swwmgz_m/zmapinfo.txt
Marisa Kirisame eb2ee7b29f Push to master all the current WIP stuff in 0.9.11b:
- Reduce number of collectibles (some might come back in the future).
 - Merge both DLC weaponsets into one, removing redundant weapons.
 - Readjust prices of some items.
 - Initial work on collectibles (currently Frispy Corn is done).
 - Added bigfont for main menu, based on Source Han Sans.
 - Reduced default HUD margin to 10.
 - Added blob shadows.
 - Added precise crosshair drawing.
 - Tweaked decals, imported more stuff from UT.
 - Swapped the Ynykron impact decal for something better.
 - Fixes to slope alignment code.
 - Implemented headpats for MBF Helper Dogs and Cacodemons.
 - Implemented partial HDoom support, with love and headpats.
 - Fix various string functions breaking on unicode.
 - Added cracktro-style text scroll to Titlemap.
 - Fixed handling of healthbars for friendly monsters.
 - Workaround for maps that use the old author name hack (" - by: " separator).
 - Fixed Silver Bullet not autoswitching on first pickup.
 - Fixed misalignment of Silver Bullet zoomed aim.
 - Silver Bullet is unchambered on first pickup, consistent with Candygun.
 - Adjusted collision sizes of all items across the board.
 - Implemented "Use To Pickup" to work around any issues introduced by the previous change.
 - Swapped CHANF_LOOPING for CHANF_LOOP in many cases, this was a typo.
 - Tweaked Biospark arc lengths, for balance and higher performance.
 - Fix misaligned fire offsets of some weapons (most noticeable on Wallbuster).
 - Prettified the loading disclaimers for BD and HDoom.
 - Add pickup flash to all items.
 - Add custom key models for Doom and Heretic.
 - Fix blown kisses giving you "need key" messages.
 - Fix worn armor and embiggeners not being removed on scripted inventory resets.
 - Remove all references to the no longer planned Radio.
 - Workaround for gzdoom devbuild quirk where MenuSound changed its argument type.
 - Added timezone to fake clock.
 - Fix some times and dates in said clock.
 - SWWM blood now also hits ceilings.
 - Added default properties to DLC ammo and weapon stubs.
 - Lore entries for collectibles and dlc weapons (incomplete).
 - Massive amount of typo fixes across the board.
2020-10-20 11:37:14 +02:00

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Text

GameInfo
{
AddEventHandlers = "SWWMCrashHandler", "SWWMBrutalHandler", "SWWMHDoomHandler", "SWWMVanillaBossHandler", "SWWMHandler", "SWWMGoreHandler", "CBTHandler", "SWWMPreloader", "SWWMReadThisHijacker"
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"
DefaultConversationMenuClass = "SWWMConversationMenu"
NoMergePickupMsg = true
CursorPic = "graphics/swwmcurs.png"
DimColor = "Black"
DimAmount = 0.35
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"
MessageBoxClass = "SWWMMessageBox"
// precaching of frame-heavy objects
PrecacheClasses = "Demolitionist",
"DeepImpact",
"PusherWeapon",
"ExplodiumGun",
"Spreadgun",
"Wallbuster",
"Eviscerator",
"Hellblazer",
"Sparkster",
"SilverBullet",
"CandyGun",
"Ynykron",
"SWWMGesture"
// precache very long stuff
PrecacheSounds = "wallbuster/olddays",
"wallbuster/cbt"
}
Map TITLEMAP "SWWM GZ - Title Map"
{
Music = ""
EventHandlers = "SWWMTitleStuff"
}
DamageType EndLevel
{
NoArmor
Obituary = "$O_ENDLEVEL"
}
// edited Doom 2 cast to show the Demolitionist at the end
Intermission Doom2Cast
{
Cast
{
CastClass = "Zombieman"
CastName = "$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
}
// edited Hexen ending
// draws the three player classes unconditionally
// shifts the final text screen so it doesn't get cut off
Intermission Inter_Chess
{
Fader
{
Music = "Hall"
Background = "FINALE1"
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE1"
TextSpeed = 3
Text = "$TXT_HEXEN_WIN1MSG"
Time = -250
}
TextScreen
{
Music = "Orb"
Background = "FINALE2"
TextSpeed = 3
Text = "$TXT_HEXEN_WIN2MSG"
Time = -250
}
Fader
{
Background = "FINALE2"
Time = 2
FadeType = FadeOut
}
Fader
{
Music = "Chess"
Background = "FINALE3"
Time = 2
FadeType = FadeIn
}
TextScreen
{
Background = "FINALE3"
TextSpeed = 3
Text = "$TXT_HEXEN_WIN3MSG"
Position = 0, 108
}
}