- Converted a_doomhealth.cpp to DECORATE.
- Added a PickupMessage property to the internal actor parser, replaced most of the virtual PickupMessages with it and placed the code that reads the metadata into AInventory::PickupMessage. Now the PickupMessage method is truly virtual and I can do: Added a Health.LowMessage property to define double message items like Doom's medikit in DECORATE. - Since defining Mana3 as an ammo type and then overriding the TryPickup method means that this item defeats all ammo checks in the game it might as well be defined as a CustomInventory item. At least this fixes the amount given in easy and very hard skills. - Converted all ammo items to DECORATE. - Changed internal property setting of ammo types and sister weapons to use fuglyname as for DECORATE definitions. This allows to export the ammo definitions into DECORATE definitions without doing it for the weapons themselves. - Replaced obituary methods with actor properties. - Fixed: The secret map check didn't work for maps inside Zips. SVN r196 (trunk)
This commit is contained in:
parent
9338c7360b
commit
1bd6ac028b
86 changed files with 2351 additions and 3259 deletions
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@ -20,226 +20,6 @@ static FRandom pr_fireplasma ("FirePlasma");
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static FRandom pr_firerail ("FireRail");
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static FRandom pr_bfgspray ("BFGSpray");
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/* ammo ********************************************************************/
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// Clip --------------------------------------------------------------------
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class AClip : public AAmmo
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{
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DECLARE_ACTOR (AClip, AAmmo)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTCLIP");
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}
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};
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FState AClip::States[] =
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{
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S_NORMAL (CLIP, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AClip, Doom, 2007, 11)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (10)
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PROP_Inventory_MaxAmount (200)
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PROP_Ammo_BackpackAmount (10)
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PROP_Ammo_BackpackMaxAmount (400)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("CLIPA0")
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END_DEFAULTS
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// Clip box ----------------------------------------------------------------
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class AClipBox : public AClip
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{
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DECLARE_ACTOR (AClipBox, AClip)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTCLIPBOX");
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}
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};
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FState AClipBox::States[] =
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{
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S_NORMAL (AMMO, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AClipBox, Doom, 2048, 139)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (50)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Rocket ------------------------------------------------------------------
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class ARocketAmmo : public AAmmo
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{
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DECLARE_ACTOR (ARocketAmmo, AAmmo)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTROCKET");
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}
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};
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FState ARocketAmmo::States[] =
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{
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S_NORMAL (ROCK, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ARocketAmmo, Doom, 2010, 140)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (26)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (1)
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PROP_Inventory_MaxAmount (50)
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PROP_Ammo_BackpackAmount (1)
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PROP_Ammo_BackpackMaxAmount (100)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("ROCKA0")
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END_DEFAULTS
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// Rocket box --------------------------------------------------------------
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class ARocketBox : public ARocketAmmo
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{
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DECLARE_ACTOR (ARocketBox, ARocketAmmo)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTROCKBOX");
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}
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};
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FState ARocketBox::States[] =
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{
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S_NORMAL (BROK, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ARocketBox, Doom, 2046, 141)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (16)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (5)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Cell --------------------------------------------------------------------
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class ACell : public AAmmo
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{
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DECLARE_ACTOR (ACell, AAmmo)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTCELL");
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}
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};
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FState ACell::States[] =
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{
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S_NORMAL (CELL, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ACell, Doom, 2047, 75)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (10)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (20)
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PROP_Inventory_MaxAmount (300)
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PROP_Ammo_BackpackAmount (20)
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PROP_Ammo_BackpackMaxAmount (600)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("CELLA0")
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END_DEFAULTS
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// Cell pack ---------------------------------------------------------------
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class ACellPack : public ACell
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{
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DECLARE_ACTOR (ACellPack, ACell)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTCELLBOX");
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}
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};
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FState ACellPack::States[] =
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{
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S_NORMAL (CELP, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (ACellPack, Doom, 17, 142)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (18)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (100)
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PROP_SpawnState (0)
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END_DEFAULTS
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// Shells ------------------------------------------------------------------
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class AShell : public AAmmo
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{
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DECLARE_ACTOR (AShell, AAmmo)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTSHELLS");
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}
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};
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FState AShell::States[] =
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{
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S_NORMAL (SHEL, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AShell, Doom, 2008, 12)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (8)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (4)
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PROP_Inventory_MaxAmount (50)
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PROP_Ammo_BackpackAmount (4)
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PROP_Ammo_BackpackMaxAmount (100)
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PROP_SpawnState (0)
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PROP_Inventory_Icon ("SHELA0")
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END_DEFAULTS
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// Shell box ---------------------------------------------------------------
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class AShellBox : public AShell
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{
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DECLARE_ACTOR (AShellBox, AShell)
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public:
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virtual const char *PickupMessage ()
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{
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return GStrings("GOTSHELLBOX");
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}
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};
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FState AShellBox::States[] =
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{
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S_NORMAL (SBOX, 'A', -1, NULL , NULL)
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};
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IMPLEMENT_ACTOR (AShellBox, Doom, 2049, 143)
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PROP_RadiusFixed (20)
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PROP_HeightFixed (10)
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PROP_Flags (MF_SPECIAL)
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PROP_Inventory_Amount (20)
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PROP_SpawnState (0)
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END_DEFAULTS
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/* the weapons that use the ammo above *************************************/
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// Fist ---------------------------------------------------------------------
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void A_Punch (AActor *);
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@ -247,8 +27,6 @@ void A_Punch (AActor *);
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class AFist : public AWeapon
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{
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DECLARE_ACTOR (AFist, AWeapon)
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public:
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const char *GetObituary ();
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};
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FState AFist::States[] =
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@ -279,12 +57,9 @@ IMPLEMENT_ACTOR (AFist, Doom, -1, 0)
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PROP_Weapon_AtkState (S_PUNCH1)
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PROP_Weapon_HoldAtkState (S_PUNCH1)
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PROP_Weapon_Kickback (100)
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END_DEFAULTS
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PROP_Obituary("$OB_MPFIST")
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const char *AFist::GetObituary ()
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{
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return GStrings("OB_MPFIST");
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}
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END_DEFAULTS
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//
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// A_Punch
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@ -334,8 +109,6 @@ void A_FirePistol (AActor *);
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class APistol : public AWeapon
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{
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DECLARE_ACTOR (APistol, AWeapon)
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public:
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const char *GetObituary ();
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};
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FState APistol::States[] =
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@ -378,13 +151,9 @@ IMPLEMENT_ACTOR (APistol, Doom, -1, 0)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (25000000)
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PROP_Weapon_AmmoType1 ("Clip")
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PROP_Obituary("$OB_MPPISTOL")
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END_DEFAULTS
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const char *APistol::GetObituary ()
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{
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return GStrings("OB_MPPISTOL");
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}
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//
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// A_FirePistol
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//
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@ -424,9 +193,6 @@ void A_Saw (AActor *);
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class AChainsaw : public AWeapon
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{
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DECLARE_ACTOR (AChainsaw, AWeapon)
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public:
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const char *PickupMessage ();
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const char *GetObituary ();
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};
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FState AChainsaw::States[] =
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@ -465,18 +231,10 @@ IMPLEMENT_ACTOR (AChainsaw, Doom, 2005, 32)
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PROP_Weapon_HoldAtkState (S_SAW1)
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PROP_Weapon_UpSound ("weapons/sawup")
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PROP_Weapon_ReadySound ("weapons/sawidle")
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PROP_Obituary("$OB_MPCHAINSAW")
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PROP_Inventory_PickupMessage("$GOTCHAINSAW")
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END_DEFAULTS
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const char *AChainsaw::PickupMessage ()
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{
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return GStrings("GOTCHAINSAW");
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}
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const char *AChainsaw::GetObituary ()
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{
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return GStrings("OB_MPCHAINSAW");
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}
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//
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// A_Saw
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//
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@ -545,9 +303,6 @@ void A_FireShotgun (AActor *);
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class AShotgun : public AWeapon
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{
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DECLARE_ACTOR (AShotgun, AWeapon)
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public:
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const char *PickupMessage ();
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const char *GetObituary ();
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};
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FState AShotgun::States[] =
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@ -598,18 +353,10 @@ IMPLEMENT_ACTOR (AShotgun, Doom, 2001, 27)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (24000000)
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PROP_Weapon_AmmoType1 ("Shell")
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PROP_Obituary("$OB_MPSHOTGUN")
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PROP_Inventory_PickupMessage("$GOTSHOTGUN")
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END_DEFAULTS
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const char *AShotgun::PickupMessage ()
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{
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return GStrings("GOTSHOTGUN");
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}
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const char *AShotgun::GetObituary ()
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{
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return GStrings("OB_MPSHOTGUN");
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}
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//
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// A_FireShotgun
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//
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@ -649,9 +396,6 @@ void A_CloseShotgun2 (AActor *actor);
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class ASuperShotgun : public AWeapon
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{
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DECLARE_ACTOR (ASuperShotgun, AWeapon)
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public:
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const char *PickupMessage ();
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const char *GetObituary ();
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};
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FState ASuperShotgun::States[] =
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@ -707,18 +451,10 @@ IMPLEMENT_ACTOR (ASuperShotgun, Doom, 82, 33)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (15000000)
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PROP_Weapon_AmmoType1 ("Shell")
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PROP_Obituary("$OB_MPSSHOTGUN")
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PROP_Inventory_PickupMessage("$GOTSHOTGUN2")
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END_DEFAULTS
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const char *ASuperShotgun::PickupMessage ()
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{
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return GStrings("GOTSHOTGUN2");
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}
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const char *ASuperShotgun::GetObituary ()
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{
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return GStrings("OB_MPSSHOTGUN");
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}
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//
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// A_FireShotgun2
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//
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@ -790,9 +526,6 @@ void A_FireCGun (AActor *);
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class AChaingun : public AWeapon
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{
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DECLARE_ACTOR (AChaingun, AWeapon)
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public:
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const char *PickupMessage ();
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const char *GetObituary ();
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};
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FState AChaingun::States[] =
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@ -837,18 +570,10 @@ IMPLEMENT_ACTOR (AChaingun, Doom, 2002, 28)
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PROP_Weapon_Kickback (100)
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PROP_Weapon_MoveCombatDist (27000000)
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PROP_Weapon_AmmoType1 ("Clip")
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PROP_Obituary("$OB_MPCHAINGUN")
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PROP_Inventory_PickupMessage("$GOTCHAINGUN")
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END_DEFAULTS
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const char *AChaingun::PickupMessage ()
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{
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return GStrings("GOTCHAINGUN");
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}
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const char *AChaingun::GetObituary ()
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{
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return GStrings("OB_MPCHAINGUN");
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}
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//
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// A_FireCGun
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//
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@ -895,8 +620,6 @@ void A_Explode (AActor *);
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class ARocketLauncher : public AWeapon
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{
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DECLARE_ACTOR (ARocketLauncher, AWeapon)
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public:
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const char *PickupMessage ();
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};
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FState ARocketLauncher::States[] =
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@ -945,13 +668,9 @@ IMPLEMENT_ACTOR (ARocketLauncher, Doom, 2003, 29)
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PROP_Weapon_MoveCombatDist (18350080)
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PROP_Weapon_AmmoType1 ("RocketAmmo")
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PROP_Weapon_ProjectileType ("Rocket")
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PROP_Inventory_PickupMessage("$GOTLAUNCHER")
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END_DEFAULTS
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const char *ARocketLauncher::PickupMessage ()
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{
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return GStrings("GOTLAUNCHER");
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}
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FState ARocket::States[] =
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{
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#define S_ROCKET 0
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@ -977,6 +696,7 @@ IMPLEMENT_ACTOR (ARocket, Doom, -1, 127)
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PROP_SeeSound ("weapons/rocklf")
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PROP_DeathSound ("weapons/rocklx")
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PROP_Obituary("$OB_MPROCKET")
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END_DEFAULTS
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void ARocket::BeginPlay ()
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@ -985,11 +705,6 @@ void ARocket::BeginPlay ()
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effects |= FX_ROCKET;
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}
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const char *ARocket::GetObituary ()
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{
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return GStrings("OB_MPROCKET");
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}
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//
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// A_FireMissile
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//
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@ -1017,8 +732,6 @@ void A_FirePlasma (AActor *);
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class APlasmaRifle : public AWeapon
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{
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DECLARE_ACTOR (APlasmaRifle, AWeapon)
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public:
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const char *PickupMessage ();
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};
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FState APlasmaRifle::States[] =
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@ -1063,13 +776,9 @@ IMPLEMENT_ACTOR (APlasmaRifle, Doom, 2004, 30)
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PROP_Weapon_MoveCombatDist (27000000)
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PROP_Weapon_ProjectileType ("PlasmaBall")
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PROP_Weapon_AmmoType1 ("Cell")
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PROP_Inventory_PickupMessage("$GOTPLASMA")
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END_DEFAULTS
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const char *APlasmaRifle::PickupMessage ()
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{
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return GStrings("GOTPLASMA");
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}
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FState APlasmaBall::States[] =
|
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{
|
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#define S_PLASBALL 0
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|
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@ -1101,13 +810,9 @@ IMPLEMENT_ACTOR (APlasmaBall, Doom, -1, 51)
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PROP_SeeSound ("weapons/plasmaf")
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PROP_DeathSound ("weapons/plasmax")
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PROP_Obituary("$OB_MPPLASMARIFLE")
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END_DEFAULTS
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const char *APlasmaBall::GetObituary ()
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{
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return GStrings("OB_MPPLASMARIFLE");
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}
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//
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// A_FirePlasma
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//
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@ -1191,8 +896,6 @@ void A_BFGsound (AActor *);
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class ABFG9000 : public AWeapon
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{
|
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DECLARE_ACTOR (ABFG9000, AWeapon)
|
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public:
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const char *PickupMessage ();
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};
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class ABFGExtra : public AActor
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|
|
@ -1245,13 +948,9 @@ IMPLEMENT_ACTOR (ABFG9000, Doom, 2006, 31)
|
|||
PROP_Weapon_MoveCombatDist (10000000)
|
||||
PROP_Weapon_AmmoType1 ("Cell")
|
||||
PROP_Weapon_ProjectileType ("BFGBall")
|
||||
PROP_Inventory_PickupMessage("$GOTBFG9000")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ABFG9000::PickupMessage ()
|
||||
{
|
||||
return GStrings("GOTBFG9000");
|
||||
}
|
||||
|
||||
FState ABFGBall::States[] =
|
||||
{
|
||||
#define S_BFGSHOT 0
|
||||
|
|
@ -1282,13 +981,9 @@ IMPLEMENT_ACTOR (ABFGBall, Doom, -1, 128)
|
|||
PROP_DeathState (S_BFGLAND)
|
||||
|
||||
PROP_DeathSound ("weapons/bfgx")
|
||||
PROP_Obituary("$OB_MPBFG_BOOM")
|
||||
END_DEFAULTS
|
||||
|
||||
const char *ABFGBall::GetObituary ()
|
||||
{
|
||||
return GStrings("OB_MPBFG_BOOM");
|
||||
}
|
||||
|
||||
FState ABFGExtra::States[] =
|
||||
{
|
||||
S_BRIGHT (BFE2, 'A', 8, NULL , &States[1]),
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue