gzdoom/wadsrc/static/zscript/actors/strife/svestuff.zs

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// CTC flag spots. They are not functional and only here so that something gets spawned for them.
class SVEFlagSpotRed : Inventory
{
States
{
Spawn:
FLGR A 1 BRIGHT;
FLGR A 0 BRIGHT; // A_FlagStandSpawn
FLGR A 1 BRIGHT; // A_FlagStandCheck
Wait;
}
}
class SVEFlagSpotBlue : Inventory
{
States
{
Spawn:
FLGB A 1 BRIGHT;
FLGB A 0 BRIGHT; // A_FlagStandSpawn
FLGB A 1 BRIGHT; // A_FlagStandCheck
Wait;
}
}
class SVEBlueChalice : Inventory
{
Default
{
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 10;
Height 16;
Tag "$TAG_OFFERINGCHALICE";
Inventory.Icon "I_RELB";
Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
}
States
{
Spawn:
RELB A -1 BRIGHT;
Stop;
}
}
class SVETalismanPowerup : Inventory
{
}
class SVETalismanRed : Inventory
{
Default
{
+DROPPED
+FLOORCLIP
+INVENTORY.INVBAR
Radius 10;
Height 16;
Inventory.MaxAmount 1;
Inventory.Icon "I_FLGR";
Tag "$TAG_TALISMANRED";
Inventory.PickupMessage "$MSG_TALISMANRED";
}
States
{
Spawn:
FLGR A -1 BRIGHT;
Stop;
}
override bool TryPickup (in out Actor toucher)
{
let useok = Super.TryPickup (toucher);
if (useok)
{
if (toucher.FindInventory("SVETalismanRed") &&
toucher.FindInventory("SVETalismanGreen") &&
toucher.FindInventory("SVETalismanBlue"))
{
toucher.A_Print("$MSG_TALISMANPOWER");
toucher.GiveInventoryType("SVETalismanPowerup");
}
}
return useok;
}
}
class SVETalismanBlue : SVETalismanRed
{
Default
{
+INVENTORY.INVBAR
Inventory.Icon "I_FLGB";
Tag "$TAG_TALISMANBLUE";
Inventory.PickupMessage "$MSG_TALISMANBLUE";
}
States
{
Spawn:
FLGB A -1 BRIGHT;
Stop;
}
}
class SVETalismanGreen : SVETalismanRed
{
Default
{
+INVENTORY.INVBAR
Inventory.Icon "I_FLGG";
Tag "$TAG_TALISMANGREEN";
Inventory.PickupMessage "$MSG_TALISMANGREEN";
}
States
{
Spawn:
FLGG A -1 BRIGHT;
Stop;
}
}
class SVEOreSpawner : Actor
{
Default
{
+NOSECTOR
}
States
{
Spawn:
TNT1 A 175 A_OreSpawner;
loop;
}
//
// A_OreSpawner
//
// [SVE] svillarreal
//
void A_OreSpawner()
{
if(deathmatch) return;
bool inrange = false;
for(int i = 0; i < MAXPLAYERS; i++)
{
if(!playeringame[i])
continue;
if(Distance2D(players[i].mo) < 2048)
{
inrange = true;
break;
}
}
if(!inrange) return;
let it = ThinkerIterator.Create("DegninOre");
Thinker ac;
int numores = 0;
while (ac = it.Next())
{
if (++numores == 3) return;
}
Spawn("DegninOre", Pos);
}
}
class SVEOpenDoor225 : DummyStrifeItem
{
override bool TryPickup (in out Actor toucher)
{
Door_Open(225, 16);
GoAwayAndDie ();
return true;
}
override bool SpecialDropAction (Actor dropper)
{
Door_Open(225, 16);
Destroy ();
return true;
}
}