swwmgz_m/zscript/items/swwm_keys.zsc

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Text

// Key item replacements, including some for popular map packs
Class SWWMKey : Key abstract
{
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
bool propagated;
Class<SWWMItemGesture> gesture;
Property GestureWeapon : gesture;
override void DoEffect()
{
Super.DoEffect();
if ( Icon.IsNull() )
{
// fetch icon from parent (if it exists)
Class<Key> pc = Species;
if ( !pc ) return;
let p = GetDefaultByType(pc);
Icon = p.Icon;
}
}
override void AttachToOwner( Actor other )
{
Super.AttachToOwner(other);
// also attach the vanilla key that we replace, mainly for script compatibility
Class<Key> pc = Species;
if ( pc )
{
let p = Inventory(Spawn(pc));
if ( Owner is 'Demolitionist' )
Demolitionist(Owner).key_reentrant = true; // avoid infinite loop
p.AttachToOwner(Owner);
if ( Owner is 'Demolitionist' )
Demolitionist(Owner).key_reentrant = false;
}
}
override bool Use( bool pickup )
{
if ( Owner.player && !propagated && !deathmatch && (!pickup || CVar.GetCVar('swwm_collectanimkey',Owner.player).GetBool()) )
SWWMGesture.SetSpecialGesture(Owner.player.mo,gesture);
// clean up the flag
propagated = false;
return false;
}
Default
{
+NOTDMATCH;
+FLOATBOB;
+INVENTORY.AUTOACTIVATE;
FloatBobStrength 0.25;
}
}
Class SWWMRedCard : SWWMKey
{
Default
{
Tag "$T_REDCARD";
Species "RedCard";
Inventory.PickupMessage "$T_REDCARD";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMYellowCard : SWWMKey
{
Default
{
Tag "$T_YELLOWCARD";
Species "YellowCard";
Inventory.PickupMessage "$T_YELLOWCARD";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMBlueCard : SWWMKey
{
Default
{
Tag "$T_BLUECARD";
Species "BlueCard";
Inventory.PickupMessage "$T_BLUECARD";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMSilverCardKDiZD : SWWMKey
{
Default
{
Tag "$T_SILVERCARD";
Species "BlueSkull";
Inventory.PickupMessage "$T_SILVERCARD";
Inventory.PickupFlash "SWWMWhitePickupFlash";
SWWMKey.GestureWeapon "SWWMSilverCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMGreenCardKDiZD : SWWMKey
{
Default
{
Tag "$T_GREENCARD";
Species "YellowSkull";
Inventory.PickupMessage "$T_GREENCARD";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMOrangeCardKDiZD : SWWMKey
{
Default
{
Tag "$T_ORANGECARD";
Species "RedSkull";
Inventory.PickupMessage "$T_ORANGECARD";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMOrangeCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMGreenCard : SWWMKey
{
Default
{
Tag "$T_GREENCARD";
Species "GreenCard";
Inventory.PickupMessage "$T_GREENCARD";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenCardGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
// more Doom key color variants will be implemented as needed
Class SWWMRedSkull : SWWMKey
{
Default
{
Tag "$T_REDSKULL";
Species "RedSkull";
Inventory.PickupMessage "$T_REDSKULL";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMBlueSkull : SWWMKey
{
Default
{
Tag "$T_BLUESKULL";
Species "BlueSkull";
Inventory.PickupMessage "$T_BLUESKULL";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMYellowSkull : SWWMKey
{
Default
{
Tag "$T_YELLOWSKULL";
Species "YellowSkull";
Inventory.PickupMessage "$T_YELLOWSKULL";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMPurpleSkull : SWWMKey
{
Default
{
Tag "$T_PURPLESKULL";
Species "PurpleSkull";
Inventory.PickupMessage "$T_PURPLESKULL";
Inventory.PickupFlash "SWWMPurplePickupFlash";
SWWMKey.GestureWeapon "SWWMPurpleSkullGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// Verdant Citadel fake keys
Class SWWMFakeRedSkull : Actor
{
Default
{
Radius .1;
Height 0.;
+NOBLOCKMAP;
+MOVEWITHSECTOR;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMFakeBlueSkull : Actor
{
Default
{
Radius .1;
Height 0.;
+NOBLOCKMAP;
+MOVEWITHSECTOR;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMFakeYellowSkull : Actor
{
Default
{
Radius .1;
Height 0.;
+NOBLOCKMAP;
+MOVEWITHSECTOR;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMFakePurpleSkull : Actor
{
Default
{
Radius .1;
Height 0.;
+NOBLOCKMAP;
+MOVEWITHSECTOR;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyGreen : SWWMKey
{
Default
{
Tag "$T_KEYGREEN";
Species "KeyGreen";
Inventory.PickupMessage "$T_KEYGREEN";
Inventory.PickupFlash "SWWMGreenPickupFlash";
SWWMKey.GestureWeapon "SWWMGreenKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyBlue : SWWMKey
{
Default
{
Tag "$T_KEYBLUE";
Species "KeyBlue";
Inventory.PickupMessage "$T_KEYBLUE";
Inventory.PickupFlash "SWWMBluePickupFlash";
SWWMKey.GestureWeapon "SWWMBlueKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyYellow : SWWMKey
{
Default
{
Tag "$T_KEYYELLOW";
Species "KeyYellow";
Inventory.PickupMessage "$T_KEYYELLOW";
Inventory.PickupFlash "SWWMPickupFlash";
SWWMKey.GestureWeapon "SWWMYellowKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyRed : SWWMKey
{
Default
{
Tag "$T_KEYRED";
Species "KeyRed";
Inventory.PickupMessage "$T_KEYRED";
Inventory.PickupFlash "SWWMRedPickupFlash";
SWWMKey.GestureWeapon "SWWMRedKeyGesture";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// HEXDD thingy
Class SWWMChaosSphere : Key
{
Default
{
Tag "$T_CHAOSSPHERE";
Inventory.InterHubAmount 1; // don't strip, this thing is always kept
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNCLEARABLE;
}
}