- 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.
269 lines
3.3 KiB
Text
269 lines
3.3 KiB
Text
// Key item replacements, including some for popular map packs
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Class SWWMKey : Key abstract
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{
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Mixin SWWMOverlapPickupSound;
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Mixin SWWMUseToPickup;
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override void DoEffect()
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{
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Super.DoEffect();
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if ( Icon.IsNull() )
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{
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// fetch icon from parent (if it exists)
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Class<Key> pc = Species;
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if ( !pc ) return;
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let p = GetDefaultByType(pc);
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Icon = p.Icon;
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}
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}
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Default
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{
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+NOTDMATCH;
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+FLOATBOB;
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FloatBobStrength 0.25;
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}
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}
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Class SWWMRedCard : SWWMKey
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{
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Default
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{
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Tag "$T_REDCARD";
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Species "RedCard";
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Inventory.PickupMessage "$T_REDCARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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Class SWWMYellowCard : SWWMKey
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{
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Default
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{
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Tag "$T_YELLOWCARD";
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Species "YellowCard";
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Inventory.PickupMessage "$T_YELLOWCARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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Class SWWMBlueCard : SWWMKey
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{
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Default
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{
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Tag "$T_BLUECARD";
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Species "BlueCard";
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Inventory.PickupMessage "$T_BLUECARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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Class SWWMSilverCardKDiZD : SWWMKey
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{
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Default
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{
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Tag "$T_SILVERCARD";
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Species "BlueSkull";
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Inventory.PickupMessage "$T_SILVERCARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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Class SWWMGreenCardKDiZD : SWWMKey
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{
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Default
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{
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Tag "$T_GREENCARD";
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Species "YellowSkull";
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Inventory.PickupMessage "$T_GREENCARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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Class SWWMOrangeCardKDiZD : SWWMKey
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{
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Default
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{
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Tag "$T_ORANGECARD";
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Species "RedSkull";
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Inventory.PickupMessage "$T_ORANGECARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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Class SWWMGreenCard : SWWMKey
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{
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Default
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{
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Tag "$T_GREENCARD";
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Species "GreenCard";
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Inventory.PickupMessage "$T_GREENCARD";
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Radius 10;
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Height 25;
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}
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States
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{
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Spawn:
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XZW1 AB 10;
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Loop;
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}
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}
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// more Doom key color variants will be implemented as needed
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Class SWWMRedSkull : SWWMKey
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{
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Default
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{
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Tag "$T_REDSKULL";
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Species "RedSkull";
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Inventory.PickupMessage "$T_REDSKULL";
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Radius 10;
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Height 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 SWWMBlueSkull : SWWMKey
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{
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Default
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{
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Tag "$T_BLUESKULL";
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Species "BlueSkull";
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Inventory.PickupMessage "$T_BLUESKULL";
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Radius 10;
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Height 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 SWWMYellowSkull : SWWMKey
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{
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Default
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{
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Tag "$T_YELLOWSKULL";
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Species "YellowSkull";
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Inventory.PickupMessage "$T_YELLOWSKULL";
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Radius 10;
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Height 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 SWWMKeyGreen : SWWMKey
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{
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Default
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{
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Tag "$T_KEYGREEN";
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Species "KeyGreen";
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Inventory.PickupMessage "$T_KEYGREEN";
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Radius 10;
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Height 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 SWWMKeyBlue : SWWMKey
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{
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Default
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{
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Tag "$T_KEYBLUE";
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Species "KeyBlue";
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Inventory.PickupMessage "$T_KEYBLUE";
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Radius 10;
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Height 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 SWWMKeyYellow : SWWMKey
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{
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Default
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{
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Tag "$T_KEYYELLOW";
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Species "KeyYellow";
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Inventory.PickupMessage "$T_KEYYELLOW";
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Radius 10;
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Height 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 SWWMKeyRed : SWWMKey
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{
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Default
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{
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Tag "$T_KEYRED";
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Species "KeyRed";
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Inventory.PickupMessage "$T_KEYRED";
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Radius 10;
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Height 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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