Disable unimplemented weapons and ammo for now.
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9aaa247304
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d3d503cd81
16 changed files with 108 additions and 103 deletions
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@ -293,8 +293,8 @@ extend Class SWWMUtility
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if ( i is 'Quadravol' ) return true;
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if ( i is 'Sparkster' ) return true;
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if ( i is 'CandyGun' ) return true;
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if ( i is 'RayKhom' ) return true;
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if ( i is 'RafanKos' ) return true;
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//if ( i is 'RayKhom' ) return true;
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//if ( i is 'RafanKos' ) return true;
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if ( i is 'HealthNuggetItem' ) return true;
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if ( i is 'ArmorNuggetItem' ) return true;
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if ( i is 'WarArmor' ) return true;
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@ -406,9 +406,9 @@ extend Class SWWMUtility
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return true;
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if ( target is 'SWWMCollectible' )
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return true;
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if ( (target is 'Ynykron') || (target is 'RafanKos') )
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if ( (target is 'Ynykron')/* || (target is 'RafanKos')*/ )
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return true;
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if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'UltimatePod') || (target is 'UltimateAmmo') )
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if ( (target is 'GoldShell') || (target is 'YnykronAmmo')/* || (target is 'UltimatePod') || (target is 'UltimateAmmo')*/ )
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return true;
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if ( (target is 'Mykradvo') || (target is 'AngerySigil') || (target is 'DivineSprite') )
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return true;
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@ -420,9 +420,9 @@ extend Class SWWMUtility
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// used by the store
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static bool IsVipItemClass( Class<Actor> target )
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{
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if ( (target is 'Ynykron') || (target is 'RafanKos') )
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if ( (target is 'Ynykron')/* || (target is 'RafanKos')*/ )
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return true;
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if ( (target is 'GoldShell') || (target is 'YnykronAmmo') || (target is 'UltimatePod') || (target is 'UltimateAmmo') )
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if ( (target is 'GoldShell') || (target is 'YnykronAmmo')/* || (target is 'UltimatePod') || (target is 'UltimateAmmo')*/ )
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return true;
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if ( (target is 'Mykradvo') || (target is 'AngerySigil') || (target is 'DivineSprite') )
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return true;
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@ -215,22 +215,25 @@ extend Class SWWMUtility
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// pistol spawn, pretty simple
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static Class<Weapon> 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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if ( Random[Replacements](0,1) && !CheckNeedsItem('ExplodiumGun') && CheckNeedsItem('ExplodiumGun',true) )
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/*if ( Random[Replacements](0,1) && !CheckNeedsItem('ExplodiumGun') && CheckNeedsItem('ExplodiumGun',true) )
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return 'ExplodiumGun';
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if ( Random[Replacements](0,1) && !CheckNeedsItem('PlasmaBlast') && CheckNeedsItem('PlasmaBlast',true) )
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return 'PlasmaBlast';
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return PickPair('ExplodiumGun','PlasmaBlast');
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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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{
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return PickPair('Spreadgun','PuntzerBeta');
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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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{
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return PickPair('Wallbuster','PuntzerGamma');
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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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@ -245,12 +248,14 @@ extend Class SWWMUtility
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// first plasma rifle spawn
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static Class<Weapon> PickSWWMSlot7()
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{
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return PickPair('Sparkster','ModernSparkster');
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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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{
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return PickPair('SilverBullet','RayKhom');
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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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@ -265,19 +270,19 @@ extend Class SWWMUtility
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{
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if ( ItemExists('Ynykron',mapstart:true) )
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{
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if ( ItemExists('RafanKos',mapstart:true) )
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//if ( ItemExists('RafanKos',mapstart:true) )
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return fallback?PickSWWMSlot9():null;
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return 'RafanKos';
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//return 'RafanKos';
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}
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if ( ItemExists('RafanKos',mapstart:true) )
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//if ( ItemExists('RafanKos',mapstart:true) )
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return 'Ynykron';
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return Random[Replacements](0,1)?'Ynykron':'RafanKos';
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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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{
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bool hasslot7 = (!CheckNeedsItem('Sparkster')||!CheckNeedsItem('ModernSparkster'));
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bool hasslot8 = (!CheckNeedsItem('SilverBullet')||!CheckNeedsItem('RayKhom'));
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bool hasslot7 = (!CheckNeedsItem('Sparkster')/*||!CheckNeedsItem('ModernSparkster')*/);
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bool hasslot8 = (!CheckNeedsItem('SilverBullet')/*||!CheckNeedsItem('RayKhom')*/);
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// if the player already has a slot 7 weapon...
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if ( hasslot7 )
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{
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@ -293,7 +298,7 @@ extend Class SWWMUtility
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static Class<Weapon> 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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bool hasslot0 = (!CheckNeedsItem('Ynykron')/*||!CheckNeedsItem('RafanKos')*/);
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let rep = PickSWWMSlot0(false);
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// if the player already has a slot 9 weapon (and a slot 0 weapon can still spawn)...
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if ( hasslot9 && rep )
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@ -311,8 +316,8 @@ extend Class SWWMUtility
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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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bool hasslot3 = (!CheckNeedsItem('Spreadgun')||!CheckNeedsItem('PuntzerBeta'));
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bool hasslot4 = (!CheckNeedsItem('Wallbuster')||!CheckNeedsItem('PuntzerGamma'));
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bool hasslot3 = (!CheckNeedsItem('Spreadgun')/*||!CheckNeedsItem('PuntzerBeta')*/);
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bool hasslot4 = (!CheckNeedsItem('Wallbuster')/*||!CheckNeedsItem('PuntzerGamma')*/);
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// if the player already has a slot 3 weapon...
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if ( hasslot3 )
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{
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