreach ( cls:AllActorClasses )
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{
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if ( cls.GetClassName() != "Robot_BossBrain" ) continue;
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rampancy = true;
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break;
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}
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if ( rampancy ) SendInterfaceEvent(consoleplayer,"swwmsetdialogue.RAMPANCY");
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else SendInterfaceEvent(consoleplayer,"swwmsetdialogue.IOS");
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if ( FindClass('Robot_BossBrain','Actor') )
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SendInterfaceEvent(consoleplayer,"swwmsetdialogue.RAMPANCY");
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else
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SendInterfaceEvent(consoleplayer,"swwmsetdialogue.IOS");
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break;
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case MAP_DLVL08:
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SendInterfaceEvent(consoleplayer,"swwmsetdialogue.NERVE");
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@ -418,14 +413,14 @@ extend Class SWWMHandler
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|| (level.GetChecksum() ~== "A52BD2038CF814101AAB7D9C78F9ACE2") )
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level.ExecuteSpecial(ACS_Execute,null,null,false,-Int('DVACATION_UNSCREW'));
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// rampancy boss brain fix (repeatedly triggering "map clear")
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let ti = ThinkerIterator.Create("Actor");
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let ti = ThinkerIterator.Create('Actor');
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Actor a, brain;
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bool haseye = false;
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while ( a = Actor(ti.Next()) )
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{
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if ( a.GetClassName() == "Robot_BossEye" )
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if ( a.GetClassName() == 'Robot_BossEye' )
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haseye = true;
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if ( a.GetClassName() == "Robot_BossBrain" )
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if ( a.GetClassName() == 'Robot_BossBrain' )
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brain = a;
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}
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if ( haseye && brain )
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@ -433,7 +428,7 @@ extend Class SWWMHandler
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brain.bCOUNTKILL = true;
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level.total_monsters++;
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// while we're at it
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Actor.Spawn("RampancyLogonDummy");
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Actor.Spawn('RampancyLogonDummy');
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}
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// KDiKDiZD abort fix due to voodoo doll post-spawn replacement
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// (we have our own mikoportal compatibility, anyway)
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@ -442,18 +437,15 @@ extend Class SWWMHandler
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// since KDiKDiZD requires software rendering, while this is a
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// hardware-only mod... but hey, they can sort-of-work together
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// (with broken visual effects, but still... somewhat working)
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foreach ( cls:AllClasses )
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if ( FindClass('KdikdizdCompatEventHandler','EventHandler') )
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{
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if ( cls.GetClassName() != 'KdikdizdCompatEventHandler' )
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continue;
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ti = ThinkerIterator.Create("Thinker");
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ti = ThinkerIterator.Create('Thinker');
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foreach ( t:ti )
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{
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if ( t.GetClassName() != 'VoodooPusher' )
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continue;
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t.Destroy();
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}
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break;
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}
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// Eviternity II MAP33 fix. Player movement physics need to
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// have ground anchoring disabled, as it will make some
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@ -478,7 +470,7 @@ extend Class SWWMHandler
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// while we're at it, add teleporter sparks
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if ( SWWMUtility.IsTeleportLine(l) )
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{
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let a = SWWMTeleportLine(Actor.Spawn("SWWMTeleportLine"));
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let a = SWWMTeleportLine(Actor.Spawn('SWWMTeleportLine'));
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a.tline = l;
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}
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let [isexit, exittype] = SWWMUtility.IsExitLine(l);
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@ -533,7 +525,7 @@ extend Class SWWMHandler
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if ( !deathmatch ) Chancebox.SpawnChanceboxes();
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// list map keys
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maphaskeys = false;
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ti = ThinkerIterator.Create("Key");
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ti = ThinkerIterator.Create('Key');
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Key k;
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while ( k = Key(ti.Next()) )
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{
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