Add option to force pistol starts.
Slightly increase Explodium Gun speed (by two frames). Separate Explodium Gun ejected casings into overlays, with varying offsets.
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parent
37a05c0db2
commit
b8eb009f43
16 changed files with 156 additions and 35 deletions
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@ -743,11 +743,11 @@ Class SWWMHandler : EventHandler
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// level end stats
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override void WorldUnloaded( WorldEvent e )
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{
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if ( !(gameinfo.gametype&GAME_STRIFE) )
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let ti = ThinkerIterator.Create("SWWMStats",Thinker.STAT_STATIC);
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SWWMStats s;
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while ( s = SWWMStats(ti.Next()) )
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{
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let ti = ThinkerIterator.Create("SWWMStats",Thinker.STAT_STATIC);
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SWWMStats s;
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while ( s = SWWMStats(ti.Next()) )
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if ( !(gameinfo.gametype&GAME_STRIFE) )
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{
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int clust = 0;
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bool secret = false;
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@ -784,8 +784,9 @@ Class SWWMHandler : EventHandler
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s.clustervisit.Push(clust);
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s.secretdone.Push(secret|s.secretdone[csiz-1]);
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}
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s.AddLevelStats();
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}
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s.AddLevelStats();
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s.lastcluster = level.cluster;
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}
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ClearAllShaders(players[consoleplayer]);
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// reset score on dead players (death exit™)
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@ -1030,6 +1031,24 @@ Class SWWMHandler : EventHandler
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if ( !c.CallTryPickup(p.mo) )
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c.Destroy();
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}
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// reset inventory (including unclearables) on forced pistol starts (must have visited at least one map, though)
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if ( swwm_pistolstart && (s.lstats.Size() > 0) && ((s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB)) )
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{
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if ( swwm_resetscore ) c.credits = c.hcredits = 0;
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Actor last = p.mo;
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while ( last.inv )
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{
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let inv = last.inv;
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if ( !(inv is 'SWWMCollectible') )
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{
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inv.Destroy();
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if ( !inv.bDestroyed ) last = inv;
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}
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else last = inv;
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}
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p.mo.GiveDefaultInventory();
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p.mo.BringUpWeapon();
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}
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}
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override void PlayerRespawned( PlayerEvent e )
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