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