Re-render all README.md images.

This commit is contained in:
Mari the Deer 2023-11-18 20:55:46 +01:00
commit b72bd2dde1
77 changed files with 58 additions and 23 deletions

View file

@ -188,7 +188,7 @@ extend Class SWWMUtility
// multi-weapon spawn stuff
static private Class<Weapon> PickPair( Class<Weapon> a, Class<Weapon> b )
static private Class<Inventory> PickPair( Class<Inventory> a, Class<Inventory> b )
{
if ( !ItemExists(a,mapstart:true) ) return a;
if ( !ItemExists(b,mapstart:true) ) return b;
@ -196,7 +196,7 @@ extend Class SWWMUtility
}
// melee weapon + extra slot 2 guns
static Class<Weapon> PickSWWMSlot1()
static Class<Inventory> PickSWWMSlot1()
{
// [GROSS HACK] default to a hammer if there are no players
// (this genuinely can happen, if player starts were placed AFTER the item)
@ -213,7 +213,7 @@ extend Class SWWMUtility
return PickSWWMSlot2();
}
// pistol spawn, pretty simple
static Class<Weapon> PickSWWMSlot2()
static Class<Inventory> PickSWWMSlot2()
{
return 'ExplodiumGun';
// as they are dual-wieldable, there should be a 50% chance for spares to also appear if needed
@ -224,41 +224,41 @@ extend Class SWWMUtility
return PickPair('ExplodiumGun','PlasmaBlast');*/
}
// shotgun spawn
static Class<Weapon> PickSWWMSlot3()
static Class<Inventory> PickSWWMSlot3()
{
return 'Spreadgun';
//return PickPair('Spreadgun','PuntzerBeta');
}
// super shotgun spawn
static Class<Weapon> PickSWWMSlot4()
static Class<Inventory> PickSWWMSlot4()
{
return 'Wallbuster';
//return PickPair('Wallbuster','PuntzerGamma');
}
// chaingun spawn
static Class<Weapon> PickSWWMSlot5()
static Class<Inventory> PickSWWMSlot5()
{
return PickPair('Eviscerator','HeavyMahSheenGun');
}
// rocket launcher spawn
static Class<Weapon> PickSWWMSlot6()
static Class<Inventory> PickSWWMSlot6()
{
return PickPair('Hellblazer','Quadravol');
}
// first plasma rifle spawn
static Class<Weapon> PickSWWMSlot7()
static Class<Inventory> PickSWWMSlot7()
{
return 'Sparkster';
//return PickPair('Sparkster','ModernSparkster');
}
// second plasma rifle spawn
static Class<Weapon> PickSWWMSlot8()
static Class<Inventory> PickSWWMSlot8()
{
return 'SilverBullet';
//return PickPair('SilverBullet','RayKhom');
}
// first bfg spawn
static Class<Weapon> PickSWWMSlot9()
static Class<Inventory> PickSWWMSlot9()
{
// 25% chance to still drop another candy gun if it's not at max capacity
if ( !Random[Replacements](0,3) && ItemExists('CandyGun') && CheckNeedsItem('CandyGunSpares',true) )
@ -266,7 +266,7 @@ extend Class SWWMUtility
return PickPair('CandyGun','MisterRifle');
}
// second bfg spawn (each weapon can only exist once)
static Class<Weapon> PickSWWMSlot0( bool fallback = true )
static Class<Inventory> PickSWWMSlot0( bool fallback = true )
{
if ( ItemExists('Ynykron',mapstart:true) )
{
@ -279,7 +279,7 @@ extend Class SWWMUtility
//return Random[Replacements](0,1)?'Ynykron':'RafanKos';
}
// either plasma rifle spawn
static Class<Weapon> PickDoomSlot6()
static Class<Inventory> PickDoomSlot6()
{
bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('ModernSparkster')*/);
bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('RayKhom')*/);
@ -295,7 +295,7 @@ extend Class SWWMUtility
return PickSWWMSlot7();
}
// either bfg spawn
static Class<Weapon> PickDoomSlot7()
static Class<Inventory> PickDoomSlot7()
{
bool hasslot9 = (!CheckNeedsItem('CandyGun')||!CheckNeedsItem('MisterRifle'));
bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('RafanKos')*/);
@ -312,7 +312,7 @@ extend Class SWWMUtility
return PickSWWMSlot9();
}
// either shotgun spawn (also used for Heretic)
static Class<Weapon> PickDoomSlot3()
static Class<Inventory> PickDoomSlot3()
{
// always slot 3 after map start, prevents shotgun guys from dropping wallbusters, which is weird af
if ( level.maptime ) return PickSWWMSlot3();