gzdoom/wadsrc/static/zscript/shared/inv_misc.txt
Christoph Oelckers b0f3121bec - split up zscript/shared/inventory.txt.
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.

This should conclude the inventory cleanup. It is now possible again to find things in there.
2016-11-30 13:36:13 +01:00

87 lines
1.4 KiB
Text

class ScoreItem : Inventory
{
Default
{
Height 10;
+COUNTITEM
Inventory.Amount 1;
+Inventory.ALWAYSPICKUP
}
override bool TryPickup (in out Actor toucher)
{
toucher.Score += Amount;
GoAwayAndDie();
return true;
}
}
class Health : Inventory native
{
native int PrevHealth;
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 0;
Inventory.PickupSound "misc/health_pkup";
}
}
class HealthPickup : Inventory native
{
native int autousemode;
Default
{
Inventory.DefMaxAmount;
+INVENTORY.INVBAR
}
}
class Key : Inventory native
{
native uint8 KeyNumber;
Default
{
+DONTGIB; // Don't disappear due to a crusher
Inventory.InterHubAmount 0;
Inventory.PickupSound "misc/k_pkup";
}
}
class MapRevealer : Inventory
{
//===========================================================================
//
// AMapRevealer :: TryPickup
//
// A MapRevealer reveals the whole map for the player who picks it up.
// The MapRevealer doesn't actually go in your inventory. Instead, it sets
// a flag on the level.
//
//===========================================================================
override bool TryPickup (in out Actor toucher)
{
level.allmap = true;
GoAwayAndDie ();
return true;
}
}
class PuzzleItem : Inventory native
{
native int PuzzleItemNumber;
Default
{
+NOGRAVITY
+INVENTORY.INVBAR
Inventory.DefMaxAmount;
Inventory.UseSound "PuzzleSuccess";
Inventory.PickupSound "misc/i_pkup";
}
}