520 lines
9.6 KiB
Text
520 lines
9.6 KiB
Text
// collectable items that may drop sometimes (future feature)
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Class SWWMCollectable : Inventory abstract
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{
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int avail;
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Property Availability : avail;
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// minimum gametype requirements
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enum EAvailability
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{
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AVAIL_Strife = GAME_Strife,
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AVAIL_Hexen = AVAIL_Strife|GAME_Hexen,
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AVAIL_Heretic = AVAIL_Hexen|GAME_Heretic,
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AVAIL_All = AVAIL_Heretic|GAME_DoomChex
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};
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Default
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{
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Inventory.PickupSound "menu/buyinv";
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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SWWMCollectable.Availability AVAIL_All;
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNDROPPABLE;
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+INVENTORY.UNCLEARABLE;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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override string PickupMessage()
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{
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return StringTable.Localize(PickupMsg)..String.Format(" \cj(\cg¥\cf%d\cj)\c-",Stamina);
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}
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override void AttachToOwner( Actor other )
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{
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Super.AttachToOwner(other);
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// give credit
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if ( other.player )
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{
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SWWMScoreObj.Spawn(Stamina,other.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+other.Height/2),Font.CR_GOLD);
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SWWMCredits.Give(other.player,Stamina);
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}
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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}
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}
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// April Fools 2020
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Class FroggyChair : SWWMCollectable
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{
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int cdown;
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Default
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{
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Tag "$T_FROGGY";
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Inventory.PickupMessage "$T_FROGGY";
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Stamina 1440;
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}
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override void AttachToOwner( Actor other )
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{
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Super.AttachToOwner(other);
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cdown = 150;
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}
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override void DoEffect()
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{
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Super.DoEffect();
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if ( Owner && Owner.CheckLocalView() )
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{
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if ( cdown == 140 )
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Console.MidPrint(newsmallfont,"$D_FROGGY1");
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else if ( cdown == 70 )
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Console.MidPrint(newsmallfont,"$D_FROGGY2");
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}
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if ( cdown > 0 ) cdown--;
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}
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}
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// The other collectables, which will be implemented eventually
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/*
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Class MMiaSRVol1 : SWWMCollectable
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{
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Default
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{
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Tag "$T_SEXROBOT1";
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Inventory.PickupMessage "$T_SEXROBOT1";
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Stamina 2000;
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}
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}
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Class MMiaSRVol2 : SWWMCollectable
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{
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Default
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{
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Tag "$T_SEXROBOT2";
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Inventory.PickupMessage "$T_SEXROBOT2";
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Stamina 2000;
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}
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}
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Class MMiaSRVol3 : SWWMCollectable
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{
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Default
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{
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Tag "$T_SEXROBOT3";
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Inventory.PickupMessage "$T_SEXROBOT3";
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Stamina 2000;
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}
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}
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Class MothPlushy : SWWMCollectable
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{
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Default
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{
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Tag "$T_MOTHPLUSH";
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Inventory.PickupMessage "$T_MOTHPLUSH";
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Stamina 5000;
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}
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}
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Class BRCDebutLP : SWWMCollectable
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{
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Default
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{
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Tag "$T_BLACKRATS";
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Inventory.PickupMessage "$T_BLACKRATS";
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Stamina 6000;
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}
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}
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Class AkariProject : SWWMCollectable
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{
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Default
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{
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Tag "$T_AKARIPROJECT";
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Inventory.PickupMessage "$T_AKARIPROJECT";
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Stamina 3000;
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}
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}
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Class CatCatcherPoster : SWWMCollectable
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{
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Default
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{
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Tag "$T_CATCATCHER";
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Inventory.PickupMessage "$T_CATCATCHER";
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Stamina 1500;
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}
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}
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Class LoveSignalsCD : SWWMCollectable
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{
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Default
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{
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Tag "$T_LOVESIGNALS";
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Inventory.PickupMessage "$T_LOVESIGNALS";
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Stamina 4000;
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}
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}
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Class NutatcoBar : SWWMCollectable
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{
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Default
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{
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Tag "$T_NUTATCO";
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Inventory.PickupMessage "$T_NUTATCO";
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Stamina 200;
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}
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}
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Class HegeCactus : SWWMCollectable
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{
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Default
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{
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Tag "$T_HEGE";
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Inventory.PickupMessage "$T_HEGE";
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Stamina 8000;
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}
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}
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Class RaideminFig : SWWMCollectable
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{
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Default
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{
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Tag "$T_RAIDEMIN";
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Inventory.PickupMessage "$T_RAIDEMIN";
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Stamina 9000;
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}
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}
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Class FrispyCorn : SWWMCollectable
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{
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Default
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{
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Tag "$T_FRISPYCORN";
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Inventory.PickupMessage "$T_FRISPYCORN";
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Stamina 500;
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}
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}
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Class Hoagie : SWWMCollectable
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{
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Default
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{
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Tag "$T_HOAGIE";
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Inventory.PickupMessage "$T_HOAGIE";
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Stamina 800;
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}
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}
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Class LithiumVol1 : SWWMCollectable
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{
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Default
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{
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Tag "$T_LITHIUM";
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Inventory.PickupMessage "$T_LITHIUM";
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Stamina 3500;
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}
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}
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Class MeetTheSniper : SWWMCollectable
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{
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Default
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{
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Tag "$T_PISS";
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Inventory.PickupMessage "$T_PISS";
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Stamina 1200;
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}
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}
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// Heretic
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Class DemoPlush : SWWMCollectable
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{
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Default
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{
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Tag "$T_DEMOPLUSH";
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Inventory.PickupMessage "$T_DEMOPLUSH";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 6400;
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}
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}
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Class Firemace : SWWMCollectable
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{
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Default
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{
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Tag "$T_FIREMACE";
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Inventory.PickupMessage "$T_FIREMACE";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 10000;
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}
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}
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Class DoomguyFig : SWWMCollectable
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{
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Default
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{
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Tag "$T_DOOMFIG";
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Inventory.PickupMessage "$T_DOOMFIG";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 9000;
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}
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}
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Class TomeOfPower : SWWMCollectable
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{
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Default
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{
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Tag "$T_TOMEPOWER";
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Inventory.PickupMessage "$T_TOMEPOWER";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 16000;
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}
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}
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Class QuartzFlask : SWWMCollectable
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{
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Default
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{
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Tag "$T_YEFLASK";
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Inventory.PickupMessage "$T_YEFLASK";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 4000;
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}
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}
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Class SayaBean : SWWMCollectable
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{
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Default
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{
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Tag "$T_SAYABEAN";
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Inventory.PickupMessage "$T_SAYABEAN";
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SWWMCollectable.Availability AVAIL_Heretic;
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Stamina 12000;
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}
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}
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// Hexen
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Class PuzzleDesignBook : SWWMCollectable
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{
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Default
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{
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Tag "$T_PUZZLEBOOK";
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Inventory.PickupMessage "$T_PUZZLEBOOK";
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SWWMCollectable.Availability AVAIL_Hexen;
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Stamina 2500;
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}
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}
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Class KirinCummies : SWWMCollectable
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{
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Default
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{
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Tag "$T_PEACH";
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Inventory.PickupMessage "$T_PEACH";
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SWWMCollectable.Availability AVAIL_Hexen;
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Stamina 400;
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}
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}
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Class MilkBreads : SWWMCollectable
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{
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Default
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{
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Tag "$T_MILKBREAD";
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Inventory.PickupMessage "$T_MILKBREAD";
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SWWMCollectable.Availability AVAIL_Hexen;
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Stamina 900;
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}
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}
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Class EyeObelisk : SWWMCollectable
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{
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Default
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{
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Tag "$T_OBELISK";
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Inventory.PickupMessage "$T_OBELISK";
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SWWMCollectable.Availability AVAIL_Hexen;
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Stamina 24000;
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}
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}
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Class KirinManga : SWWMCollectable
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{
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Default
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{
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Tag "$T_KIRINMANGA";
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Inventory.PickupMessage "$T_KIRINMANGA";
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SWWMCollectable.Availability AVAIL_Hexen;
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Stamina 1600;
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}
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}
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*/
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// Collectable box (recycling of discarded "chance box" item)
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Class Chancebox : Actor
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{
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static void SpawnChanceboxes()
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{
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// TODO the whole damn deal of finding secret sectors and whatnot
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// this will be huge, and get called from the event handler on first level load
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}
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action void A_DropSomething()
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{
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Array<Class <SWWMCollectable> > candidates;
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candidates.Clear();
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let c = (Class<SWWMCollectable>)(AllActorClasses[i]);
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if ( !c || (c == 'SWWMCollectable') ) continue;
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let def = GetDefaultByType(c);
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// check that we can collect it in this IWAD
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if ( !(gameinfo.gametype&def.avail) ) continue;
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candidates.Push(c);
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}
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let ti = ThinkerIterator.Create("SWWMCollectable");
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SWWMCollectable c;
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while ( c = SWWMCollectable(ti.Next()) )
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{
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int f = candidates.Find(inv.GetClass());
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if ( f < candidates.Size() )
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candidates.Delete(f);
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}
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if ( candidates.Size() <= 0 )
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{
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// TODO no candidates? just spawn some random loot
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Console.Printf("\cg// TODO spawn random loot\c-");
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}
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else
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{
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// pop one at random
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let a = Spawn(candidates[Random[Chancebox](0,candidates.Size()-1)],pos);
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a.bDROPPED = true;
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a.bNOGRAVITY = false;
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a.vel.z = FRandom[Chancebox](2,4);
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}
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int numpt = Random[ExploS](16,32);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](.3,8);
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let s = Spawn("SWWMHalfSmoke",Vec3Offset(0,0,16));
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s.vel = pvel;
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s.SetShade(Color(2,1,3)*Random[ExploS](64,85));
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s.special1 = Random[ExploS](1,4);
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s.alpha *= .4;
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s.scale *= 2.4;
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}
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}
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action void A_Confetti()
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{
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A_StartSound("misc/tada",CHAN_ITEM);
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double ang, pt;
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int numpt = Random[ExploS](64,128);
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for ( int i=0; i<numpt; i++ )
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{
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ang = FRandom[ExploS](0,360);
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pt = FRandom[ExploS](-90,30);
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let c = Spawn("FancyConfetti",Vec3Offset(0,0,16));
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c.vel = (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[ExploS](2,8);
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}
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}
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override bool Used( Actor user )
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{
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if ( CurState != FindState("Spawn") ) return false;
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SetStateLabel("Active");
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return true;
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}
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Default
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{
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Radius 16;
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Height 32;
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+MOVEWITHSECTOR;
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+ROLLSPRITE;
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}
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States
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{
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Spawn:
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XZW1 A -1;
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Stop;
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Active:
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XZW1 A 1
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{
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specialf1 = angle;
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A_StartSound("misc/drumroll",CHAN_WEAPON);
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}
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XZW1 A 1
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{
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angle = specialf1+FRandom[Chancebox](-5,5);
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pitch = FRandom[Chancebox](-5,5);
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roll = FRandom[Chancebox](-5,5);
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special1++;
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return A_JumpIf(special1>40,"BlowUp");
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}
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Wait;
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BlowUp:
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XZW2 A 1
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{
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A_SetSize(16,4);
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A_QuakeEx(2,2,2,9,0,500,"",QF_RELATIVE|QF_SCALEDOWN,falloff:200,rollIntensity:.2);
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A_StartSound("chancebox/explode",CHAN_VOICE);
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angle = specialf1;
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pitch = roll = 0;
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let t = Spawn("ChanceboxTop",Vec3Offset(0,0,32));
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t.angle = angle;
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let s1 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle+90),0)));
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s1.angle = angle+90;
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let s2 = Spawn("ChanceboxSide",level.Vec3Offset(pos,(RotateVector((16,0),angle-90),0)));
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s2.angle = angle-90;
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A_DropSomething();
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}
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XZW2 BCDEFGHIJKLMNO 1;
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XZW2 P -1 A_Confetti();
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Stop;
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}
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}
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// top side of chancebox, shoots upwards
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Class ChanceboxTop : Actor
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{
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Default
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{
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Radius 16;
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Height 4;
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PROJECTILE;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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vel = (0,0,20);
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}
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States
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{
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Spawn:
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XZW1 A 1
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{
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double magvel = vel.length();
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if ( magvel > 0. )
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{
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magvel = min(60,magvel*1.2);
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vel = vel.unit()*magvel;
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}
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}
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Wait;
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Death:
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TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
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Stop;
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}
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}
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// left/right side of chancebox, shoots forward
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Class ChanceboxSide : Actor
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{
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Default
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{
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Radius 16;
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Height 32;
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PROJECTILE;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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vel = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch))*20;
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}
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States
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{
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Spawn:
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XZW1 A 1
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{
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double magvel = vel.length();
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if ( magvel > 0. )
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{
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magvel = min(60,magvel*1.2);
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vel = vel.unit()*magvel;
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}
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}
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Wait;
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Death:
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TNT1 A 1 A_SpawnItemEx("ExplodiumBulletImpact");
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Stop;
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}
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}
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