- 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.
292 lines
4.6 KiB
Text
292 lines
4.6 KiB
Text
// All DLC weapon ammo pickups
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Class SMW05Ammo : Ammo
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{
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Mixin SWWMShellAmmo;
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_SMW05BULLET";
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Stamina 300;
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Inventory.Icon "graphics/HUD/Icons/A_SMW05Ammo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 120;
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Ammo.BackpackAmount 6;
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Ammo.DropAmount 6;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class SMW05SmallAmmo : SMW05Ammo
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{
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Default
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{
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Inventory.Amount 6;
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}
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}
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Class SMW05BigAmmo : SMW05Ammo
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{
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Default
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{
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Inventory.Amount 30;
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}
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}
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Class SheenAmmo : Ammo
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{
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Mixin SWWMShellAmmo;
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_SHEENBULLET";
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Stamina 400;
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Inventory.Icon "graphics/HUD/Icons/A_SheenAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 600;
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Ammo.BackpackAmount 50;
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Ammo.DropAmount 100;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class SheenSmallAmmo: SheenAmmo
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{
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Default
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{
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Inventory.Amount 50;
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}
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}
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Class SheenBigAmmo : SheenAmmo
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{
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Default
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{
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Inventory.Amount 200;
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}
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}
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Class QuadravolAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_QUADAMMO";
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Inventory.PickupMessage "$T_QUADAMMO";
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Stamina 10000;
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Inventory.Icon "graphics/HUD/Icons/A_QuadAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 6;
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Ammo.BackpackAmount 1;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class QuadravolAmmoBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<3; i++ )
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{
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let a = Spawn("QuadravolAmmo",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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a.FloatBobPhase = FloatBobPhase;
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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}
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Destroy();
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}
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}
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Class DarkCanister : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_DARKAMMO";
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Inventory.PickupMessage "$T_DARKAMMO";
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Stamina 20000;
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Inventory.Icon "graphics/HUD/Icons/A_DarkAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 5;
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Ammo.BackpackAmount 1;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class EMPCore : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_EMPCORE";
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Inventory.PickupMessage "$T_EMPCORE";
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Stamina 60000;
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Inventory.Icon "graphics/HUD/Icons/A_EMPCore.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 10;
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Ammo.BackpackAmount 0;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class EMPCoreBundleSpawn : Actor
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{
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override void PostBeginPlay()
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{
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if ( bCOUNTSECRET ) level.total_secrets--;
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int bnd = Random[Bundle](2,3);
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for ( int i=0; i<3; i++ )
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{
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let a = Spawn("EMPCore",Vec3Angle(6,i*(360/bnd)));
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a.special = special;
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a.angle = i*(360/bnd);
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a.FloatBobPhase = FloatBobPhase;
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for ( int j=0; j<5; j++ ) a.args[j] = args[j];
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if ( bCOUNTSECRET )
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{
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a.bCOUNTSECRET = true;
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level.total_secrets++;
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}
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}
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Destroy();
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}
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}
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Class RayBolt : MagAmmo
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{
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Default
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{
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Tag "$T_RAYBOLT";
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Inventory.PickupMessage "$T_RAYBOLT";
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Inventory.Icon "graphics/HUD/Icons/A_RayBolt.png";
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MagAmmo.ParentAmmo "RayAmmo";
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MagAmmo.ClipSize 20;
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Inventory.MaxAmount 40;
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Inventory.InterHubAmount 40;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class RayAmmo : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_RAYAMMO";
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Inventory.PickupMessage "$T_RAYAMMO";
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Stamina 150000;
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Inventory.Icon "graphics/HUD/Icons/A_RayAmmo.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 4;
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Ammo.BackpackAmount 0;
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Ammo.DropAmount 1;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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Class RayBattery : Ammo
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{
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Mixin SWWMAmmo;
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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Default
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{
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Tag "$T_RAYBATTERY";
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Inventory.PickupMessage "$T_RAYBATTERY";
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Stamina 320000;
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Inventory.Icon "graphics/HUD/Icons/A_RayBattery.png";
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Inventory.Amount 1;
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Inventory.MaxAmount 2;
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Inventory.PickupFlash "SWWMPickupFlash";
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Ammo.BackpackAmount 0;
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Ammo.DropAmount 1;
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+INVENTORY.IGNORESKILL;
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+FLOATBOB;
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FloatBobStrength 0.25;
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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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