swwmgz_m/zscript/swwm_keys.zsc
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

// Key item replacements, including some for popular map packs
Class SWWMKey : Key abstract
{
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
override void DoEffect()
{
Super.DoEffect();
if ( Icon.IsNull() )
{
// fetch icon from parent (if it exists)
Class<Key> pc = Species;
if ( !pc ) return;
let p = GetDefaultByType(pc);
Icon = p.Icon;
}
}
Default
{
+NOTDMATCH;
+FLOATBOB;
FloatBobStrength 0.25;
}
}
Class SWWMRedCard : SWWMKey
{
Default
{
Tag "$T_REDCARD";
Species "RedCard";
Inventory.PickupMessage "$T_REDCARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMYellowCard : SWWMKey
{
Default
{
Tag "$T_YELLOWCARD";
Species "YellowCard";
Inventory.PickupMessage "$T_YELLOWCARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMBlueCard : SWWMKey
{
Default
{
Tag "$T_BLUECARD";
Species "BlueCard";
Inventory.PickupMessage "$T_BLUECARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMSilverCardKDiZD : SWWMKey
{
Default
{
Tag "$T_SILVERCARD";
Species "BlueSkull";
Inventory.PickupMessage "$T_SILVERCARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMGreenCardKDiZD : SWWMKey
{
Default
{
Tag "$T_GREENCARD";
Species "YellowSkull";
Inventory.PickupMessage "$T_GREENCARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMOrangeCardKDiZD : SWWMKey
{
Default
{
Tag "$T_ORANGECARD";
Species "RedSkull";
Inventory.PickupMessage "$T_ORANGECARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
Class SWWMGreenCard : SWWMKey
{
Default
{
Tag "$T_GREENCARD";
Species "GreenCard";
Inventory.PickupMessage "$T_GREENCARD";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 AB 10;
Loop;
}
}
// more Doom key color variants will be implemented as needed
Class SWWMRedSkull : SWWMKey
{
Default
{
Tag "$T_REDSKULL";
Species "RedSkull";
Inventory.PickupMessage "$T_REDSKULL";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMBlueSkull : SWWMKey
{
Default
{
Tag "$T_BLUESKULL";
Species "BlueSkull";
Inventory.PickupMessage "$T_BLUESKULL";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMYellowSkull : SWWMKey
{
Default
{
Tag "$T_YELLOWSKULL";
Species "YellowSkull";
Inventory.PickupMessage "$T_YELLOWSKULL";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyGreen : SWWMKey
{
Default
{
Tag "$T_KEYGREEN";
Species "KeyGreen";
Inventory.PickupMessage "$T_KEYGREEN";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyBlue : SWWMKey
{
Default
{
Tag "$T_KEYBLUE";
Species "KeyBlue";
Inventory.PickupMessage "$T_KEYBLUE";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyYellow : SWWMKey
{
Default
{
Tag "$T_KEYYELLOW";
Species "KeyYellow";
Inventory.PickupMessage "$T_KEYYELLOW";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class SWWMKeyRed : SWWMKey
{
Default
{
Tag "$T_KEYRED";
Species "KeyRed";
Inventory.PickupMessage "$T_KEYRED";
Radius 10;
Height 25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}