mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-27 14:12:28 +00:00
618 lines
12 KiB
Text
618 lines
12 KiB
Text
class Inventory : Actor native
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{
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native Actor Owner; // Who owns this item? NULL if it's still a pickup.
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native int Amount; // Amount of item this instance has
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native int MaxAmount; // Max amount of item this instance can have
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native int InterHubAmount; // Amount of item that can be kept between hubs or levels
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native int RespawnTics; // Tics from pickup time to respawn time
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native TextureID Icon; // Icon to show on status bar or HUD
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native int DropTime; // Countdown after dropping
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native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
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native Class<Actor> PickupFlash; // actor to spawn as pickup flash
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native Sound PickupSound;
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native bool bPickupGood;
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native bool bCreateCopyMoved;
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native bool bInitEffectFailed;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 1;
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Inventory.InterHubAmount 1;
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Inventory.UseSound "misc/invuse";
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Inventory.PickupSound "misc/i_pkup";
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
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}
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// These are regular functions for the item itself.
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private native void A_RestoreSpecialDoomThing();
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private native void A_RestoreSpecialThing1();
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private native void A_RestoreSpecialThing2();
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native bool, Actor CallTryPickup(Actor toucher);
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States(Actor, Overlay, Weapon, Item)
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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}
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class StateProvider : Inventory native
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{
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action native state A_JumpIfNoAmmo(statelabel label);
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action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = "");
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action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, double range = 0, class<Actor> missile = null, double Spawnheight = 32, double Spawnofs_xy = 0);
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action native void A_FireCustomMissile(class<Actor> missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0);
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action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0);
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action native void A_WeaponReady(int flags = 0);
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action native void A_Lower();
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action native void A_Raise();
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action native void A_ReFire(statelabel flash = null);
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action native void A_ClearReFire();
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action native void A_CheckReload();
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action native void A_GunFlash(statelabel flash = null, int flags = 0);
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action native void A_FireAssaultGun();
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action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false);
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action native void A_ResetReloadCounter();
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}
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class ScoreItem : Inventory native
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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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}
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class Ammo : Inventory native
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{
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native int BackpackAmount;
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native int BackpackMaxAmount;
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Default
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{
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+INVENTORY.KEEPDEPLETED
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Inventory.PickupSound "misc/ammo_pkup";
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}
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}
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class BackpackItem : Inventory native
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{
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native bool bDepleted;
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}
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class Armor : Inventory native
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{
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Default
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{
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Inventory.PickupSound "misc/armor_pkup";
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}
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}
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class BasicArmor : Armor native
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{
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native int AbsorbCount;
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int BonusCount;
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native Name ArmorType;
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native int ActualSaveAmount;
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Default
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{
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+Inventory.KEEPDEPLETED
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}
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}
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class BasicArmorBonus : Armor native
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{
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native double SavePercent; // The default, for when you don't already have armor
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native int MaxSaveAmount;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int SaveAmount;
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native int BonusCount;
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native int BonusMax;
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Default
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{
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+Inventory.AUTOACTIVATE
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+Inventory.ALWAYSPICKUP
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Inventory.MaxAmount 0;
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Armor.SavePercent 33.335;
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}
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}
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class BasicArmorPickup : Armor native
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{
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int SaveAmount;
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Default
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{
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+Inventory.AUTOACTIVATE;
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Inventory.MaxAmount 0;
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}
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}
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class HexenArmor : Armor native
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{
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native double Slots[5];
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native double SlotsIncrement[4];
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Default
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{
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+Inventory.KEEPDEPLETED
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+Inventory.UNDROPPABLE
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}
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}
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class DehackedPickup : Inventory native {}
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class FakeInventory : Inventory native
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{
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native bool Respawnable;
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}
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class CustomInventory : StateProvider native
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{
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Default
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{
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM;
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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 PowerupGiver : Inventory native
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{
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native Class<Actor> PowerupType;
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native int EffectTics; // Non-0 to override the powerup's default tics
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native color BlendColor; // Non-0 to override the powerup's default blend
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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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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+INVENTORY.FANCYPICKUPSOUND
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Inventory.PickupSound "misc/p_pkup";
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}
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}
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class Powerup : Inventory native
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{
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native int EffectTics;
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native color BlendColor;
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native Name Mode; // Meaning depends on powerup - used for Invulnerability and Invisibility
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native double Strength; // Meaning depends on powerup - currently used only by Invisibility
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}
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class PowerInvulnerable : Powerup native
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{
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Default
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{
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Powerup.Duration -30;
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inventory.icon "SPSHLD0";
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}
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}
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class PowerStrength : Powerup native
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{
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Default
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{
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Powerup.Duration 1;
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Powerup.Color "ff 00 00", 0.5;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerInvisibility : Powerup native
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{
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Default
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{
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+SHADOW;
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Powerup.Duration -60;
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Powerup.Strength 80;
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Powerup.Mode "Fuzzy";
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}
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}
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class PowerGhost : PowerInvisibility
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{
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Default
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{
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+GHOST;
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Powerup.Duration -60;
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Powerup.Strength 60;
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Powerup.Mode "None";
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}
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}
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class PowerShadow : PowerInvisibility
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{
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Default
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{
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+INVENTORY.HUBPOWER
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Powerup.Duration -55;
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Powerup.Strength 75;
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Powerup.Mode "Cumulative";
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}
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}
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class PowerIronFeet : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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Powerup.Color "00 ff 00", 0.125;
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}
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}
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class PowerMask : PowerIronFeet native
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{
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Default
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{
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Powerup.Duration -80;
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Powerup.Color "00 00 00", 0;
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+INVENTORY.HUBPOWER
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Inventory.Icon "I_MASK";
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}
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}
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class PowerLightAmp : Powerup native
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{
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Default
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{
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Powerup.Duration -120;
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}
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}
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class PowerTorch : PowerLightAmp native {}
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class PowerFlight : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerWeaponLevel2 : Powerup native
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{
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Default
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{
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Powerup.Duration -40;
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Inventory.Icon "SPINBK0";
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+INVENTORY.NOTELEPORTFREEZE
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}
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}
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class PowerSpeed : Powerup native
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{
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native int SpeedFlags;
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Default
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{
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Powerup.Duration -45;
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Speed 1.5;
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Inventory.Icon "SPBOOT0";
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+INVENTORY.NOTELEPORTFREEZE
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}
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}
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// Player Speed Trail (used by the Speed Powerup) ----------------------------
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class PlayerSpeedTrail : Actor
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{
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Default
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{
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+NOBLOCKMAP
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+NOGRAVITY
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Alpha 0.6;
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RenderStyle "Translucent";
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}
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override void Tick()
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{
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Alpha -= .6 / 8;
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if (Alpha <= 0)
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{
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Destroy ();
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}
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}
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}
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class PowerMinotaur : Powerup native
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{
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Default
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{
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Powerup.Duration -25;
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Inventory.Icon "SPMINO0";
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}
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}
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class PowerTargeter : Powerup native
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{
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Default
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{
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Powerup.Duration -160;
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+INVENTORY.HUBPOWER
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}
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States
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{
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Targeter:
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TRGT A -1;
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Stop;
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TRGT B -1;
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Stop;
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TRGT C -1;
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Stop;
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}
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}
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class PowerFrightener : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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}
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}
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class PowerBuddha : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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}
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}
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class PowerScanner : Powerup native
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{
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Default
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{
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Powerup.Duration -80;
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+INVENTORY.HUBPOWER
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}
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}
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class PowerTimeFreezer : Powerup native
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{
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Default
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{
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Powerup.Duration -12;
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}
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}
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class PowerDamage : Powerup native
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{
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Default
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{
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Powerup.Duration -25;
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}
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}
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class PowerProtection : Powerup native
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{
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Default
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{
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Powerup.Duration -25;
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}
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}
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class PowerDrain : Powerup native
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{
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Default
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{
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Powerup.Duration -60;
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}
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}
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class PowerRegeneration : Powerup native
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{
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Default
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{
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Powerup.Duration -120;
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Powerup.Strength 5;
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}
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}
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class PowerHighJump : Powerup native {}
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class PowerDoubleFiringSpeed : Powerup native {}
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class PowerMorph : Powerup native
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{
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native Class<PlayerPawn> PlayerClass;
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native Class<Actor> MorphFlash, UnMorphFlash;
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native int MorphStyle;
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native PlayerInfo MorphedPlayer;
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native bool bInUndoMorph;
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Default
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{
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Powerup.Duration -40;
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}
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}
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class PowerInfiniteAmmo : Powerup native
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{
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Default
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{
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Powerup.Duration -30;
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}
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}
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class MapRevealer : Inventory native {}
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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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class Weapon : StateProvider native
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{
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native uint WeaponFlags;
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native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
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native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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native int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
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native int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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native int Kickback;
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native float YAdjust; // For viewing the weapon fullscreen (visual only so no need to be a double)
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native sound UpSound, ReadySound; // Sounds when coming up and idle
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native class<Weapon> SisterWeaponType; // Another weapon to pick up with this one
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native class<Actor> ProjectileType; // Projectile used by primary attack
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native class<Actor> AltProjectileType; // Projectile used by alternate attack
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native int SelectionOrder; // Lower-numbered weapons get picked first
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native int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo
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native double MoveCombatDist; // Used by bots, but do they *really* need it?
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native int ReloadCounter; // For A_CheckForReload
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native int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double)
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native float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs.
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native float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction.
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native Ammo Ammo1, Ammo2; // In-inventory instance variables
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native Weapon SisterWeapon;
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native float FOVScale;
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native int Crosshair; // 0 to use player's crosshair
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native bool GivenAsMorphWeapon;
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native bool bAltFire; // Set when this weapon's alternate fire is used.
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native readonly bool bDehAmmo;
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Default
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{
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Inventory.PickupSound "misc/w_pkup";
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Weapon.DefaultKickback;
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Weapon.BobSpeed 1.0;
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Weapon.BobRangeX 1.0;
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Weapon.BobRangeY 1.0;
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+WEAPONSPAWN
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DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON;
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}
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States
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{
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LightDone:
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SHTG E 0 A_Light0;
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Stop;
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}
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native bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1);
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native virtual void EndPowerup();
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virtual State GetReadyState ()
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{
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return FindState('Ready');
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}
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native action void A_ZoomFactor(double scale = 1, int flags = 0);
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native action void A_SetCrosshair(int xhair);
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const ZOOM_INSTANT = 1;
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const ZOOM_NOSCALETURNING = 2;
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}
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class WeaponGiver : Weapon native
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{
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native double DropAmmoFactor;
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Default
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{
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Weapon.AmmoGive1 -1;
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Weapon.AmmoGive2 -1;
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}
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}
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class WeaponHolder : Inventory native
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{
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native int PieceMask;
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native Class<Actor> PieceWeapon;
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Default
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{
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+NOBLOCKMAP
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+NOSECTOR
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+INVENTORY.UNDROPPABLE
|
|
}
|
|
}
|
|
|
|
class WeaponPiece : Inventory native
|
|
{
|
|
Default
|
|
{
|
|
+WEAPONSPAWN;
|
|
}
|
|
}
|