Re-render all README.md images.
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77 changed files with 58 additions and 23 deletions
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@ -188,7 +188,7 @@ extend Class SWWMUtility
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// multi-weapon spawn stuff
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static private Class<Weapon> PickPair( Class<Weapon> a, Class<Weapon> b )
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static private Class<Inventory> PickPair( Class<Inventory> a, Class<Inventory> b )
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{
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if ( !ItemExists(a,mapstart:true) ) return a;
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if ( !ItemExists(b,mapstart:true) ) return b;
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@ -196,7 +196,7 @@ extend Class SWWMUtility
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}
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// melee weapon + extra slot 2 guns
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static Class<Weapon> PickSWWMSlot1()
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static Class<Inventory> PickSWWMSlot1()
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{
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// [GROSS HACK] default to a hammer if there are no players
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// (this genuinely can happen, if player starts were placed AFTER the item)
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@ -213,7 +213,7 @@ extend Class SWWMUtility
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return PickSWWMSlot2();
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}
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// pistol spawn, pretty simple
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static Class<Weapon> PickSWWMSlot2()
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static Class<Inventory> PickSWWMSlot2()
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{
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return 'ExplodiumGun';
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// as they are dual-wieldable, there should be a 50% chance for spares to also appear if needed
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@ -224,41 +224,41 @@ extend Class SWWMUtility
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return PickPair('ExplodiumGun','PlasmaBlast');*/
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}
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// shotgun spawn
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static Class<Weapon> PickSWWMSlot3()
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static Class<Inventory> PickSWWMSlot3()
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{
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return 'Spreadgun';
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//return PickPair('Spreadgun','PuntzerBeta');
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}
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// super shotgun spawn
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static Class<Weapon> PickSWWMSlot4()
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static Class<Inventory> PickSWWMSlot4()
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{
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return 'Wallbuster';
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//return PickPair('Wallbuster','PuntzerGamma');
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}
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// chaingun spawn
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static Class<Weapon> PickSWWMSlot5()
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static Class<Inventory> PickSWWMSlot5()
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{
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return PickPair('Eviscerator','HeavyMahSheenGun');
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}
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// rocket launcher spawn
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static Class<Weapon> PickSWWMSlot6()
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static Class<Inventory> PickSWWMSlot6()
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{
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return PickPair('Hellblazer','Quadravol');
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}
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// first plasma rifle spawn
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static Class<Weapon> PickSWWMSlot7()
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static Class<Inventory> PickSWWMSlot7()
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{
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return 'Sparkster';
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//return PickPair('Sparkster','ModernSparkster');
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}
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// second plasma rifle spawn
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static Class<Weapon> PickSWWMSlot8()
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static Class<Inventory> PickSWWMSlot8()
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{
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return 'SilverBullet';
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//return PickPair('SilverBullet','RayKhom');
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}
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// first bfg spawn
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static Class<Weapon> PickSWWMSlot9()
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static Class<Inventory> PickSWWMSlot9()
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{
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// 25% chance to still drop another candy gun if it's not at max capacity
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if ( !Random[Replacements](0,3) && ItemExists('CandyGun') && CheckNeedsItem('CandyGunSpares',true) )
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@ -266,7 +266,7 @@ extend Class SWWMUtility
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return PickPair('CandyGun','MisterRifle');
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}
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// second bfg spawn (each weapon can only exist once)
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static Class<Weapon> PickSWWMSlot0( bool fallback = true )
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static Class<Inventory> PickSWWMSlot0( bool fallback = true )
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{
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if ( ItemExists('Ynykron',mapstart:true) )
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{
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@ -279,7 +279,7 @@ extend Class SWWMUtility
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//return Random[Replacements](0,1)?'Ynykron':'RafanKos';
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}
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// either plasma rifle spawn
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static Class<Weapon> PickDoomSlot6()
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static Class<Inventory> PickDoomSlot6()
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{
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bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('ModernSparkster')*/);
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bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('RayKhom')*/);
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@ -295,7 +295,7 @@ extend Class SWWMUtility
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return PickSWWMSlot7();
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}
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// either bfg spawn
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static Class<Weapon> PickDoomSlot7()
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static Class<Inventory> PickDoomSlot7()
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{
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bool hasslot9 = (!CheckNeedsItem('CandyGun')||!CheckNeedsItem('MisterRifle'));
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bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('RafanKos')*/);
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@ -312,7 +312,7 @@ extend Class SWWMUtility
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return PickSWWMSlot9();
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}
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// either shotgun spawn (also used for Heretic)
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static Class<Weapon> PickDoomSlot3()
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static Class<Inventory> PickDoomSlot3()
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{
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// always slot 3 after map start, prevents shotgun guys from dropping wallbusters, which is weird af
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if ( level.maptime ) return PickSWWMSlot3();
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