Voodoo dolls should only have player names in multiplayer.
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6 changed files with 45 additions and 39 deletions
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@ -434,8 +434,8 @@ FN_BOSSBRAIN = "Boss Brain";
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FN_BOSSBRAIN_FUN = "Very Wrappy Oatmeal";
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FN_KEEN = "Commander Keen";
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FN_KEEN_FUN = "Ruined by Bethesda";
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FN_VOODOO = "Voodoo doll of %s";
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FN_VOODOO_NP = "Voodoo doll";
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FN_VOODOO = "%s?";
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FN_VOODOO_NP = "Doll?";
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FN_PIG = "Pig";
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FN_PIG_FUN = "Porker";
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FN_WOLFGUARD = "Guard";
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@ -345,8 +345,8 @@ FN_HERESIARCH_FUN = "Hostia Puta";
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FN_BOSSBRAIN = "Cerebro de Jefe";
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FN_BOSSBRAIN_FUN = "Avenas Las Buenas";
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FN_KEEN_FUN = "Arruinado por Bethesda";
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FN_VOODOO = "Muñeco Vudú de %s";
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FN_VOODOO_NP = "Muñeco Vudú";
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FN_VOODOO = "¿%s?"
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FN_VOODOO_NP = "¿Muñeco?";
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FN_PIG = "Cerdo";
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FN_PIG_FUN = "Cochinillo";
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FN_WOLFGUARD_FUN1 = "Nazi de Bajo Presupuesto";
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@ -1,3 +1,3 @@
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[default]
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r445 \cu(Tue 13 Sep 17:39:58 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r445 \cu(2022-09-13 17:39:58)\c-";
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SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r446 \cu(Tue 13 Sep 18:12:15 CEST 2022)\c-";
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SWWM_SHORTVER="\cw1.3pre r446 \cu(2022-09-13 18:12:15)\c-";
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@ -543,33 +543,32 @@ Model "Demolitionist"
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Model "SWWMVoodooDoll"
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{
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Path "models"
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Model 1 "VoodooDoll_d.3d"
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SurfaceSkin 1 0 "VoodooDoll.png"
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SurfaceSkin 1 1 "VoodooDollFace.png"
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Model 0 "VoodooDoll_d.3d"
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SurfaceSkin 0 0 "VoodooDoll.png"
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Scale 0.0025 0.0025 0.0025
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AngleOffset -90
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IGNORETRANSLATION
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// Still
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FrameIndex XZWZ A 1 1
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FrameIndex XZW1 A 0 1
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// Pain
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FrameIndex XZWZ B 1 2
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FrameIndex XZWZ C 1 3
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FrameIndex XZWZ D 1 4
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FrameIndex XZWZ E 1 5
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FrameIndex XZWZ F 1 6
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FrameIndex XZW1 B 0 2
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FrameIndex XZW1 C 0 3
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FrameIndex XZW1 D 0 4
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FrameIndex XZW1 E 0 5
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FrameIndex XZW1 F 0 6
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// Death
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FrameIndex XZWZ G 1 8
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FrameIndex XZWZ H 1 9
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FrameIndex XZWZ I 1 10
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FrameIndex XZWZ J 1 11
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FrameIndex XZWZ K 1 12
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FrameIndex XZWZ L 1 13
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FrameIndex XZWZ M 1 14
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FrameIndex XZWZ N 1 15
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FrameIndex XZWZ O 1 16
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FrameIndex XZWZ P 1 17
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FrameIndex XZWZ Q 1 18
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FrameIndex XZWZ R 1 19
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FrameIndex XZWZ S 1 20
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FrameIndex XZW1 G 0 8
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FrameIndex XZW1 H 0 9
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FrameIndex XZW1 I 0 10
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FrameIndex XZW1 J 0 11
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FrameIndex XZW1 K 0 12
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FrameIndex XZW1 L 0 13
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FrameIndex XZW1 M 0 14
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FrameIndex XZW1 N 0 15
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FrameIndex XZW1 O 0 16
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FrameIndex XZW1 P 0 17
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FrameIndex XZW1 Q 0 18
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FrameIndex XZW1 R 0 19
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FrameIndex XZW1 S 0 20
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}
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@ -218,7 +218,7 @@ Class SWWMQuickCombatTracker : Inventory
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void UpdateTag( SWWMHandler hnd )
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{
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if ( Owner && (Owner.player || Owner.bISMONSTER || (Owner is 'BossBrain') || (Owner is 'SWWMHangingKeen') || (Owner is 'Demolitionist')) )
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if ( Owner && (Owner.player || Owner.bISMONSTER || (Owner is 'BossBrain') || (Owner is 'SWWMHangingKeen') || (Owner is 'PlayerPawn')) )
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{
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String realtag = swwm_funtags?SWWMUtility.GetFunTag(hnd,Owner,FallbackTag):Owner.GetTag(FallbackTag);
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if ( realtag == FallbackTag )
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@ -226,7 +226,7 @@ Class SWWMQuickCombatTracker : Inventory
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realtag = Owner.GetClassName();
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SWWMUtility.BeautifyClassName(realtag);
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}
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mytag = Owner.player?(Owner.player.mo!=Owner)?String.Format(StringTable.Localize("$FN_VOODOO"),Owner.player.GetUserName()):Owner.player.GetUserName():((Owner is 'PlayerPawn')&&(!Owner.player))?StringTable.Localize("$FN_VOODOO_NP"):realtag;
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mytag = Owner.player?(Owner.player.mo!=Owner)?multiplayer?String.Format(StringTable.Localize("$FN_VOODOO"),Owner.player.GetUserName()):StringTable.Localize("$FN_VOODOO_NP"):Owner.player.GetUserName():((Owner is 'PlayerPawn')&&(!Owner.player))?StringTable.Localize("$FN_VOODOO_NP"):realtag;
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}
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else mytag = "";
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}
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@ -591,6 +591,12 @@ Class Demolitionist : PlayerPawn
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let v = Spawn("SWWMVoodooDoll",pos);
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v.angle = angle;
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v.player = player;
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// give it a face if it belongs to a player
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if ( player )
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{
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v.bFRIENDLY = true;
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v.A_ChangeModel("",0,"","",1,"models","VoodooDollFace.png",CMDL_USESURFACESKIN,-1);
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}
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Destroy();
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return;
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}
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@ -3996,26 +4002,27 @@ Class SWWMVoodooDoll : PlayerPawn
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+DONTGIB;
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+NOICEDEATH;
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+DONTCORPSE;
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-FRIENDLY;
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}
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States
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{
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Spawn:
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XZWZ A -1;
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Loop;
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XZW1 A -1;
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Stop;
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Pain:
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XZWZ A 1;
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XZWZ B 2 A_StartSound("voodoodoll/hit",CHAN_BODY,CHANF_OVERLAP);
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XZWZ CDEF 2;
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XZW1 A 1;
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XZW1 B 2 A_StartSound("voodoodoll/hit",CHAN_BODY,CHANF_OVERLAP);
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XZW1 CDEF 2;
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Goto Spawn;
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Death:
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XZWZ A 2
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XZW1 A 2
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{
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A_StartSound("voodoodoll/fall",CHAN_BODY,CHANF_OVERLAP);
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A_NoBlocking();
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}
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XZWZ GHIJKLMNO 2;
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XZWZ PQR 2;
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XZWZ S -1;
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XZW1 GHIJKLMNO 2;
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XZW1 PQR 2;
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XZW1 S -1;
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Stop;
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}
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}
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