- Fixed: Strife's quest based line actions also work in Deathmatch.

- Fixed: Gravity application was not correct. For actors with no vertical 
  momentum the initial pull is supposed to be twice as strong as when 
  vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
  tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes. 
  There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small 
  Raven health item, 2 a large Raven health item and 3 a Strife item.



SVN r1452 (trunk)
This commit is contained in:
Christoph Oelckers 2009-02-28 21:38:20 +00:00
parent 37aa4c2c28
commit 42ac64d964
27 changed files with 254 additions and 150 deletions

View file

@ -1,4 +1,17 @@
February 26, 2009 February 28, 2009 (Changes by Graf Zahl)
- Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical
momentum the initial pull is supposed to be twice as strong as when
vertical movement already takes place.
- added invquery CCMD like in Strife. Also removed all underscores from the
tag strings so that they can be printed properly.
- Fixed: Skill baby was missing 'autousehealth' for all games.
- Added a new CVAR: sv_disableautohealth
- Autouse of health items is no longer hardwired to the default item classes.
There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small
Raven health item, 2 a large Raven health item and 3 a Strife item.
February 26, 2009
- Removed an early-out in wallscan_striped() that is invalid when drawing a - Removed an early-out in wallscan_striped() that is invalid when drawing a
skybox. skybox.

View file

@ -153,10 +153,10 @@ static const FBinding DefStrifeBindings[] =
{ "backspace", "invdrop" }, { "backspace", "invdrop" },
{ "z", "showpop 3" }, { "z", "showpop 3" },
{ "k", "showpop 2" }, { "k", "showpop 2" },
{ "q", "invquery" },
{ NULL } { NULL }
// not done // not done
// h - use health // h - use health
// q - query inventory
}; };
const char *KeyNames[NUM_KEYS] = const char *KeyNames[NUM_KEYS] =

View file

@ -374,6 +374,17 @@ CCMD (invuse)
players[consoleplayer].inventorytics = 0; players[consoleplayer].inventorytics = 0;
} }
CCMD(invquery)
{
AInventory *inv = players[consoleplayer].mo->InvSel;
if (inv != NULL)
{
const char *description = inv->GetClass()->Meta.GetMetaString(AMETA_StrifeName);
if (description == NULL) description = inv->GetClass()->TypeName;
Printf(PRINT_HIGH, "%s (%dx)\n", description, inv->Amount);
}
}
CCMD (use) CCMD (use)
{ {
if (argv.argc() > 1 && who != NULL) if (argv.argc() > 1 && who != NULL)

View file

@ -1530,6 +1530,18 @@ bool AHealthPickup::Use (bool pickup)
return P_GiveBody (Owner, health); return P_GiveBody (Owner, health);
} }
//===========================================================================
//
// AHealthPickup :: Serialize
//
//===========================================================================
void AHealthPickup::Serialize (FArchive &arc)
{
Super::Serialize(arc);
arc << autousemode;
}
// Backpack ----------------------------------------------------------------- // Backpack -----------------------------------------------------------------
//=========================================================================== //===========================================================================

View file

@ -341,6 +341,9 @@ class AHealthPickup : public AInventory
{ {
DECLARE_CLASS (AHealthPickup, AInventory) DECLARE_CLASS (AHealthPickup, AInventory)
public: public:
int autousemode;
virtual void Serialize (FArchive &arc);
virtual AInventory *CreateCopy (AActor *other); virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable (); virtual AInventory *CreateTossable ();
virtual bool HandlePickup (AInventory *item); virtual bool HandlePickup (AInventory *item);

View file

@ -425,6 +425,7 @@ static menuitem_t ControlsItems[] =
{ control, "Next item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invnext"} }, { control, "Next item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invnext"} },
{ control, "Previous item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invprev"} }, { control, "Previous item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invprev"} },
{ control, "Drop item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invdrop"} }, { control, "Drop item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invdrop"} },
{ control, "Query item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invquery"} },
{ control, "Drop weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapdrop"} }, { control, "Drop weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapdrop"} },
{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} }, { redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
{ whitetext,"Other", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} }, { whitetext,"Other", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },

View file

@ -719,72 +719,89 @@ void AActor::Die (AActor *source, AActor *inflictor)
// PROC P_AutoUseHealth // PROC P_AutoUseHealth
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
static int CountHealth(TArray<AInventory *> &Items)
{
int counted = 0;
for(unsigned i = 0; i < Items.Size(); i++)
{
counted += Items[i]->Amount * Items[i]->health;
}
return counted;
}
static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
{
int saved = 0;
while (Items.Size() > 0 && saveHealth > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->Amount;
}
}
// Now apply the health items, using the same logic as Heretic anf Hexen.
int count = (saveHealth + maxhealth-1) / maxhealth;
for(int i = 0; i < count; i++)
{
saved += maxhealth;
saveHealth -= maxhealth;
if (--Items[index]->Amount == 0)
{
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
{
Items[index]->Destroy ();
}
Items.Delete(index);
break;
}
}
}
return saved;
}
void P_AutoUseHealth(player_t *player, int saveHealth) void P_AutoUseHealth(player_t *player, int saveHealth)
{ {
int i; TArray<AInventory *> NormalHealthItems;
int count; TArray<AInventory *> LargeHealthItems;
const PClass *normalType = PClass::FindClass (NAME_ArtiHealth);
const PClass *superType = PClass::FindClass (NAME_ArtiSuperHealth);
AInventory *normalItem = player->mo->FindInventory (normalType);
AInventory *superItem = player->mo->FindInventory (superType);
int normalAmount, superAmount;
normalAmount = normalItem != NULL ? normalItem->Amount : 0; for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
superAmount = superItem != NULL ? superItem->Amount : 0; {
if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
{
int mode = static_cast<AHealthPickup*>(inv)->autousemode;
if (mode == 0) NormalHealthItems.Push(inv);
else if (mode == 1) LargeHealthItems.Push(inv);
}
}
int normalhealth = CountHealth(NormalHealthItems);
int largehealth = CountHealth(LargeHealthItems);
bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth); bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
if (skilluse && (normalAmount*25 >= saveHealth)) if (skilluse && normalhealth >= saveHealth)
{ // Use quartz flasks { // Use quartz flasks
count = (saveHealth+24)/25; player->health += UseHealthItems(NormalHealthItems, saveHealth);
for(i = 0; i < count; i++)
{
player->health += 25;
if (--normalItem->Amount == 0)
{
normalItem->Destroy ();
break;
}
}
} }
else if (superAmount*100 >= saveHealth) else if (largehealth >= saveHealth)
{ // Use mystic urns {
count = (saveHealth+99)/100; // Use mystic urns
for(i = 0; i < count; i++) player->health += UseHealthItems(LargeHealthItems, saveHealth);
{
player->health += 100;
if (--superItem->Amount == 0)
{
superItem->Destroy ();
break;
}
}
} }
else if (skilluse else if (skilluse && normalhealth + largehealth >= saveHealth)
&& (superAmount*100+normalAmount*25 >= saveHealth))
{ // Use mystic urns and quartz flasks { // Use mystic urns and quartz flasks
count = (saveHealth+24)/25; player->health += UseHealthItems(NormalHealthItems, saveHealth);
saveHealth -= count*25; if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
for(i = 0; i < count; i++)
{
player->health += 25;
if (--normalItem->Amount == 0)
{
normalItem->Destroy ();
break;
}
}
count = (saveHealth+99)/100;
for(i = 0; i < count; i++)
{
player->health += 100;
if (--superItem->Amount == 0)
{
superItem->Destroy ();
break;
}
}
} }
player->mo->health = player->health; player->mo->health = player->health;
} }
@ -794,22 +811,47 @@ void P_AutoUseHealth(player_t *player, int saveHealth)
// P_AutoUseStrifeHealth // P_AutoUseStrifeHealth
// //
//============================================================================ //============================================================================
CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
void P_AutoUseStrifeHealth (player_t *player) void P_AutoUseStrifeHealth (player_t *player)
{ {
static const ENamedName healthnames[2] = { NAME_MedicalKit, NAME_MedPatch }; TArray<AInventory *> Items;
for (int i = 0; i < 2; ++i) for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
{ {
const PClass *type = PClass::FindClass (healthnames[i]); if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
while (player->health < 50)
{ {
AInventory *item = player->mo->FindInventory (type); int mode = static_cast<AHealthPickup*>(inv)->autousemode;
if (item == NULL)
break; if (mode == 3) Items.Push(inv);
if (!player->mo->UseInventory (item)) }
break; }
if (!sv_disableautohealth)
{
while (Items.Size() > 0)
{
int maxhealth = 0;
int index = -1;
// Find the largest item in the list
for(unsigned i = 0; i < Items.Size(); i++)
{
if (Items[i]->health > maxhealth)
{
index = i;
maxhealth = Items[i]->Amount;
}
}
while (player->health < 50)
{
if (!player->mo->UseInventory (Items[index]))
break;
}
if (player->health >= 50) return;
// Using all of this item was not enough so delete it and restart with the next best one
Items.Delete(index);
} }
} }
} }

View file

@ -700,7 +700,7 @@ bool AActor::UseInventory (AInventory *item)
return false; return false;
} }
// Don't use it if you don't actually have any of it. // Don't use it if you don't actually have any of it.
if (item->Amount <= 0) if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
{ {
return false; return false;
} }
@ -1876,8 +1876,11 @@ void P_ZMovement (AActor *mo)
if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player && if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove))) !(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
{ {
mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity * fixed_t grav = (fixed_t)(level.gravity * mo->Sector->gravity *
FIXED2FLOAT(mo->gravity) * 81.92); FIXED2FLOAT(mo->gravity) * 81.92);
if (mo->momz == 0) mo->momz -= grav + grav;
else mo->momz -= grav;
} }
if (mo->waterlevel > 1) if (mo->waterlevel > 1)
{ {

View file

@ -1244,6 +1244,15 @@ DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, str); info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, str);
} }
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY(autouse, I, HealthPickup)
{
PROP_INT_PARM(i, 0);
defaults->autousemode = i;
}
//========================================================================== //==========================================================================
// //
//========================================================================== //==========================================================================

View file

@ -75,7 +75,7 @@
// SAVESIG should match SAVEVER. // SAVESIG should match SAVEVER.
// MINSAVEVER is the minimum level snapshot version that can be loaded. // MINSAVEVER is the minimum level snapshot version that can be loaded.
#define MINSAVEVER 1447 #define MINSAVEVER 1452
#if SVN_REVISION_NUMBER < MINSAVEVER #if SVN_REVISION_NUMBER < MINSAVEVER
// Never write a savegame with a version lower than what we need // Never write a savegame with a version lower than what we need

View file

@ -69,7 +69,7 @@ script << 0 >> (int type, int tag)
case 230: case 230:
i = GetLineRowOffset() & 31; i = GetLineRowOffset() & 31;
if (CheckInventory (QuestItems[i])) if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
{ {
Door_Open (tag, VDOORSPEED); Door_Open (tag, VDOORSPEED);
clearlinespecial (); clearlinespecial ();
@ -78,7 +78,7 @@ script << 0 >> (int type, int tag)
case 227: case 227:
i = GetLineRowOffset() & 31; i = GetLineRowOffset() & 31;
if (CheckInventory (QuestItems[i])) if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
{ {
Door_Close (tag, VDOORSPEED); Door_Close (tag, VDOORSPEED);
clearlinespecial (); clearlinespecial ();
@ -126,7 +126,7 @@ script << 0 >> (int type, int tag)
case 193: case 193:
i = GetLineRowOffset() & 31; i = GetLineRowOffset() & 31;
if (CheckInventory (QuestItems[i])) if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
{ {
Floor_LowerToLowest (tag, 8); Floor_LowerToLowest (tag, 8);
clearlinespecial (); clearlinespecial ();
@ -147,7 +147,7 @@ script << 0 >> (int type, int tag)
case 187: case 187:
i = GetLineRowOffset() & 31; i = GetLineRowOffset() & 31;
if (CheckInventory (QuestItems[i])) if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
{ {
ClearForceField (tag); ClearForceField (tag);
clearlinespecial (); clearlinespecial ();
@ -155,7 +155,7 @@ script << 0 >> (int type, int tag)
break; break;
case 188: case 188:
if (CheckInventory ("QuestItem16")) if (CheckInventory ("QuestItem16") || gametype() == GAME_NET_DEATHMATCH)
{ {
Door_Open (tag, VDOORSPEED); Door_Open (tag, VDOORSPEED);
clearlinespecial (); clearlinespecial ();
@ -172,7 +172,7 @@ script << 0 >> (int type, int tag)
case 215: case 215:
i = (tag % 100) & 31; i = (tag % 100) & 31;
if (CheckInventory (QuestItems[i])) if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
{ {
SendToCommunicator (tag/100, 0, 1, 0); SendToCommunicator (tag/100, 0, 1, 0);
clearlinespecial (); clearlinespecial ();
@ -192,7 +192,7 @@ script << 0 >> (int type, int tag)
case 216: case 216:
i = GetLineRowOffset() & 31; i = GetLineRowOffset() & 31;
if (CheckInventory (QuestItems[i])) if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
{ {
Door_Raise (tag, VDOORSPEED, VDOORWAIT); Door_Raise (tag, VDOORSPEED, VDOORWAIT);
} }
@ -205,6 +205,7 @@ script << 0 >> (int type, int tag)
if (gametype() == GAME_NET_DEATHMATCH) if (gametype() == GAME_NET_DEATHMATCH)
{ {
Floor_RaiseByValue (tag, 128, 64); Floor_RaiseByValue (tag, 128, 64);
clearlinespecial();
} }
else else
{ {
@ -261,7 +262,7 @@ script << 0 >> (int type, int tag)
break; break;
case 232: case 232:
if (!CheckInventory ("QuestItem18")) if (!CheckInventory ("QuestItem18") && gametype() != GAME_NET_DEATHMATCH)
{ {
print (s:"You need the Oracle Pass!"); print (s:"You need the Oracle Pass!");
activatorsound ("*usefail", 127); activatorsound ("*usefail", 127);
@ -382,7 +383,7 @@ script << 0 >> (int type, int tag)
break; break;
case 234: case 234:
if (CheckInventory ("QuestItem3")) if (CheckInventory ("QuestItem3") || gametype() == GAME_NET_DEATHMATCH)
{ {
SetResultValue (Door_Raise (tag, VDOORSPEED, VDOORWAIT)); SetResultValue (Door_Raise (tag, VDOORSPEED, VDOORWAIT));
} }

Binary file not shown.

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@ -13,6 +13,7 @@ ACTOR ArtiHealth : HealthPickup 82
Inventory.Icon ARTIPTN2 Inventory.Icon ARTIPTN2
Inventory.PickupSound "misc/p_pkup" Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTIHEALTH" Inventory.PickupMessage "$TXT_ARTIHEALTH"
HealthPickup.Autouse 1
States States
{ {
Spawn: Spawn:
@ -35,6 +36,7 @@ ACTOR ArtiSuperHealth : HealthPickup 32
Inventory.Icon ARTISPHL Inventory.Icon ARTISPHL
Inventory.PickupSound "misc/p_pkup" Inventory.PickupSound "misc/p_pkup"
Inventory.PickupMessage "$TXT_ARTISUPERHEALTH" Inventory.PickupMessage "$TXT_ARTISUPERHEALTH"
HealthPickup.Autouse 2
States States
{ {
Spawn: Spawn:

View file

@ -29,7 +29,7 @@ ACTOR Gold10 : Coin 138
Game Strife Game Strife
ConversationID 169, 162, 166 ConversationID 169, 162, 166
Inventory.Amount 10 Inventory.Amount 10
Tag "10_gold" Tag "10 gold"
Inventory.PickupMessage "$TXT_10GOLD" Inventory.PickupMessage "$TXT_10GOLD"
States States
{ {
@ -46,7 +46,7 @@ ACTOR Gold25 : Coin 139
Game Strife Game Strife
ConversationID 170, 163, 167 ConversationID 170, 163, 167
Inventory.Amount 25 Inventory.Amount 25
Tag "25_gold" Tag "25 gold"
Inventory.PickupMessage "$TXT_25GOLD" Inventory.PickupMessage "$TXT_25GOLD"
States States
{ {
@ -63,7 +63,7 @@ ACTOR Gold50 : Coin 140
Game Strife Game Strife
ConversationID 171, 164, 168 ConversationID 171, 164, 168
Inventory.Amount 50 Inventory.Amount 50
Tag "50_gold" Tag "50 gold"
Inventory.PickupMessage "$TXT_50GOLD" Inventory.PickupMessage "$TXT_50GOLD"
States States
{ {
@ -79,7 +79,7 @@ ACTOR Gold300 : Coin
{ {
ConversationID 172, -1, -1 ConversationID 172, -1, -1
Inventory.Amount 300 Inventory.Amount 300
Tag "300_gold" Tag "300 gold"
Inventory.PickupMessage "$TXT_300GOLD" Inventory.PickupMessage "$TXT_300GOLD"
Inventory.GiveQuest 3 Inventory.GiveQuest 3
+INVENTORY.ALWAYSPICKUP +INVENTORY.ALWAYSPICKUP

View file

@ -58,7 +58,7 @@ ACTOR WeaponSmith : Merchant 116
Game Strife Game Strife
ConversationID 2 ConversationID 2
PainSound "smith/pain" PainSound "smith/pain"
Tag "Weapon_Smith" Tag "Weapon Smith"
} }
@ -71,7 +71,7 @@ ACTOR BarKeep : Merchant 72
ConversationID 3 ConversationID 3
PainSound "barkeep/pain" PainSound "barkeep/pain"
ActiveSound "barkeep/active" ActiveSound "barkeep/active"
Tag "Bar_Keep" Tag "Bar Keep"
} }

View file

@ -12,7 +12,7 @@ ACTOR RatBuddy 85
MinMissileChance 150 MinMissileChance 150
MaxStepHeight 16 MaxStepHeight 16
MaxDropoffHeight 32 MaxDropoffHeight 32
Tag "rat_buddy" Tag "rat buddy"
SeeSound "rat/sight" SeeSound "rat/sight"
DeathSound "rat/death" DeathSound "rat/death"
ActiveSound "rat/active" ActiveSound "rat/active"

View file

@ -124,7 +124,7 @@ ACTOR TeleporterBeacon : Inventory 10 native
+DROPPED +DROPPED
+INVENTORY.INVBAR +INVENTORY.INVBAR
Inventory.Icon "I_BEAC" Inventory.Icon "I_BEAC"
Tag "Teleporter_Beacon" Tag "Teleporter Beacon"
Inventory.PickupMessage "$TXT_BEACON" Inventory.PickupMessage "$TXT_BEACON"
action native A_Beacon (); action native A_Beacon ();

View file

@ -10,7 +10,7 @@ ACTOR HEGrenadeRounds : Ammo 152
Ammo.BackpackAmount 6 Ammo.BackpackAmount 6
Ammo.BackpackMaxAmount 60 Ammo.BackpackMaxAmount 60
Inventory.Icon "I_GRN1" Inventory.Icon "I_GRN1"
Tag "HE-Grenade_Rounds" Tag "HE-Grenade Rounds"
Inventory.PickupMessage "$TXT_HEGRENADES" Inventory.PickupMessage "$TXT_HEGRENADES"
States States
{ {
@ -32,7 +32,7 @@ ACTOR PhosphorusGrenadeRounds : Ammo 153
Ammo.BackpackAmount 4 Ammo.BackpackAmount 4
Ammo.BackpackMaxAmount 32 Ammo.BackpackMaxAmount 32
Inventory.Icon "I_GRN2" Inventory.Icon "I_GRN2"
Tag "Phoshorus-Grenade_Rounds" // "Fire-Grenade_Rounds" in the Teaser Tag "Phoshorus-Grenade Rounds" // "Fire-Grenade_Rounds" in the Teaser
Inventory.PickupMessage "$TXT_PHGRENADES" Inventory.PickupMessage "$TXT_PHGRENADES"
States States
{ {
@ -55,7 +55,7 @@ ACTOR ClipOfBullets : Ammo 2007
Ammo.BackpackAmount 10 Ammo.BackpackAmount 10
Ammo.BackpackMaxAmount 500 Ammo.BackpackMaxAmount 500
Inventory.Icon "I_BLIT" Inventory.Icon "I_BLIT"
Tag "clip_of_bullets" // "bullets" in the Teaser Tag "Clip of Bullets" // "bullets" in the Teaser
Inventory.PickupMessage "$TXT_CLIPOFBULLETS" Inventory.PickupMessage "$TXT_CLIPOFBULLETS"
States States
{ {
@ -73,7 +73,7 @@ ACTOR BoxOfBullets : ClipOfBullets 2048
SpawnID 139 SpawnID 139
ConversationID 180, 174, 178 ConversationID 180, 174, 178
Inventory.Amount 50 Inventory.Amount 50
Tag "ammo" Tag "Ammo"
Inventory.PickupMessage "$TXT_BOXOFBULLETS" Inventory.PickupMessage "$TXT_BOXOFBULLETS"
States States
{ {
@ -96,7 +96,7 @@ ACTOR MiniMissiles : Ammo 2010
Ammo.BackpackAmount 4 Ammo.BackpackAmount 4
Ammo.BackpackMaxAmount 200 Ammo.BackpackMaxAmount 200
Inventory.Icon "I_ROKT" Inventory.Icon "I_ROKT"
Tag "mini_missiles" //"rocket" in the Teaser Tag "Mini Missiles" //"rocket" in the Teaser
Inventory.PickupMessage "$TXT_MINIMISSILES" Inventory.PickupMessage "$TXT_MINIMISSILES"
States States
{ {
@ -114,7 +114,7 @@ ACTOR CrateOfMissiles : MiniMissiles 2046
SpawnID 141 SpawnID 141
ConversationID 182, 176, 180 ConversationID 182, 176, 180
Inventory.Amount 20 Inventory.Amount 20
Tag "crate_of_missiles" //"box_of_rockets" in the Teaser Tag "Crate of Missiles" //"box_of_rockets" in the Teaser
Inventory.PickupMessage "$TXT_CRATEOFMISSILES" Inventory.PickupMessage "$TXT_CRATEOFMISSILES"
States States
{ {
@ -138,7 +138,7 @@ ACTOR EnergyPod : Ammo 2047
Ammo.BackpackMaxAmount 800 Ammo.BackpackMaxAmount 800
Ammo.DropAmount 20 Ammo.DropAmount 20
Inventory.Icon "I_BRY1" Inventory.Icon "I_BRY1"
Tag "energy_pod" Tag "Energy Pod"
Inventory.PickupMessage "$TXT_ENERGYPOD" Inventory.PickupMessage "$TXT_ENERGYPOD"
States States
{ {
@ -156,7 +156,7 @@ ACTOR EnergyPack : EnergyPod 17
SpawnID 142 SpawnID 142
ConversationID 184, 178, 182 ConversationID 184, 178, 182
Inventory.Amount 100 Inventory.Amount 100
Tag "energy_pack" Tag "Energy Pack"
Inventory.PickupMessage "$TXT_ENERGYPACK" Inventory.PickupMessage "$TXT_ENERGYPACK"
States States
{ {
@ -178,7 +178,7 @@ ACTOR PoisonBolts : Ammo 115
Ammo.BackpackAmount 2 Ammo.BackpackAmount 2
Ammo.BackpackMaxAmount 50 Ammo.BackpackMaxAmount 50
Inventory.Icon "I_PQRL" Inventory.Icon "I_PQRL"
Tag "poison_bolts" // "poison_arrows" in the Teaser Tag "Poison Bolts" // "poison_arrows" in the Teaser
Inventory.PickupMessage "$TXT_POISONBOLTS" Inventory.PickupMessage "$TXT_POISONBOLTS"
States States
{ {
@ -200,7 +200,7 @@ ACTOR ElectricBolts : Ammo 114
Ammo.BackpackAmount 4 Ammo.BackpackAmount 4
Ammo.BackpackMaxAmount 100 Ammo.BackpackMaxAmount 100
Inventory.Icon "I_XQRL" Inventory.Icon "I_XQRL"
Tag "electric_bolts" // "electric_arrows" in the Teaser Tag "Electric Bolts" // "electric_arrows" in the Teaser
Inventory.PickupMessage "$TXT_ELECTRICBOLTS" Inventory.PickupMessage "$TXT_ELECTRICBOLTS"
States States
{ {
@ -219,7 +219,7 @@ ACTOR AmmoSatchel : BackpackItem 183
ConversationID 187, 181, 184 ConversationID 187, 181, 184
+FLOORCLIP +FLOORCLIP
Inventory.Icon "I_BKPK" Inventory.Icon "I_BKPK"
Tag "Ammo_satchel" // "Back_pack" in the Teaser Tag "Ammo Satchel" // "Back_pack" in the Teaser
Inventory.PickupMessage "$TXT_AMMOSATCHEL" Inventory.PickupMessage "$TXT_AMMOSATCHEL"
States States
{ {

View file

@ -14,7 +14,7 @@ ACTOR MetalArmor : BasicArmorPickup 2019
Inventory.PickupMessage "$TXT_METALARMOR" Inventory.PickupMessage "$TXT_METALARMOR"
Armor.SaveAmount 200 Armor.SaveAmount 200
Armor.SavePercent 50 Armor.SavePercent 50
Tag "Metal_Armor" Tag "Metal Armor"
States States
{ {
Spawn: Spawn:
@ -38,7 +38,7 @@ ACTOR LeatherArmor : BasicArmorPickup 2018
Inventory.PickupMessage "$TXT_LEATHERARMOR" Inventory.PickupMessage "$TXT_LEATHERARMOR"
Armor.SaveAmount 100 Armor.SaveAmount 100
Armor.SavePercent 33.335 Armor.SavePercent 33.335
Tag "Leather_Armor" Tag "Leather Armor"
States States
{ {
Spawn: Spawn:

View file

@ -8,9 +8,10 @@ ACTOR MedPatch : HealthPickup 2011
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
Inventory.MaxAmount 20 Inventory.MaxAmount 20
Tag "Med_patch" Tag "Med patch"
Inventory.Icon "I_STMP" Inventory.Icon "I_STMP"
Inventory.PickupMessage "$TXT_MEDPATCH" Inventory.PickupMessage "$TXT_MEDPATCH"
HealthPickup.Autouse 3
States States
{ {
Spawn: Spawn:
@ -30,9 +31,10 @@ ACTOR MedicalKit : HealthPickup 2012
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
Inventory.MaxAmount 15 Inventory.MaxAmount 15
Tag "Medical_kit" Tag "Medical kit"
Inventory.Icon "I_MDKT" Inventory.Icon "I_MDKT"
Inventory.PickupMessage "$TXT_MEDICALKIT" Inventory.PickupMessage "$TXT_MEDICALKIT"
HealthPickup.Autouse 3
States States
{ {
Spawn: Spawn:
@ -52,7 +54,7 @@ ACTOR SurgeryKit : HealthPickup 83
+INVENTORY.INVBAR +INVENTORY.INVBAR
Health -100 Health -100
Inventory.MaxAmount 5 Inventory.MaxAmount 5
Tag "Surgery_Kit" // "full_health" in the Teaser Tag "Surgery Kit" // "full_health" in the Teaser
Inventory.Icon "I_FULL" Inventory.Icon "I_FULL"
Inventory.PickupMessage "$TXT_SURGERYKIT" Inventory.PickupMessage "$TXT_SURGERYKIT"
States States
@ -92,7 +94,7 @@ ACTOR BeldinsRing : Inventory
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
ConversationID 173, 165, 169 ConversationID 173, 165, 169
Tag "ring" Tag "Ring"
Inventory.Icon "I_RING" Inventory.Icon "I_RING"
Inventory.GiveQuest 1 Inventory.GiveQuest 1
Inventory.PickupMessage "$TXT_BELDINSRING" Inventory.PickupMessage "$TXT_BELDINSRING"
@ -116,7 +118,7 @@ ACTOR OfferingChalice : Inventory 205
ConversationID 174, 166, 170 ConversationID 174, 166, 170
Radius 10 Radius 10
Height 16 Height 16
Tag "Offering_Chalice" Tag "Offering Chalice"
Inventory.Icon "I_RELC" Inventory.Icon "I_RELC"
Inventory.PickupMessage "$TXT_OFFERINGCHALICE" Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
Inventory.GiveQuest 2 Inventory.GiveQuest 2
@ -137,7 +139,7 @@ ACTOR Ear : Inventory
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
ConversationID 175, 167, 171 ConversationID 175, 167, 171
Tag "ear" Tag "Ear"
Inventory.Icon "I_EARS" Inventory.Icon "I_EARS"
Inventory.PickupMessage "$TXT_EAR" Inventory.PickupMessage "$TXT_EAR"
Inventory.GiveQuest 9 Inventory.GiveQuest 9
@ -162,7 +164,7 @@ ACTOR BrokenPowerCoupling : Inventory 226
+INVENTORY.INVBAR +INVENTORY.INVBAR
Radius 16 Radius 16
Height 16 Height 16
Tag "BROKEN_POWER_COUPLING" Tag "Broken Power Coupling"
Inventory.MaxAmount 1 Inventory.MaxAmount 1
Inventory.Icon "I_COUP" Inventory.Icon "I_COUP"
Inventory.PickupMessage "$TXT_BROKENCOUPLING" Inventory.PickupMessage "$TXT_BROKENCOUPLING"
@ -188,7 +190,7 @@ ACTOR ShadowArmor : PowerupGiver 2024
+INVENTORY.INVBAR +INVENTORY.INVBAR
-INVENTORY.FANCYPICKUPSOUND -INVENTORY.FANCYPICKUPSOUND
RenderStyle Translucent RenderStyle Translucent
Tag "Shadow_armor" Tag "Shadow Armor"
Inventory.MaxAmount 2 Inventory.MaxAmount 2
Powerup.Type "Shadow" Powerup.Type "Shadow"
Inventory.Icon "I_SHD1" Inventory.Icon "I_SHD1"
@ -215,7 +217,7 @@ ACTOR EnvironmentalSuit : PowerupGiver 2025
-INVENTORY.FANCYPICKUPSOUND -INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 5 Inventory.MaxAmount 5
Powerup.Type "Mask" Powerup.Type "Mask"
Tag "Environmental_Suit" Tag "Environmental Suit"
Inventory.Icon "I_MASK" Inventory.Icon "I_MASK"
Inventory.PickupSound "misc/i_pkup" Inventory.PickupSound "misc/i_pkup"
Inventory.PickupMessage "$TXT_ENVSUIT" Inventory.PickupMessage "$TXT_ENVSUIT"
@ -236,7 +238,7 @@ ACTOR GuardUniform : Inventory 90
ConversationID 162, 158, 161 ConversationID 162, 158, 161
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
Tag "Guard_Uniform" Tag "Guard Uniform"
Inventory.Icon "I_UNIF" Inventory.Icon "I_UNIF"
Inventory.PickupMessage "$TXT_GUARDUNIFORM" Inventory.PickupMessage "$TXT_GUARDUNIFORM"
Inventory.GiveQuest 15 Inventory.GiveQuest 15
@ -257,7 +259,7 @@ ACTOR OfficersUniform : Inventory 52
ConversationID 163, 159, 162 ConversationID 163, 159, 162
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
Tag "Officer's_Uniform" Tag "Officer's Uniform"
Inventory.Icon "I_OFIC" Inventory.Icon "I_OFIC"
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM" Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
States States
@ -278,7 +280,7 @@ ACTOR FlameThrowerParts : Inventory
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
Inventory.Icon "I_BFLM" Inventory.Icon "I_BFLM"
Tag "flame_thrower_parts" Tag "Flame Thrower Parts"
Inventory.PickupMessage "$TXT_FTHROWERPARTS" Inventory.PickupMessage "$TXT_FTHROWERPARTS"
States States
{ {
@ -298,7 +300,7 @@ ACTOR InterrogatorReport : Inventory
Game Strife Game Strife
ConversationID 308, 289, 306 ConversationID 308, 289, 306
+FLOORCLIP +FLOORCLIP
Tag "report" Tag "Report"
Inventory.PickupMessage "$TXT_REPORT" Inventory.PickupMessage "$TXT_REPORT"
States States
{ {
@ -317,7 +319,7 @@ ACTOR Info : Inventory
ConversationID 300, 282, 299 ConversationID 300, 282, 299
+FLOORCLIP +FLOORCLIP
+INVENTORY.INVBAR +INVENTORY.INVBAR
Tag "info" Tag "Info"
Inventory.Icon "I_TOKN" Inventory.Icon "I_TOKN"
Inventory.PickupMessage "$TXT_INFO" Inventory.PickupMessage "$TXT_INFO"
States States
@ -387,7 +389,7 @@ ACTOR DegninOre : Inventory 59 native
+FLOORCLIP +FLOORCLIP
+INCOMBAT +INCOMBAT
+INVENTORY.INVBAR +INVENTORY.INVBAR
Tag "Degnin_Ore" Tag "Degnin Ore"
DeathSound "ore/explode" DeathSound "ore/explode"
Inventory.Icon "I_XPRK" Inventory.Icon "I_XPRK"
Inventory.PickupMessage "$TXT_DEGNINORE" Inventory.PickupMessage "$TXT_DEGNINORE"
@ -457,7 +459,7 @@ ACTOR Scanner : PowerupGiver 2027 native
+FLOORCLIP +FLOORCLIP
+INVENTORY.FANCYPICKUPSOUND +INVENTORY.FANCYPICKUPSOUND
Inventory.MaxAmount 1 Inventory.MaxAmount 1
Tag "scanner" Tag "Scanner"
Inventory.Icon "I_PMUP" Inventory.Icon "I_PMUP"
Powerup.Type "Scanner" Powerup.Type "Scanner"
Inventory.PickupSound "misc/i_pkup" Inventory.PickupSound "misc/i_pkup"
@ -477,7 +479,7 @@ ACTOR PrisonPass : Key native
Game Strife Game Strife
ConversationID 304, 286, 303 ConversationID 304, 286, 303
Inventory.Icon "I_TOKN" Inventory.Icon "I_TOKN"
Tag "Prison_pass" Tag "Prison Pass"
Inventory.PickupMessage "TXT_PRISONPASS" Inventory.PickupMessage "TXT_PRISONPASS"
States States
{ {
@ -507,7 +509,7 @@ ACTOR DummyStrifeItem : Inventory native
ACTOR RaiseAlarm : DummyStrifeItem native ACTOR RaiseAlarm : DummyStrifeItem native
{ {
ConversationID 301, 283, 300 ConversationID 301, 283, 300
Tag "alarm" Tag "Alarm"
} }
// Open door tag 222 -------------------------------------------------------- // Open door tag 222 --------------------------------------------------------

View file

@ -13,7 +13,7 @@ ACTOR BaseKey : StrifeKey 230
Game Strife Game Strife
ConversationID 133, 129, 132 ConversationID 133, 129, 132
Inventory.Icon "I_FUSL" Inventory.Icon "I_FUSL"
Tag "Base_Key" Tag "Base Key"
Inventory.PickupMessage "$TXT_BASEKEY" Inventory.PickupMessage "$TXT_BASEKEY"
States States
{ {
@ -31,7 +31,7 @@ ACTOR GovsKey : StrifeKey
Game Strife Game Strife
ConversationID 134, 130, 133 ConversationID 134, 130, 133
Inventory.Icon "I_REBL" Inventory.Icon "I_REBL"
Tag "Govs_Key" // "Rebel_Key" in the Teaser Tag "Govs Key" // "Rebel_Key" in the Teaser
Inventory.PickupMessage "$TXT_GOVSKEY" Inventory.PickupMessage "$TXT_GOVSKEY"
States States
{ {
@ -67,7 +67,7 @@ ACTOR IDBadge : StrifeKey 184
Game Strife Game Strife
ConversationID 136, 132, 135 ConversationID 136, 132, 135
Inventory.Icon "I_CRD1" Inventory.Icon "I_CRD1"
Tag "ID_Badge" Tag "ID Badge"
Inventory.PickupMessage "$TXT_IDBADGE" Inventory.PickupMessage "$TXT_IDBADGE"
States States
{ {
@ -85,7 +85,7 @@ ACTOR PrisonKey : StrifeKey
Game Strife Game Strife
ConversationID 137, 133, 136 ConversationID 137, 133, 136
Inventory.Icon "I_PRIS" Inventory.Icon "I_PRIS"
Tag "Prison_Key" Tag "Prison Key"
Inventory.GiveQuest 11 Inventory.GiveQuest 11
Inventory.PickupMessage "$TXT_PRISONKEY" Inventory.PickupMessage "$TXT_PRISONKEY"
States States
@ -104,7 +104,7 @@ ACTOR SeveredHand : StrifeKey 91
Game Strife Game Strife
ConversationID 138, 134, 137 ConversationID 138, 134, 137
Inventory.Icon "I_HAND" Inventory.Icon "I_HAND"
Tag "Severed_Hand" Tag "Severed Hand"
Inventory.GiveQuest 12 Inventory.GiveQuest 12
Inventory.PickupMessage "$TXT_SEVEREDHAND" Inventory.PickupMessage "$TXT_SEVEREDHAND"
States States
@ -123,7 +123,7 @@ ACTOR Power1Key : StrifeKey
Game Strife Game Strife
ConversationID 139, 135, 138 ConversationID 139, 135, 138
Inventory.Icon "I_PWR1" Inventory.Icon "I_PWR1"
Tag "Power1_Key" Tag "Power1 Key"
Inventory.PickupMessage "$TXT_POWER1KEY" Inventory.PickupMessage "$TXT_POWER1KEY"
States States
{ {
@ -141,7 +141,7 @@ ACTOR Power2Key : StrifeKey
Game Strife Game Strife
ConversationID 140, 136, 139 ConversationID 140, 136, 139
Inventory.Icon "I_PWR2" Inventory.Icon "I_PWR2"
Tag "Power2_Key" Tag "Power2 Key"
Inventory.PickupMessage "$TXT_POWER2KEY" Inventory.PickupMessage "$TXT_POWER2KEY"
States States
{ {
@ -159,7 +159,7 @@ ACTOR Power3Key : StrifeKey
Game Strife Game Strife
ConversationID 141, 137, 140 ConversationID 141, 137, 140
Inventory.Icon "I_PWR3" Inventory.Icon "I_PWR3"
Tag "Power3_Key" Tag "Power3 Key"
Inventory.PickupMessage "$TXT_POWER3KEY" Inventory.PickupMessage "$TXT_POWER3KEY"
States States
{ {
@ -177,7 +177,7 @@ ACTOR GoldKey : StrifeKey 40
Game Strife Game Strife
ConversationID 142, 138, 141 ConversationID 142, 138, 141
Inventory.Icon "I_KY1G" Inventory.Icon "I_KY1G"
Tag "Gold_Key" Tag "Gold Key"
Inventory.PickupMessage "$TXT_GOLDKEY" Inventory.PickupMessage "$TXT_GOLDKEY"
States States
{ {
@ -195,7 +195,7 @@ ACTOR IDCard : StrifeKey 13
Game Strife Game Strife
ConversationID 143, 139, 142 ConversationID 143, 139, 142
Inventory.Icon "I_CRD2" Inventory.Icon "I_CRD2"
Tag "ID_Card" Tag "ID Card"
Inventory.PickupMessage "$TXT_IDCARD" Inventory.PickupMessage "$TXT_IDCARD"
States States
{ {
@ -213,7 +213,7 @@ ACTOR SilverKey : StrifeKey 38
Game Strife Game Strife
ConversationID 144, 140, 143 ConversationID 144, 140, 143
Inventory.Icon "I_KY2S" Inventory.Icon "I_KY2S"
Tag "Silver_Key" Tag "Silver Key"
Inventory.PickupMessage "$TXT_SILVERKEY" Inventory.PickupMessage "$TXT_SILVERKEY"
States States
{ {
@ -231,7 +231,7 @@ ACTOR OracleKey : StrifeKey 61
Game Strife Game Strife
ConversationID 145, 141, 144 ConversationID 145, 141, 144
Inventory.Icon "I_ORAC" Inventory.Icon "I_ORAC"
Tag "Oracle_Key" Tag "Oracle Key"
Inventory.PickupMessage "$TXT_ORACLEKEY" Inventory.PickupMessage "$TXT_ORACLEKEY"
States States
{ {
@ -267,7 +267,7 @@ ACTOR OrderKey : StrifeKey 86
Game Strife Game Strife
ConversationID 147, 143, 146 ConversationID 147, 143, 146
Inventory.Icon "I_FUBR" Inventory.Icon "I_FUBR"
Tag "Order_Key" Tag "Order Key"
Inventory.PickupMessage "$TXT_ORDERKEY" Inventory.PickupMessage "$TXT_ORDERKEY"
States States
{ {
@ -285,7 +285,7 @@ ACTOR WarehouseKey : StrifeKey 166
Game Strife Game Strife
ConversationID 148, 144, 147 ConversationID 148, 144, 147
Inventory.Icon "I_WARE" Inventory.Icon "I_WARE"
Tag "Warehouse_Key" Tag "Warehouse Key"
Inventory.PickupMessage "$TXT_WAREHOUSEKEY" Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
States States
{ {
@ -303,7 +303,7 @@ ACTOR BrassKey : StrifeKey 39
Game Strife Game Strife
ConversationID 149, 145, 148 ConversationID 149, 145, 148
Inventory.Icon "I_KY3B" Inventory.Icon "I_KY3B"
Tag "Brass_Key" Tag "Brass Key"
Inventory.PickupMessage "$TXT_BRASSKEY" Inventory.PickupMessage "$TXT_BRASSKEY"
States States
{ {
@ -321,7 +321,7 @@ ACTOR RedCrystalKey : StrifeKey 192
Game Strife Game Strife
ConversationID 150, 146, 149 ConversationID 150, 146, 149
Inventory.Icon "I_RCRY" Inventory.Icon "I_RCRY"
Tag "Red_Crystal_Key" Tag "Red Crystal Key"
Inventory.PickupMessage "$TXT_REDCRYSTAL" Inventory.PickupMessage "$TXT_REDCRYSTAL"
States States
{ {
@ -339,7 +339,7 @@ ACTOR BlueCrystalKey : StrifeKey 193
Game Strife Game Strife
ConversationID 151, 147, 150 ConversationID 151, 147, 150
Inventory.Icon "I_BCRY" Inventory.Icon "I_BCRY"
Tag "Blue_Crystal_Key" Tag "Blue Crystal Key"
Inventory.PickupMessage "$TXT_BLUECRYSTAL" Inventory.PickupMessage "$TXT_BLUECRYSTAL"
States States
{ {
@ -357,7 +357,7 @@ ACTOR ChapelKey : StrifeKey 195
Game Strife Game Strife
ConversationID 152, 148, 151 ConversationID 152, 148, 151
Inventory.Icon "I_CHAP" Inventory.Icon "I_CHAP"
Tag "Chapel_Key" Tag "Chapel Key"
Inventory.PickupMessage "$TXT_CHAPELKEY" Inventory.PickupMessage "$TXT_CHAPELKEY"
States States
{ {
@ -375,7 +375,7 @@ ACTOR CatacombKey : StrifeKey
Game Strife Game Strife
ConversationID 153, 149, 152 ConversationID 153, 149, 152
Inventory.Icon "I_TUNL" Inventory.Icon "I_TUNL"
Tag "Catacomb_Key" // "Tunnel_Key" in the Teaser Tag "Catacomb Key" // "Tunnel_Key" in the Teaser
Inventory.GiveQuest 28 Inventory.GiveQuest 28
Inventory.PickupMessage "$TXT_CATACOMBKEY" Inventory.PickupMessage "$TXT_CATACOMBKEY"
States States
@ -394,7 +394,7 @@ ACTOR SecurityKey : StrifeKey
Game Strife Game Strife
ConversationID 154, 150, 153 ConversationID 154, 150, 153
Inventory.Icon "I_SECK" Inventory.Icon "I_SECK"
Tag "Security_Key" Tag "Security Key"
Inventory.PickupMessage "$TXT_SECURITYKEY" Inventory.PickupMessage "$TXT_SECURITYKEY"
States States
{ {
@ -412,7 +412,7 @@ ACTOR CoreKey : StrifeKey 236
Game Strife Game Strife
ConversationID 155, 151, 154 ConversationID 155, 151, 154
Inventory.Icon "I_GOID" Inventory.Icon "I_GOID"
Tag "Core_Key" // "New_Key1" in the Teaser Tag "Core Key" // "New_Key1" in the Teaser
Inventory.PickupMessage "$TXT_COREKEY" Inventory.PickupMessage "$TXT_COREKEY"
States States
{ {
@ -430,7 +430,7 @@ ACTOR MaulerKey : StrifeKey 233
Game Strife Game Strife
ConversationID 156, 152, 155 ConversationID 156, 152, 155
Inventory.Icon "I_BLTK" Inventory.Icon "I_BLTK"
Tag "Mauler_Key" // "New_Key2" in the Teaser Tag "Mauler Key" // "New_Key2" in the Teaser
Inventory.PickupMessage "$TXT_MAULERKEY" Inventory.PickupMessage "$TXT_MAULERKEY"
States States
{ {
@ -448,7 +448,7 @@ ACTOR FactoryKey : StrifeKey 234
Game Strife Game Strife
ConversationID 157, 153, 156 ConversationID 157, 153, 156
Inventory.Icon "I_PROC" Inventory.Icon "I_PROC"
Tag "Factory_Key" // "New_Key3" in the Teaser Tag "Factory Key" // "New_Key3" in the Teaser
Inventory.PickupMessage "$TXT_FACTORYKEY" Inventory.PickupMessage "$TXT_FACTORYKEY"
States States
{ {
@ -466,7 +466,7 @@ ACTOR MineKey : StrifeKey 235
Game Strife Game Strife
ConversationID 158, 154, 157 ConversationID 158, 154, 157
Inventory.Icon "I_MINE" // "New_Key4" in the Teaser Inventory.Icon "I_MINE" // "New_Key4" in the Teaser
Tag "MINE_KEY" Tag "Mine_Key"
Inventory.PickupMessage "$TXT_MINEKEY" Inventory.PickupMessage "$TXT_MINEKEY"
States States
{ {
@ -484,7 +484,7 @@ ACTOR NewKey5 : StrifeKey
Game Strife Game Strife
ConversationID 159, 155, 158 ConversationID 159, 155, 158
Inventory.Icon "I_BLTK" Inventory.Icon "I_BLTK"
Tag "New_Key5" Tag "New Key5"
Inventory.PickupMessage "$TXT_NEWKEY5" Inventory.PickupMessage "$TXT_NEWKEY5"
States States
{ {
@ -505,7 +505,7 @@ ACTOR OraclePass : Inventory
Inventory.Icon "I_OTOK" Inventory.Icon "I_OTOK"
Inventory.GiveQuest 18 Inventory.GiveQuest 18
Inventory.PickupMessage "$TXT_ORACLEPASS" Inventory.PickupMessage "$TXT_ORACLEPASS"
Tag "Oracle_Pass" Tag "Oracle Pass"
States States
{ {
Spawn: Spawn:

View file

@ -159,7 +159,7 @@ ACTOR StrifeCrossbow : StrifeWeapon 2001
Weapon.SisterWeapon "StrifeCrossbow2" Weapon.SisterWeapon "StrifeCrossbow2"
Inventory.PickupMessage "$TXT_STRIFECROSSBOW" Inventory.PickupMessage "$TXT_STRIFECROSSBOW"
Inventory.Icon "CBOWA0" Inventory.Icon "CBOWA0"
Tag "crossbow" Tag "Crossbow"
action native A_ClearFlash (); action native A_ClearFlash ();
action native A_ShowElectricFlash (); action native A_ShowElectricFlash ();
@ -243,7 +243,7 @@ actor AssaultGun : StrifeWeapon 2002
Weapon.AmmoGive1 20 Weapon.AmmoGive1 20
Weapon.AmmoType1 "ClipOfBullets" Weapon.AmmoType1 "ClipOfBullets"
Inventory.Icon "RIFLA0" Inventory.Icon "RIFLA0"
Tag "assault_gun" Tag "Assault Gun"
Inventory.PickupMessage "$TXT_ASSAULTGUN" Inventory.PickupMessage "$TXT_ASSAULTGUN"
States States
{ {
@ -299,7 +299,7 @@ ACTOR MiniMissileLauncher : StrifeWeapon 2003
Weapon.AmmoGive1 8 Weapon.AmmoGive1 8
Weapon.AmmoType1 "MiniMissiles" Weapon.AmmoType1 "MiniMissiles"
Inventory.Icon "MMSLA0" Inventory.Icon "MMSLA0"
Tag "mini_missile_launcher" Tag "Mini Missile Launcher"
Inventory.PickupMessage "$TXT_MMLAUNCHER" Inventory.PickupMessage "$TXT_MMLAUNCHER"
action native A_FireMiniMissile (); action native A_FireMiniMissile ();
@ -407,7 +407,7 @@ ACTOR FlameThrower : StrifeWeapon 2005
Weapon.ReadySound "weapons/flameidle" Weapon.ReadySound "weapons/flameidle"
Weapon.AmmoType1 "EnergyPod" Weapon.AmmoType1 "EnergyPod"
Inventory.Icon "FLAMA0" Inventory.Icon "FLAMA0"
Tag "flame_thrower" Tag "Flame Thrower"
Inventory.PickupMessage "$TXT_FLAMER" Inventory.PickupMessage "$TXT_FLAMER"
action native A_FireFlamer (); action native A_FireFlamer ();
@ -483,7 +483,7 @@ ACTOR Mauler : StrifeWeapon 2004
Weapon.AmmoType1 "EnergyPod" Weapon.AmmoType1 "EnergyPod"
Weapon.SisterWeapon "Mauler2" Weapon.SisterWeapon "Mauler2"
Inventory.Icon "TRPDA0" Inventory.Icon "TRPDA0"
Tag "mauler" Tag "Mauler"
Inventory.PickupMessage "$TXT_MAULER" Inventory.PickupMessage "$TXT_MAULER"
action native A_FireMauler1 (); action native A_FireMauler1 ();
@ -749,7 +749,7 @@ ACTOR StrifeGrenadeLauncher : StrifeWeapon 154
Weapon.AmmoType1 "HEGrenadeRounds" Weapon.AmmoType1 "HEGrenadeRounds"
Weapon.SisterWeapon "StrifeGrenadeLauncher2" Weapon.SisterWeapon "StrifeGrenadeLauncher2"
Inventory.Icon "GRNDA0" Inventory.Icon "GRNDA0"
Tag "Grenade_launcher" Tag "Grenade Launcher"
Inventory.PickupMessage "$TXT_GLAUNCHER" Inventory.PickupMessage "$TXT_GLAUNCHER"
action native A_FireGrenade (class<Actor> grenadetype, int angleofs, state flash); action native A_FireGrenade (class<Actor> grenadetype, int angleofs, state flash);

View file

@ -2,6 +2,7 @@
skill baby skill baby
{ {
AutoUseHealth
AmmoFactor = 2 AmmoFactor = 2
DamageFactor = 0.5 DamageFactor = 0.5
EasyBossBrain EasyBossBrain

View file

@ -1,5 +1,6 @@
skill baby skill baby
{ {
AutoUseHealth
AmmoFactor = 2 AmmoFactor = 2
DamageFactor = 0.5 DamageFactor = 0.5
EasyBossBrain EasyBossBrain

View file

@ -1,6 +1,7 @@
// MAPINFO for Heretic (Shareware and Retail) // MAPINFO for Heretic (Shareware and Retail)
skill baby skill baby
{ {
AutoUseHealth
AmmoFactor = 1.5 AmmoFactor = 1.5
DoubleAmmoFactor = 1.5 DoubleAmmoFactor = 1.5
DamageFactor = 0.5 DamageFactor = 0.5

View file

@ -2,6 +2,7 @@
// Most of the MAPINFO is still in hexen.wad. // Most of the MAPINFO is still in hexen.wad.
skill baby skill baby
{ {
AutoUseHealth
AmmoFactor = 1.5 AmmoFactor = 1.5
DoubleAmmoFactor = 1.5 DoubleAmmoFactor = 1.5
DamageFactor = 0.5 DamageFactor = 0.5

View file

@ -1,6 +1,7 @@
// MAPINFO for Strife (full version and teaser) // MAPINFO for Strife (full version and teaser)
skill baby skill baby
{ {
AutoUseHealth
AmmoFactor = 2 AmmoFactor = 2
DamageFactor = 0.5 DamageFactor = 0.5
EasyBossBrain EasyBossBrain