Disable unimplemented weapons and ammo for now.

This commit is contained in:
Mari the Deer 2023-10-10 14:39:12 +02:00
commit d3d503cd81
16 changed files with 108 additions and 103 deletions

View file

@ -293,8 +293,8 @@ extend Class SWWMUtility
if ( i is 'Quadravol' ) return true;
if ( i is 'Sparkster' ) return true;
if ( i is 'CandyGun' ) return true;
if ( i is 'RayKhom' ) return true;
if ( i is 'RafanKos' ) return true;
//if ( i is 'RayKhom' ) return true;
//if ( i is 'RafanKos' ) return true;
if ( i is 'HealthNuggetItem' ) return true;
if ( i is 'ArmorNuggetItem' ) return true;
if ( i is 'WarArmor' ) return true;
@ -406,9 +406,9 @@ extend Class SWWMUtility
return true;
if ( target is 'SWWMCollectible' )
return true;
if ( (target is 'Ynykron') || (target is 'RafanKos') )
if ( (target is 'Ynykron')/* || (target is 'RafanKos')*/ )
return true;
if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'UltimatePod') || (target is 'UltimateAmmo') )
if ( (target is 'GoldShell') || (target is 'YnykronAmmo')/* || (target is 'UltimatePod') || (target is 'UltimateAmmo')*/ )
return true;
if ( (target is 'Mykradvo') || (target is 'AngerySigil') || (target is 'DivineSprite') )
return true;
@ -420,9 +420,9 @@ extend Class SWWMUtility
// used by the store
static bool IsVipItemClass( Class<Actor> target )
{
if ( (target is 'Ynykron') || (target is 'RafanKos') )
if ( (target is 'Ynykron')/* || (target is 'RafanKos')*/ )
return true;
if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'UltimatePod') || (target is 'UltimateAmmo') )
if ( (target is 'GoldShell') || (target is 'YnykronAmmo')/* || (target is 'UltimatePod') || (target is 'UltimateAmmo')*/ )
return true;
if ( (target is 'Mykradvo') || (target is 'AngerySigil') || (target is 'DivineSprite') )
return true;

View file

@ -215,22 +215,25 @@ extend Class SWWMUtility
// pistol spawn, pretty simple
static Class<Weapon> PickSWWMSlot2()
{
return 'ExplodiumGun';
// as they are dual-wieldable, there should be a 50% chance for spares to also appear if needed
if ( Random[Replacements](0,1) && !CheckNeedsItem('ExplodiumGun') && CheckNeedsItem('ExplodiumGun',true) )
/*if ( Random[Replacements](0,1) && !CheckNeedsItem('ExplodiumGun') && CheckNeedsItem('ExplodiumGun',true) )
return 'ExplodiumGun';
if ( Random[Replacements](0,1) && !CheckNeedsItem('PlasmaBlast') && CheckNeedsItem('PlasmaBlast',true) )
return 'PlasmaBlast';
return PickPair('ExplodiumGun','PlasmaBlast');
return PickPair('ExplodiumGun','PlasmaBlast');*/
}
// shotgun spawn
static Class<Weapon> PickSWWMSlot3()
{
return PickPair('Spreadgun','PuntzerBeta');
return 'Spreadgun';
//return PickPair('Spreadgun','PuntzerBeta');
}
// super shotgun spawn
static Class<Weapon> PickSWWMSlot4()
{
return PickPair('Wallbuster','PuntzerGamma');
return 'Wallbuster';
//return PickPair('Wallbuster','PuntzerGamma');
}
// chaingun spawn
static Class<Weapon> PickSWWMSlot5()
@ -245,12 +248,14 @@ extend Class SWWMUtility
// first plasma rifle spawn
static Class<Weapon> PickSWWMSlot7()
{
return PickPair('Sparkster','ModernSparkster');
return 'Sparkster';
//return PickPair('Sparkster','ModernSparkster');
}
// second plasma rifle spawn
static Class<Weapon> PickSWWMSlot8()
{
return PickPair('SilverBullet','RayKhom');
return 'SilverBullet';
//return PickPair('SilverBullet','RayKhom');
}
// first bfg spawn
static Class<Weapon> PickSWWMSlot9()
@ -265,19 +270,19 @@ extend Class SWWMUtility
{
if ( ItemExists('Ynykron',mapstart:true) )
{
if ( ItemExists('RafanKos',mapstart:true) )
//if ( ItemExists('RafanKos',mapstart:true) )
return fallback?PickSWWMSlot9():null;
return 'RafanKos';
//return 'RafanKos';
}
if ( ItemExists('RafanKos',mapstart:true) )
//if ( ItemExists('RafanKos',mapstart:true) )
return 'Ynykron';
return Random[Replacements](0,1)?'Ynykron':'RafanKos';
//return Random[Replacements](0,1)?'Ynykron':'RafanKos';
}
// either plasma rifle spawn
static Class<Weapon> PickDoomSlot6()
{
bool hasslot7 = (!CheckNeedsItem('Sparkster')||!CheckNeedsItem('ModernSparkster'));
bool hasslot8 = (!CheckNeedsItem('SilverBullet')||!CheckNeedsItem('RayKhom'));
bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('ModernSparkster')*/);
bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('RayKhom')*/);
// if the player already has a slot 7 weapon...
if ( hasslot7 )
{
@ -293,7 +298,7 @@ extend Class SWWMUtility
static Class<Weapon> PickDoomSlot7()
{
bool hasslot9 = (!CheckNeedsItem('CandyGun')||!CheckNeedsItem('MisterRifle'));
bool hasslot0 = (!CheckNeedsItem('Ynykron')||!CheckNeedsItem('RafanKos'));
bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('RafanKos')*/);
let rep = PickSWWMSlot0(false);
// if the player already has a slot 9 weapon (and a slot 0 weapon can still spawn)...
if ( hasslot9 && rep )
@ -311,8 +316,8 @@ extend Class SWWMUtility
{
// always slot 3 after map start, prevents shotgun guys from dropping wallbusters, which is weird af
if ( level.maptime ) return PickSWWMSlot3();
bool hasslot3 = (!CheckNeedsItem('Spreadgun')||!CheckNeedsItem('PuntzerBeta'));
bool hasslot4 = (!CheckNeedsItem('Wallbuster')||!CheckNeedsItem('PuntzerGamma'));
bool hasslot3 = (!CheckNeedsItem('Spreadgun')/*||!CheckNeedsItem('PuntzerBeta')*/);
bool hasslot4 = (!CheckNeedsItem('Wallbuster')/*||!CheckNeedsItem('PuntzerGamma')*/);
// if the player already has a slot 3 weapon...
if ( hasslot3 )
{