// Med patch ----------------------------------------------------------------- class MedPatch : HealthPickup { Default { Health 10; +FLOORCLIP +INVENTORY.INVBAR Inventory.MaxAmount 20; Tag "$TAG_MEDPATCH"; Inventory.Icon "I_STMP"; Inventory.PickupMessage "$TXT_MEDPATCH"; HealthPickup.Autouse 3; } States { Spawn: STMP A -1; Stop; } } // Medical Kit --------------------------------------------------------------- class MedicalKit : HealthPickup { Default { Health 25; +FLOORCLIP +INVENTORY.INVBAR Inventory.MaxAmount 15; Tag "$TAG_MEDICALKIT"; Inventory.Icon "I_MDKT"; Inventory.PickupMessage "$TXT_MEDICALKIT"; HealthPickup.Autouse 3; } States { Spawn: MDKT A -1; Stop; } } // Surgery Kit -------------------------------------------------------------- class SurgeryKit : HealthPickup { Default { +FLOORCLIP +INVENTORY.INVBAR Health -100; Inventory.MaxAmount 5; Tag "$TAG_SURGERYKIT"; Inventory.Icon "I_FULL"; Inventory.PickupMessage "$TXT_SURGERYKIT"; } States { Spawn: FULL AB 35; Loop; } } // StrifeMap ---------------------------------------------------------------- class StrifeMap : MapRevealer { Default { +FLOORCLIP Inventory.PickupSound "misc/p_pkup"; Inventory.PickupMessage "$TXT_STRIFEMAP"; } States { Spawn: SMAP AB 6 Bright; Loop; } } // Beldin's Ring ------------------------------------------------------------ class BeldinsRing : Inventory { Default { +NOTDMATCH +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_BELDINSRING"; Inventory.Icon "I_RING"; Inventory.GiveQuest 1; Inventory.PickupMessage "$TXT_BELDINSRING"; } States { Spawn: RING A -1; Stop; } } // Offering Chalice --------------------------------------------------------- class OfferingChalice : Inventory { Default { +DROPPED +FLOORCLIP +INVENTORY.INVBAR Radius 10; Height 16; Tag "$TAG_OFFERINGCHALICE"; Inventory.Icon "I_RELC"; Inventory.PickupMessage "$TXT_OFFERINGCHALICE"; Inventory.GiveQuest 2; } States { Spawn: RELC A -1; Stop; } } // Ear ---------------------------------------------------------------------- class Ear : Inventory { Default { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_EAR"; Inventory.Icon "I_EARS"; Inventory.PickupMessage "$TXT_EAR"; Inventory.GiveQuest 9; } States { Spawn: EARS A -1; Stop; } } // Broken Power Coupling ---------------------------------------------------- class BrokenPowerCoupling : Inventory { Default { Health 40; +DROPPED +FLOORCLIP +INVENTORY.INVBAR Radius 16; Height 16; Tag "$TAG_BROKENCOUPLING"; Inventory.MaxAmount 1; Inventory.Icon "I_COUP"; Inventory.PickupMessage "$TXT_BROKENCOUPLING"; Inventory.GiveQuest 8; } States { Spawn: COUP C -1; Stop; } } // Shadow Armor ------------------------------------------------------------- class ShadowArmor : PowerupGiver { Default { +FLOORCLIP +VISIBILITYPULSE +INVENTORY.INVBAR -INVENTORY.FANCYPICKUPSOUND RenderStyle "Translucent"; Tag "$TAG_SHADOWARMOR"; Inventory.MaxAmount 2; Powerup.Type "PowerShadow"; Inventory.Icon "I_SHD1"; Inventory.PickupSound "misc/i_pkup"; Inventory.PickupMessage "$TXT_SHADOWARMOR"; } States { Spawn: SHD1 A -1 Bright; Stop; } } // Environmental suit ------------------------------------------------------- class EnvironmentalSuit : PowerupGiver { Default { +FLOORCLIP +INVENTORY.INVBAR -INVENTORY.FANCYPICKUPSOUND Inventory.MaxAmount 5; Powerup.Type "PowerMask"; Tag "$TAG_ENVSUIT"; Inventory.Icon "I_MASK"; Inventory.PickupSound "misc/i_pkup"; Inventory.PickupMessage "$TXT_ENVSUIT"; } States { Spawn: MASK A -1; Stop; } } // Guard Uniform ------------------------------------------------------------ class GuardUniform : Inventory { Default { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_GUARDUNIFORM"; Inventory.Icon "I_UNIF"; Inventory.PickupMessage "$TXT_GUARDUNIFORM"; Inventory.GiveQuest 15; } States { Spawn: UNIF A -1; Stop; } } // Officer's Uniform -------------------------------------------------------- class OfficersUniform : Inventory { Default { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_OFFICERSUNIFORM"; Inventory.Icon "I_OFIC"; Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"; } States { Spawn: OFIC A -1; Stop; } } // Flame Thrower Parts ------------------------------------------------------ class FlameThrowerParts : Inventory { Default { +FLOORCLIP +INVENTORY.INVBAR Inventory.Icon "I_BFLM"; Tag "$TAG_FTHROWERPARTS"; Inventory.PickupMessage "$TXT_FTHROWERPARTS"; } States { Spawn: BFLM A -1; Stop; } } // InterrogatorReport ------------------------------------------------------- // SCRIPT32 in strife0.wad has an Acolyte that drops this, but I couldn't // find that Acolyte in the map. It seems to be totally unused in the // final game. class InterrogatorReport : Inventory { Default { +FLOORCLIP Tag "$TAG_REPORT"; Inventory.PickupMessage "$TXT_REPORT"; } States { Spawn: TOKN A -1; Stop; } } // Info --------------------------------------------------------------------- class Info : Inventory { Default { +FLOORCLIP +INVENTORY.INVBAR Tag "$TAG_INFO"; Inventory.Icon "I_TOKN"; Inventory.PickupMessage "$TXT_INFO"; } States { Spawn: TOKN A -1; Stop; } } // Targeter ----------------------------------------------------------------- class Targeter : PowerupGiver { Default { +FLOORCLIP +INVENTORY.INVBAR -INVENTORY.FANCYPICKUPSOUND Tag "$TAG_TARGETER"; Powerup.Type "PowerTargeter"; Inventory.MaxAmount 5; Inventory.Icon "I_TARG"; Inventory.PickupSound "misc/i_pkup"; Inventory.PickupMessage "$TXT_TARGETER"; } States { Spawn: TARG A -1; Stop; } } // Communicator ----------------------------------------------------------------- class Communicator : Inventory { Default { +NOTDMATCH Tag "$TAG_COMMUNICATOR"; Inventory.Icon "I_COMM"; Inventory.PickupSound "misc/p_pkup"; Inventory.PickupMessage "$TXT_COMMUNICATOR"; } States { Spawn: COMM A -1; Stop; } } // Degnin Ore --------------------------------------------------------------- class DegninOre : Inventory native { Default { Health 10; Radius 16; Height 16; Inventory.MaxAmount 10; +SOLID +SHOOTABLE +NOBLOOD +FLOORCLIP +INCOMBAT +INVENTORY.INVBAR Tag "$TAG_DEGNINORE"; DeathSound "ore/explode"; Inventory.Icon "I_XPRK"; Inventory.PickupMessage "$TXT_DEGNINORE"; } States { Spawn: XPRK A -1; Stop; Death: XPRK A 1 A_RemoveForceField; BNG3 A 0 A_SetRenderStyle(1, STYLE_Normal); BNG3 A 0 A_Scream; BNG3 A 3 Bright A_Explode(192, 192, alert:true); BNG3 BCDEFGH 3 Bright; Stop; } } // Gun Training ------------------------------------------------------------- class GunTraining : Inventory { Default { +FLOORCLIP +INVENTORY.INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 100; Tag "$TAG_GUNTRAINING"; Inventory.Icon "I_GUNT"; } States { Spawn: GUNT A -1; Stop; } } // Health Training ---------------------------------------------------------- class HealthTraining : Inventory native { Default { +FLOORCLIP +INVENTORY.INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 100; Tag "$TAG_HEALTHTRAINING"; Inventory.Icon "I_HELT"; } States { Spawn: HELT A -1; Stop; } } // Scanner ------------------------------------------------------------------ class Scanner : PowerupGiver native { Default { +FLOORCLIP +INVENTORY.FANCYPICKUPSOUND Inventory.MaxAmount 1; Tag "$TAG_SCANNER"; Inventory.Icon "I_PMUP"; Powerup.Type "PowerScanner"; Inventory.PickupSound "misc/i_pkup"; Inventory.PickupMessage "$TXT_SCANNER"; } States { Spawn: PMUP AB 6; Loop; } } // Prison Pass -------------------------------------------------------------- class PrisonPass : Key native { Default { Inventory.Icon "I_TOKN"; Tag "$TAG_PRISONPASS"; Inventory.PickupMessage "$TXT_PRISONPASS"; } States { Spawn: TOKN A -1; Stop; } } //--------------------------------------------------------------------------- // Dummy items. They are just used by Strife to perform --------------------- // actions and cannot be held. ---------------------------------------------- //--------------------------------------------------------------------------- class DummyStrifeItem : Inventory native { States { Spawn: TOKN A -1; Stop; } } // Sound the alarm! --------------------------------------------------------- class RaiseAlarm : DummyStrifeItem native { Default { Tag "$TAG_ALARM"; } } // Open door tag 222 -------------------------------------------------------- class OpenDoor222 : DummyStrifeItem native { } // Close door tag 222 ------------------------------------------------------- class CloseDoor222 : DummyStrifeItem native { } // Open door tag 224 -------------------------------------------------------- class OpenDoor224 : DummyStrifeItem native { } // Ammo --------------------------------------------------------------------- class AmmoFillup : DummyStrifeItem native { Default { Tag "$TAG_AMMOFILLUP"; } } // Health ------------------------------------------------------------------- class HealthFillup : DummyStrifeItem native { Default { Tag "$TAG_HEALTHFILLUP"; } } // Upgrade Stamina ---------------------------------------------------------- class UpgradeStamina : DummyStrifeItem native { Default { Inventory.Amount 10; Inventory.MaxAmount 100; } } // Upgrade Accuracy --------------------------------------------------------- class UpgradeAccuracy : DummyStrifeItem native { } // Start a slideshow -------------------------------------------------------- class SlideshowStarter : DummyStrifeItem native { }