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a597979738
- moved inventory stuff into its own directory.
87 lines
1.4 KiB
Text
87 lines
1.4 KiB
Text
class ScoreItem : Inventory
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{
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Default
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{
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Height 10;
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+COUNTITEM
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Inventory.Amount 1;
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+Inventory.ALWAYSPICKUP
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}
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override bool TryPickup (in out Actor toucher)
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{
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toucher.Score += Amount;
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GoAwayAndDie();
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return true;
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}
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}
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class Health : Inventory native
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{
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native int PrevHealth;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 0;
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Inventory.PickupSound "misc/health_pkup";
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}
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}
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class HealthPickup : Inventory native
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{
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native int autousemode;
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Default
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{
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Inventory.DefMaxAmount;
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+INVENTORY.INVBAR
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}
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}
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class Key : Inventory native
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{
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native uint8 KeyNumber;
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Default
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{
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+DONTGIB; // Don't disappear due to a crusher
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Inventory.InterHubAmount 0;
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Inventory.PickupSound "misc/k_pkup";
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}
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}
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class MapRevealer : Inventory
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{
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//===========================================================================
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//
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// AMapRevealer :: TryPickup
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//
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// A MapRevealer reveals the whole map for the player who picks it up.
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// The MapRevealer doesn't actually go in your inventory. Instead, it sets
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// a flag on the level.
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//
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//===========================================================================
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override bool TryPickup (in out Actor toucher)
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{
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level.allmap = true;
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GoAwayAndDie ();
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return true;
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}
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}
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class PuzzleItem : Inventory native
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{
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native int PuzzleItemNumber;
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Default
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{
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+NOGRAVITY
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+INVENTORY.INVBAR
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Inventory.DefMaxAmount;
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Inventory.UseSound "PuzzleSuccess";
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Inventory.PickupSound "misc/i_pkup";
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}
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}
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