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109 lines
1.6 KiB
Text
109 lines
1.6 KiB
Text
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// Base class for the merchants ---------------------------------------------
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class Merchant : Actor
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{
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Default
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{
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Health 10000000;
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PainChance 256; // a merchant should always enter the pain state when getting hurt
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Radius 20;
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Height 56;
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Mass 5000;
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CrushPainSound "misc/pcrush";
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+SOLID
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+SHOOTABLE
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+NOTDMATCH
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+NOSPLASHALERT
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+NODAMAGE
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}
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States
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{
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Spawn:
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MRST A 10 A_Look2;
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Loop;
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MRLK A 30 A_ActiveSound;
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Loop;
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MRLK B 30;
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Loop;
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MRBD ABCDEDCB 4;
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MRBD A 5;
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MRBD F 6;
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Loop;
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See:
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Pain:
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MRPN A 1;
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MRPN A 2 A_AlertMonsters;
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MRPN B 3 A_Pain;
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MRPN C 3;
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MRPN D 9 Door_CloseWaitOpen(999, 64, 960);
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MRPN C 4;
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MRPN B 3;
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MRPN A 3 A_ClearSoundTarget;
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Goto Spawn;
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Yes:
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MRYS A 20;
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// Fall through
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Greetings:
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MRGT ABCDEFGHI 5;
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Goto Spawn;
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No:
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MRNO AB 6;
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MRNO C 10;
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MRNO BA 6;
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Goto Greetings;
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}
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}
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// Weapon Smith -------------------------------------------------------------
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class WeaponSmith : Merchant
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{
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Default
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{
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PainSound "smith/pain";
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Tag "$TAG_WEAPONSMITH";
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}
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}
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// Bar Keep -----------------------------------------------------------------
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class BarKeep : Merchant
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{
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Default
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{
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Translation 4;
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PainSound "barkeep/pain";
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ActiveSound "barkeep/active";
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Tag "$TAG_BARKEEP";
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}
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}
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// Armorer ------------------------------------------------------------------
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class Armorer : Merchant
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{
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Default
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{
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Translation 5;
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PainSound "armorer/pain";
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Tag "$TAG_ARMORER";
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}
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}
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// Medic --------------------------------------------------------------------
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class Medic : Merchant
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{
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Default
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{
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Translation 6;
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PainSound "medic/pain";
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Tag "$TAG_MEDIC";
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}
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}
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