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