swwmgz_m/zscript/handler/swwm_handler_playerevents.zsc

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Text

// all the player* virtuals
extend Class SWWMHandler
{
override void PlayerDied( PlayerEvent e )
{
let s = SWWMStats.Find(players[e.playernumber]);
if ( s ) s.deaths++;
}
override void PlayerEntered( PlayerEvent e )
{
PlayerInfo p = players[e.playernumber];
// override KEYCONF-forced player classes when run with other gameplay mods (wish this was easier)
if ( !(p.mo is 'Demolitionist') )
{
// make sure it's defined here, so special purpose classes (player chunks, scripted overrides) are respected
foreach ( pc:PlayerClasses )
{
if ( !(p.mo is pc.Type) ) continue;
// perform a hotswap, code adapted from my .flow player morph in spooktober
let n = PlayerPawn(Actor.Spawn("Demolitionist",p.mo.pos));
n.player = p;
n.angle = p.mo.angle;
n.pitch = p.mo.pitch;
p.camera = n;
p.mo.Destroy();
p.mo = n;
n.GiveDefaultInventory();
let e = Weapon(n.FindInventory("ExplodiumGun"));
if ( e )
{
p.ReadyWeapon = null;
p.PendingWeapon = e;
n.BringUpWeapon();
}
// warn if strict KEYCONF is enabled
if ( setslotstrict && (p == players[consoleplayer]) )
slotstrictwarn = gametic+300;
break;
}
}
// create some static thinkers for this player if needed
SWWMCredits c = SWWMCredits.Find(p);
if ( !c )
{
c = new("SWWMCredits");
c.ChangeStatNum(Thinker.STAT_STATIC);
c.myplayer = p;
}
SWWMLoreLibrary l = SWWMLoreLibrary.Find(p);
if ( !l )
{
l = new("SWWMLoreLibrary");
l.ChangeStatNum(Thinker.STAT_STATIC);
l.myplayer = p;
}
// pre-add some entries to start with
l.DirectAdd("Demolitionist");
l.DirectAdd("KnowledgeBase");
l.DirectAdd("Saya");
l.DirectAdd("UAC");
l.DirectAdd("DemonInvasion");
if ( SWWMUtility.IsEviternity() )
{
l.DirectAdd("Gods");
l.DirectAdd("SUSAN");
}
if ( gameinfo.gametype&GAME_Raven )
{
l.DirectAdd("Parthoris");
l.DirectAdd("SerpentRiders");
l.DirectAdd("Sidhe");
}
if ( gameinfo.gametype&GAME_Hexen )
l.DirectAdd("Cronos");
// starting weapons (if owned)
if ( p.mo.FindInventory('DeepImpact') )
l.DirectAdd("DeepImpact");
if ( p.mo.FindInventory('ExplodiumGun') )
l.DirectAdd("ExplodiumGun");
SWWMStats s = SWWMStats.Find(p);
if ( !s )
{
s = new("SWWMStats");
s.ChangeStatNum(Thinker.STAT_STATIC);
s.myplayer = p;
s.lastspawn = level.totaltime;
s.favweapon = -1;
for ( Inventory i=p.mo.Inv; i; i=i.inv )
{
if ( !(i is 'Weapon') ) continue;
// skip dual weapons if their sister weapon amount isn't 2
String cn = i.GetClassName();
if ( cn.Left(4) ~== "Dual" )
{
let ss = Weapon(i).SisterWeapon;
if ( !ss || (ss.Amount == 1) ) continue;
}
s.GotWeapon(Weapon(i).GetClass());
}
}
else if ( (s.lastcluster != level.cluster) || !(level.clusterflags&LevelLocals.CLUSTER_HUB) || (level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn) )
{
// clear the "weapon got" lists for weapons we don't have anymore (unless we're in a hub)
// so the obtain lines play again
for ( int i=0; i<s.alreadygot.Size(); i++ )
{
// special case for dual weapons
String cn = s.alreadygot[i].GetClassName();
if ( (cn.Left(4) ~== "Dual") )
{
int ss = p.mo.CountInv(GetDefaultByType(s.alreadygot[i]).SisterWeaponType);
if ( ss == 2 ) continue;
s.alreadygot.Delete(i);
i--;
continue;
}
if ( p.mo.FindInventory(s.alreadygot[i]) ) continue;
s.alreadygot.Delete(i);
i--;
}
}
// reset some vars
multilevel[e.playernumber] = 0;
spreecount[e.playernumber] = 0;
tookdamage[e.playernumber] = false;
lastkill[e.playernumber] = int.min;
// reset score (optional) if inventory should be cleared
if ( swwm_resetscore && level.info.flags2&LEVEL2_RESETINVENTORY && !e.IsReturn )
c.credits = 0;
// re-add any missing collectibles after a death exit (yes, this happens)
foreach ( oc:s.ownedcollectibles )
{
if ( p.mo.FindInventory(oc) ) continue;
let c = SWWMCollectible(Actor.Spawn(oc,p.mo.pos));
c.propagated = true;
if ( !c.CallTryPickup(p.mo) )
c.Destroy();
}
// cap health to 200
if ( p.Health > 200 ) p.Health = p.mo.Health = 200;
}
override void PlayerRespawned( PlayerEvent e )
{
// reset some vars
multilevel[e.playernumber] = 0;
spreecount[e.playernumber] = 0;
tookdamage[e.playernumber] = false;
lastkill[e.playernumber] = int.min;
}
}