4.10 support update (unfinished and untested).
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80 changed files with 2343 additions and 2356 deletions
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@ -339,11 +339,11 @@ Class SWWMDirectMessage : HUDMessageBase
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// some messages may have newlines in them, split them
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Array<String> storemsg;
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txt.Split(storemsg,"\n");
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for ( int i=0; i<storemsg.Size(); i++ )
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foreach ( msg:storemsg )
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{
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EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..storemsg[i],level.totaltime,PRINT_CHAT,consoleplayer);
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EventHandler.SendNetworkEvent("swwmstoremessage."..chrname..": "..msg,level.totaltime,PRINT_CHAT,consoleplayer);
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// stick it into the console as well
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Console.PrintfEx(PRINT_CHAT|PRINT_NONOTIFY,chrname..": "..storemsg[i]);
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Console.PrintfEx(PRINT_CHAT|PRINT_NONOTIFY,chrname..": "..msg);
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}
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}
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@ -537,24 +537,14 @@ Class SWWMDirectMessage : HUDMessageBase
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}
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}
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// used to manually trigger dialogues through a hacky method in the hud
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// because zscript is fucking stupid with its handling of names, we can't
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// pass the dialogue name to arguments, so it'll have to be hardcoded
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Class SWWMDialogueTrigger : Actor
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// used to manually trigger dialogues
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// the AMBUSH flag means the dialogue only shows for the activator
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Class SWWMDialogueTrigger : SWWMNonInteractiveActor
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{
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default
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{
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+NOBLOCKMAP;
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+NOINTERACTION;
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}
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override void Activate( Actor activator )
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{
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static const String dlglist[] =
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{
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"swwmultdoom2map20dlg"
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};
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if ( !swwm_nomapmsg )
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Console.MidPrint(null,dlglist[args[0]]);
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if ( !bAMBUSH || (activator && (activator.player == players[consoleplayer])) )
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EventHandler.SendInterfaceEvent(consoleplayer,"swwmsetdialogue",args[0]);
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Destroy();
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}
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override void Tick() {}
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