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

@ -157,7 +157,7 @@ extend Class Demolitionist
{
if ( player.usedown )
return;
if ( !itrace ) itrace = new("SWWMItemTracer");
if ( !itrace ) itrace = new('SWWMItemTracer');
Vector3 dir;
let [x, y, z] = SWWMUtility.GetPlayerAxes(self);
Vector3 origin = SWWMUtility.GetPlayerEye(self);
@ -183,7 +183,7 @@ extend Class Demolitionist
bool CheckMirrorUse()
{
if ( !mtrace ) mtrace = new("SWWMMirrorTracer");
if ( !mtrace ) mtrace = new('SWWMMirrorTracer');
Vector3 dir = SWWMUtility.GetPlayerAimDir(self);
Vector3 origin = SWWMUtility.GetPlayerEye(self);
mtrace.Trace(origin,level.PointInSector(origin.xy),dir,UseRange,0,ignoreallactors:true);
@ -289,7 +289,7 @@ extend Class Demolitionist
deadtimer++;
if ( (deadtimer == 60) && (player == players[consoleplayer]) )
A_StartSound("demolitionist/youdied",CHAN_DEMOVOICE,CHANF_OVERLAP|CHANF_UI);
if ( !hnd ) hnd = SWWMHandler(EventHandler.Find("SWWMHandler"));
if ( !hnd ) hnd = SWWMHandler(EventHandler.Find('SWWMHandler'));
if ( multiplayer || level.AllowRespawn || sv_singleplayerrespawn || G_SkillPropertyInt(SKILLP_PlayerRespawn) )
{
// standard behaviour, respawn normally
@ -311,7 +311,7 @@ extend Class Demolitionist
else if ( (player.cmd.buttons&BT_ATTACK) && (deadtimer > 120) && (!hnd || !hnd.gdat.disablerevive) && swwm_revive )
{
// reboot (if possible)
if ( !FindInventory("ReviveCooldown") && (((swwm_revivecooldown >= 0) && (G_SkillPropertyInt(SKILLP_ACSReturn) < 4)) || !hasrevived) && (G_SkillPropertyInt(SKILLP_ACSReturn) < 6) )
if ( !FindInventory('ReviveCooldown') && (((swwm_revivecooldown >= 0) && (G_SkillPropertyInt(SKILLP_ACSReturn) < 4)) || !hasrevived) && (G_SkillPropertyInt(SKILLP_ACSReturn) < 6) )
{
if ( hasrevived ) SWWMUtility.MarkAchievement("sekiro",player);
hasrevived = true;
@ -322,9 +322,9 @@ extend Class Demolitionist
player.bonuscount = 0;
player.poisoncount = 0;
blinktime = 30;
SetState(FindState("Spawn")+1); // skip tweening
SetState(FindState('Spawn')+1); // skip tweening
roll = 0;
let s = Spawn("DemolitionistShockwave",pos);
let s = Spawn('DemolitionistShockwave',pos);
s.target = self;
s.special1 = 30;
ReactionTime = 17;
@ -341,7 +341,7 @@ extend Class Demolitionist
SWWMHandler.DoFlash(self,Color(255,128,192,255),30);
if ( special1 > 2 ) special1 = 0;
if ( (swwm_revivecooldown > 0) && (G_SkillPropertyInt(SKILLP_ACSReturn) < 4) )
GiveInventory("ReviveCooldown",1);
GiveInventory('ReviveCooldown',1);
}
else if ( level.maptime > revivefail )
{