mirror of
https://github.com/ZDoom/gzdoom.git
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191 lines
2.7 KiB
Text
191 lines
2.7 KiB
Text
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// CTC flag spots. They are not functional and only here so that something gets spawned for them.
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class SVEFlagSpotRed : Inventory
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{
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States
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{
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Spawn:
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FLGR A 1 BRIGHT;
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FLGR A 0 BRIGHT; // A_FlagStandSpawn
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FLGR A 1 BRIGHT; // A_FlagStandCheck
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Wait;
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}
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}
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class SVEFlagSpotBlue : Inventory
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{
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States
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{
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Spawn:
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FLGB A 1 BRIGHT;
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FLGB A 0 BRIGHT; // A_FlagStandSpawn
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FLGB A 1 BRIGHT; // A_FlagStandCheck
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Wait;
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}
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}
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class SVEBlueChalice : Inventory
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{
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Default
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{
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 10;
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Height 16;
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Tag "$TAG_OFFERINGCHALICE";
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Inventory.Icon "I_RELB";
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Inventory.PickupMessage "$TXT_OFFERINGCHALICE";
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}
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States
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{
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Spawn:
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RELB A -1 BRIGHT;
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Stop;
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}
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}
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class SVETalismanPowerup : Inventory
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{
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}
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class SVETalismanRed : Inventory
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{
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Default
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{
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+DROPPED
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+FLOORCLIP
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+INVENTORY.INVBAR
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Radius 10;
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Height 16;
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Inventory.MaxAmount 1;
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Inventory.Icon "I_FLGR";
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Tag "$TAG_TALISMANRED";
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Inventory.PickupMessage "$MSG_TALISMANRED";
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}
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States
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{
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Spawn:
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FLGR A -1 BRIGHT;
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Stop;
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}
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override bool TryPickup (in out Actor toucher)
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{
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let useok = Super.TryPickup (toucher);
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if (useok)
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{
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if (toucher.FindInventory("SVETalismanRed") &&
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toucher.FindInventory("SVETalismanGreen") &&
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toucher.FindInventory("SVETalismanBlue"))
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{
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toucher.A_Print("$MSG_TALISMANPOWER");
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toucher.GiveInventoryType("SVETalismanPowerup");
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}
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}
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return useok;
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}
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}
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class SVETalismanBlue : SVETalismanRed
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{
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Default
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{
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+INVENTORY.INVBAR
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Inventory.Icon "I_FLGB";
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Tag "$TAG_TALISMANBLUE";
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Inventory.PickupMessage "$MSG_TALISMANBLUE";
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}
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States
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{
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Spawn:
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FLGB A -1 BRIGHT;
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Stop;
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}
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}
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class SVETalismanGreen : SVETalismanRed
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{
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Default
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{
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+INVENTORY.INVBAR
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Inventory.Icon "I_FLGG";
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Tag "$TAG_TALISMANGREEN";
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Inventory.PickupMessage "$MSG_TALISMANGREEN";
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}
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States
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{
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Spawn:
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FLGG A -1 BRIGHT;
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Stop;
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}
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}
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class SVEOreSpawner : Actor
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{
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Default
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{
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+NOSECTOR
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}
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States
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{
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Spawn:
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TNT1 A 175 A_OreSpawner;
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loop;
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}
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//
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// A_OreSpawner
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//
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// [SVE] svillarreal
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//
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void A_OreSpawner()
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{
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if(deathmatch) return;
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bool inrange = false;
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for(int i = 0; i < MAXPLAYERS; i++)
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{
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if(!playeringame[i])
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continue;
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if(Distance2D(players[i].mo) < 2048)
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{
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inrange = true;
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break;
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}
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}
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if(!inrange) return;
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let it = ThinkerIterator.Create("DegninOre");
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Thinker ac;
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int numores = 0;
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while (ac = it.Next())
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{
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if (++numores == 3) return;
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}
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Spawn("DegninOre", Pos);
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}
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}
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class SVEOpenDoor225 : DummyStrifeItem
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{
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override bool TryPickup (in out Actor toucher)
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{
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Door_Open(225, 16);
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GoAwayAndDie ();
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return true;
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}
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override bool SpecialDropAction (Actor dropper)
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{
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Door_Open(225, 16);
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Destroy ();
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return true;
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}
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}
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