GameInfo { AddEventHandlers = "SWWMStaticHandler", "SWWMHandler", "SWWMBrutalHandler", "SWWMHDoomHandler" PlayerClasses = "Demolitionist" StatusBarClass = "SWWMStatusBar" BackpackType = "HammerspaceEmbiggener" StatScreen_Single = "SWWMStatScreen_SP" StatScreen_Coop = "SWWMStatScreen_Coop" StatScreen_DM = "SWWMStatScreen_DM" QuitSound = "misc/teleport" QuitMessages = "$QUITMSG", "$QUITMSG1", "$QUITMSG2", "$QUITMSG3", "$QUITMSG4", "$QUITMSG5", "$QUITMSG6", "$QUITMSG7", "$QUITMSG8", "$QUITMSG9", "$QUITMSG10", "$QUITMSG11", "$QUITMSG12", "$QUITMSG13", "$QUITMSG14", "$QUITMSG15", "$QUITMSG16", "$QUITMSG17", "$QUITMSG18", "$QUITMSG19" ChatSound = "misc/chat" NoMergePickupMsg = true CursorPic = "graphics/swwmcurs.png" DimColor = "Black" DimAmount = 0.5 BlurAmount = 0 Endoom = "ENDSWWM" PickupColor = "Gold" MenuFontColor_Title = "Blue" MenuFontColor_Label = "White" MenuFontColor_Value = "Green" MenuFontColor_Action = "White" MenuFontColor_Header = "Blue" MenuFontColor_Highlight = "Sapphire" MenuFontColor_Selection = "Sapphire" MenuSliderColor = "Green" MenuSliderBackColor = "DarkGray" MenuBackButton = "graphics/swwmback.png" MessageBoxClass = "SWWMMessageBox" HelpMenuClass = "SWWMHelpMenu" MenuDelegateClass = "SWWMMenuDelegate" PauseSign = "graphics/swwmpause.png" BorderFlat = "graphics/bord_flat.png" Border = 2, 0, "graphics/bord_tr.png", "graphics/bord_t.png", "graphics/bord_tl.png", "graphics/bord_r.png", "graphics/bord_l.png", "graphics/bord_br.png", "graphics/bord_b.png", "graphics/bord_bl.png" ForceTextInMenus = true TelefogHeight = 28 IntermissionCounter = true // fuck you Heretic // precaching of frame-heavy objects PrecacheClasses = "Demolitionist", // player // weapons "DeepImpact", "PusherWeapon", "ItamexHammer", "ExplodiumGun", "DualExplodiumGun", "PlasmaBlast", "DualPlasmaBlast", "Spreadgun", "PuntzerBeta", "Wallbuster", "PuntzerGamma", "Eviscerator", "HeavyMahSheenGun", "Hellblazer", "Quadravol", "Sparkster", "BlackfireIgniter", "SilverBullet", "EMPCarbine", "CandyGun", "RayKhom", "Ynykron", "GrandLance", // gestures and items with gesture states "SWWMGesture", "SWWMRedCardGesture", "SWWMBlueCardGesture", "SWWMYellowCardGesture", "SWWMSilverCardGesture", "SWWMGreenCardGesture", "SWWMOrangeCardGesture", "SWWMRedSkullGesture", "SWWMBlueSkullGesture", "SWWMYellowSkullGesture", "SWWMGreenKeyGesture", "SWWMBlueKeyGesture", "SWWMYellowKeyGesture", "SWWMRedKeyGesture", "GenericCubeGesture", "AkariProjectGesture", "LoveSignalsCDGesture", "NutatcoBarGesture", "FrispyCornGesture", "SayaBeanGesture", "MothPlushyGesture", "AA12ModelGesture", "CactusHegeGesture", "TastyHoagieGesture", "IbukiMilkGesture", "BRCAlbumGesture", "DemoPlushGesture", "ManarokouGesture", "LithiumNovelGesture", "KirinCummiesGesture", "MilkBreadsGesture", "KirinMangaGesture", "KirinPlushGesture", "PsykkonovexxGesture" // really damn big textures PrecacheTextures = "graphics/SWWMGZLogo.png", "graphics/SWWMGZLogo_Layer1.png", "graphics/SWWMGZLogo_Layer2.png", "graphics/SWWMGZLogo_Layer3.png", "graphics/SWWMGZLogo_Layer4.png", "graphics/SWWMGZLogo_Layer5.png", "graphics/SWWMGZLogo_Layer6.png" } ClearSkills Skill chill { AutoUseHealth DamageFactor = 0.5 EasyBossBrain SlowMonsters SpawnFilter = baby ACSReturn = 0 Name = "$SWWM_SKCHILL" } Skill easy { DamageFactor = 0.75 SpawnFilter = easy ACSReturn = 1 Name = "$SWWM_SKEASY" } Skill normal { SpawnFilter = normal ACSReturn = 2 Name = "$SWWM_SKNORMAL" DefaultSkill } Skill hard { MonsterHealth = 1.25 DamageFactor = 1.25 SpawnFilter = hard ACSReturn = 3 Name = "$SWWM_SKHARD" } Skill hardcore { DisableCheats FastMonsters MonsterHealth = 1.5 DamageFactor = 1.5 Aggressiveness = 0.25 SpawnFilter = nightmare SpawnMulti ACSReturn = 4 Name = "$SWWM_SKHARDCORE" MustConfirm = "$SWWM_SKHARDCORECONFIRM" } Skill lunatic { DisableCheats MonsterHealth = 2.0 DamageFactor = 2.0 Aggressiveness = 1.0 SpawnFilter = nightmare SpawnMulti NoInfighting InstantReaction NoPain ACSReturn = 4 Name = "$SWWM_SKLUNATIC" MustConfirm = "$SWWM_SKLUNATICCONFIRM" } Map TITLEMAP "SWWM GZ Title Map" { Music = "" EventHandlers = "SWWMTitleStuff" } DamageType EndLevel { NoArmor Obituary = "$O_ENDLEVEL" } DoomEdNums { // these are placed by a level postprocessor on Kinsie's Test Map, so we don't need 16-bit numbers // Doom collectibles 4206900 = GenericCube 4206901 = AkariProject 4206902 = LoveSignalsCD 4206903 = NutatcoBar 4206904 = FrispyCorn 4206905 = SayaBean 4206906 = MothPlushy // Heretic collectibles 4206907 = DemoPlush // Hexen collectibles 4206908 = KirinCummies 4206909 = MilkBreads 4206910 = KirinManga 4206911 = KirinPlush // ... and the chancebox 4206920 = Chancebox // these are also pp stuff 4206930 = SWWMDialogueTrigger 4206990 = SWWMGuard 4206991 = SWWMHans 4206992 = SWWMSS 4206993 = SWWMDog } // edited Doom 2 cast to show the Demolitionist at the end Intermission Doom2Cast { Cast { CastClass = "Zombieman" CastName = "$CC_ZOMBIE" AttackSound = "Missile", 1, "grunt/attack" } Cast { CastClass = "ShotgunGuy" CastName = "$CC_SHOTGUN" AttackSound = "Missile", 1, "shotguy/attack" } Cast { CastClass = "ChaingunGuy" CastName = "$CC_HEAVY" AttackSound = "Missile", 1, "chainguy/attack" AttackSound = "Missile", 2, "chainguy/attack" AttackSound = "Missile", 3, "chainguy/attack" } Cast { CastClass = "DoomImp" CastName = "$CC_IMP" AttackSound = "Missile", 2, "imp/attack" } Cast { CastClass = "Demon" CastName = "$CC_DEMON" AttackSound = "Melee", 1, "demon/melee" } Cast { CastClass = "LostSoul" CastName = "$CC_LOST" AttackSound = "Missile", 1, "skull/melee" } Cast { CastClass = "Cacodemon" CastName = "$CC_CACO" AttackSound = "Missile", 1, "caco/attack" } Cast { CastClass = "HellKnight" CastName = "$CC_HELL" AttackSound = "Missile", 1, "baron/attack" } Cast { CastClass = "BaronOfHell" CastName = "$CC_BARON" AttackSound = "Missile", 1, "baron/attack" } Cast { CastClass = "Arachnotron" CastName = "$CC_ARACH" AttackSound = "Missile", 1, "baby/attack" } Cast { CastClass = "PainElemental" CastName = "$CC_PAIN" AttackSound = "Missile", 2, "skull/melee" } Cast { CastClass = "Revenant" CastName = "$CC_REVEN" AttackSound = "Missile", 1, "skeleton/attack" AttackSound = "Melee", 1, "skeleton/swing" AttackSound = "Melee", 3, "skeleton/melee" } Cast { CastClass = "Fatso" CastName = "$CC_MANCU" AttackSound = "Missile", 1, "fatso/attack" AttackSound = "Missile", 4, "fatso/attack" AttackSound = "Missile", 7, "fatso/attack" } Cast { CastClass = "Archvile" CastName = "$CC_ARCH" AttackSound = "Missile", 1, "vile/start" } Cast { CastClass = "SpiderMastermind" CastName = "$CC_SPIDER" AttackSound = "Missile", 1, "spider/attack" AttackSound = "Missile", 2, "spider/attack" } Cast { CastClass = "Cyberdemon" CastName = "$CC_CYBER" AttackSound = "Missile", 1, "weapons/rocklf" AttackSound = "Missile", 3, "weapons/rocklf" AttackSound = "Missile", 5, "weapons/rocklf" } Cast { CastClass = "CastDemolitionist" CastName = "$CC_HERO" AttackSound = "Missile", 0, "explodium/fire" } Link = Doom2Cast // restart cast call }