- 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)
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86 changed files with 2351 additions and 3259 deletions
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@ -361,11 +361,6 @@ void A_FirePoison (AActor *);
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class AStrifeCrossbow : public AStrifeWeapon
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{
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DECLARE_ACTOR (AStrifeCrossbow, AStrifeWeapon)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the crossbow";
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}
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};
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FState AStrifeCrossbow::States[] =
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@ -442,6 +437,7 @@ IMPLEMENT_ACTOR (AStrifeCrossbow, Strife, 2001, 0)
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PROP_Weapon_AmmoType1 ("ElectricBolts")
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PROP_Weapon_SisterType ("StrifeCrossbow2")
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PROP_Weapon_ProjectileType ("ElectricBolt")
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PROP_Inventory_PickupMessage("$TXT_STRIFECROSSBOW")
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PROP_Inventory_Icon ("CBOWA0")
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PROP_Tag ("crossbow")
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@ -586,10 +582,6 @@ class AAssaultGun : public AStrifeWeapon
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{
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DECLARE_ACTOR (AAssaultGun, AStrifeWeapon)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the assault gun";
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}
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bool HandlePickup (AInventory *item);
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};
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@ -644,6 +636,7 @@ IMPLEMENT_ACTOR (AAssaultGun, Strife, 2002, 0)
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PROP_Inventory_Icon ("RIFLA0")
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PROP_Tag ("assault_gun")
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PROP_Inventory_PickupMessage("$TXT_ASSAULTGUN")
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END_DEFAULTS
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//============================================================================
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@ -767,11 +760,6 @@ void A_FireMiniMissile (AActor *);
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class AMiniMissileLauncher : public AStrifeWeapon
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{
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DECLARE_ACTOR (AMiniMissileLauncher, AStrifeWeapon)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the mini missile launcher";
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}
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};
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FState AMiniMissileLauncher::States[] =
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@ -818,6 +806,7 @@ IMPLEMENT_ACTOR (AMiniMissileLauncher, Strife, 2003, 0)
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PROP_Inventory_Icon ("MMSLA0")
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PROP_Tag ("mini_missile_launcher") // "missile_gun" in the Teaser
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PROP_Inventory_PickupMessage("$TXT_MMLAUNCHER")
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END_DEFAULTS
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// Rocket Trail -------------------------------------------------------------
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@ -956,11 +945,6 @@ void A_RocketInFlight (AActor *self)
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void A_FireFlamer (AActor *);
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const char *AFlameThrower::PickupMessage ()
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{
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return "You picked up the flame thrower";
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}
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FState AFlameThrower::States[] =
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{
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S_NORMAL (FLAM, 'A', -1, NULL, NULL),
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@ -1005,36 +989,9 @@ IMPLEMENT_ACTOR (AFlameThrower, Strife, 2005, 0)
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PROP_Inventory_Icon ("FLAMA0")
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PROP_Tag ("flame_thrower")
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PROP_Inventory_PickupMessage("$TXT_FLAMER")
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END_DEFAULTS
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// Flame Thrower Parts ------------------------------------------------------
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class AFlameThrowerParts : AInventory
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{
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DECLARE_ACTOR (AFlameThrowerParts, AInventory)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the flame thrower parts.";
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}
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};
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FState AFlameThrowerParts::States[] =
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{
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S_NORMAL (BFLM, 'A', -1, NULL, NULL)
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};
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IMPLEMENT_ACTOR (AFlameThrowerParts, Strife, -1, 0)
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PROP_SpawnState (0)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOORCLIP)
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PROP_StrifeType (191)
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PROP_StrifeTeaserType (185)
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PROP_StrifeTeaserType2 (189)
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PROP_Inventory_FlagsSet (IF_INVBAR)
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PROP_Inventory_Icon ("I_BFLM")
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PROP_Tag ("flame_thrower_parts")
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END_DEFAULTS
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// Flame Thrower Projectile -------------------------------------------------
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@ -1126,11 +1083,6 @@ void A_MaulerTorpedoWave (AActor *);
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class AMauler : public AStrifeWeapon
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{
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DECLARE_ACTOR (AMauler, AStrifeWeapon)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the mauler";
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}
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};
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FState AMauler::States[] =
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@ -1206,6 +1158,7 @@ IMPLEMENT_ACTOR (AMauler, Strife, 2004, 0)
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PROP_Inventory_Icon ("TRPDA0")
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PROP_Tag ("mauler") // "blaster" in the Teaser
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PROP_Inventory_PickupMessage("$TXT_MAULER")
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END_DEFAULTS
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// Mauler Torpedo version ---------------------------------------------------
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@ -1700,11 +1653,6 @@ void A_FireGrenade (AActor *);
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class AStrifeGrenadeLauncher : public AStrifeWeapon
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{
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DECLARE_ACTOR (AStrifeGrenadeLauncher, AStrifeWeapon)
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public:
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const char *PickupMessage ()
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{
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return "You picked up the Grenade launcher";
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}
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};
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FState AStrifeGrenadeLauncher::States[] =
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@ -1780,6 +1728,7 @@ IMPLEMENT_ACTOR (AStrifeGrenadeLauncher, Strife, 154, 0)
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PROP_Inventory_Icon ("GRNDA0")
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PROP_Tag ("Grenade_launcher")
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PROP_Inventory_PickupMessage("$TXT_GLAUNCHER")
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END_DEFAULTS
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// White Phosphorous Grenade Launcher ---------------------------------------
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@ -1969,6 +1918,7 @@ IMPLEMENT_ACTOR (ASigil, Strife, -1, 0)
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PROP_Inventory_PickupSound("weapons/sigilcharge")
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PROP_Tag ("SIGIL")
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PROP_Inventory_Icon ("I_SGL1")
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PROP_Inventory_PickupMessage("$TXT_SIGIL")
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END_DEFAULTS
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// Sigil 1 ------------------------------------------------------------------
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@ -2113,17 +2063,6 @@ AInventory *ASigil::CreateCopy (AActor *other)
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return copy;
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}
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//============================================================================
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//
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// ASigil :: PickupMessage
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//
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//============================================================================
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const char *ASigil::PickupMessage ()
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{
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return "You picked up the SIGIL.";
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}
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//============================================================================
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//
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// A_SelectPiece
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