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- Fixed: Strife's quest based line actions also work in Deathmatch.
- Fixed: Gravity application was not correct. For actors with no vertical momentum the initial pull is supposed to be twice as strong as when vertical movement already takes place. - added invquery CCMD like in Strife. Also removed all underscores from the tag strings so that they can be printed properly. - Fixed: Skill baby was missing 'autousehealth' for all games. - Added a new CVAR: sv_disableautohealth - Autouse of health items is no longer hardwired to the default item classes. There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small Raven health item, 2 a large Raven health item and 3 a Strife item. SVN r1452 (trunk)
This commit is contained in:
parent
37aa4c2c28
commit
42ac64d964
27 changed files with 254 additions and 150 deletions
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@ -1,4 +1,17 @@
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February 26, 2009
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February 28, 2009 (Changes by Graf Zahl)
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- Fixed: Strife's quest based line actions also work in Deathmatch.
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- Fixed: Gravity application was not correct. For actors with no vertical
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momentum the initial pull is supposed to be twice as strong as when
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vertical movement already takes place.
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- added invquery CCMD like in Strife. Also removed all underscores from the
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tag strings so that they can be printed properly.
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- Fixed: Skill baby was missing 'autousehealth' for all games.
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- Added a new CVAR: sv_disableautohealth
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- Autouse of health items is no longer hardwired to the default item classes.
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There's a new property HealthPickup.Autouse. 0 means no autouse, 1 a small
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Raven health item, 2 a large Raven health item and 3 a Strife item.
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February 26, 2009
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- Removed an early-out in wallscan_striped() that is invalid when drawing a
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skybox.
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@ -153,10 +153,10 @@ static const FBinding DefStrifeBindings[] =
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{ "backspace", "invdrop" },
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{ "z", "showpop 3" },
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{ "k", "showpop 2" },
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{ "q", "invquery" },
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{ NULL }
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// not done
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// h - use health
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// q - query inventory
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};
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const char *KeyNames[NUM_KEYS] =
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@ -374,6 +374,17 @@ CCMD (invuse)
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players[consoleplayer].inventorytics = 0;
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}
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CCMD(invquery)
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{
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AInventory *inv = players[consoleplayer].mo->InvSel;
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if (inv != NULL)
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{
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const char *description = inv->GetClass()->Meta.GetMetaString(AMETA_StrifeName);
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if (description == NULL) description = inv->GetClass()->TypeName;
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Printf(PRINT_HIGH, "%s (%dx)\n", description, inv->Amount);
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}
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}
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CCMD (use)
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{
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if (argv.argc() > 1 && who != NULL)
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@ -1530,6 +1530,18 @@ bool AHealthPickup::Use (bool pickup)
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return P_GiveBody (Owner, health);
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}
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//===========================================================================
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//
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// AHealthPickup :: Serialize
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//
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//===========================================================================
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void AHealthPickup::Serialize (FArchive &arc)
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{
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Super::Serialize(arc);
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arc << autousemode;
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}
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// Backpack -----------------------------------------------------------------
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//===========================================================================
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@ -341,6 +341,9 @@ class AHealthPickup : public AInventory
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{
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DECLARE_CLASS (AHealthPickup, AInventory)
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public:
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int autousemode;
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virtual void Serialize (FArchive &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual bool HandlePickup (AInventory *item);
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@ -425,6 +425,7 @@ static menuitem_t ControlsItems[] =
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{ control, "Next item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invnext"} },
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{ control, "Previous item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invprev"} },
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{ control, "Drop item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invdrop"} },
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{ control, "Query item", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"invquery"} },
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{ control, "Drop weapon", {NULL}, {0.0}, {0.0}, {0.0}, {(value_t *)"weapdrop"} },
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{ redtext, " ", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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{ whitetext,"Other", {NULL}, {0.0}, {0.0}, {0.0}, {NULL} },
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@ -719,72 +719,89 @@ void AActor::Die (AActor *source, AActor *inflictor)
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// PROC P_AutoUseHealth
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//
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//---------------------------------------------------------------------------
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static int CountHealth(TArray<AInventory *> &Items)
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{
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int counted = 0;
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for(unsigned i = 0; i < Items.Size(); i++)
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{
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counted += Items[i]->Amount * Items[i]->health;
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}
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return counted;
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}
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static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
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{
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int saved = 0;
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while (Items.Size() > 0 && saveHealth > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(unsigned i = 0; i < Items.Size(); i++)
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{
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if (Items[i]->health > maxhealth)
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{
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index = i;
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maxhealth = Items[i]->Amount;
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}
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}
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// Now apply the health items, using the same logic as Heretic anf Hexen.
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int count = (saveHealth + maxhealth-1) / maxhealth;
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for(int i = 0; i < count; i++)
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{
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saved += maxhealth;
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saveHealth -= maxhealth;
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if (--Items[index]->Amount == 0)
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{
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if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
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{
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Items[index]->Destroy ();
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}
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Items.Delete(index);
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break;
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}
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}
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}
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return saved;
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}
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void P_AutoUseHealth(player_t *player, int saveHealth)
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{
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int i;
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int count;
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const PClass *normalType = PClass::FindClass (NAME_ArtiHealth);
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const PClass *superType = PClass::FindClass (NAME_ArtiSuperHealth);
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AInventory *normalItem = player->mo->FindInventory (normalType);
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AInventory *superItem = player->mo->FindInventory (superType);
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int normalAmount, superAmount;
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TArray<AInventory *> NormalHealthItems;
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TArray<AInventory *> LargeHealthItems;
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normalAmount = normalItem != NULL ? normalItem->Amount : 0;
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superAmount = superItem != NULL ? superItem->Amount : 0;
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for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
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{
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if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
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{
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int mode = static_cast<AHealthPickup*>(inv)->autousemode;
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if (mode == 0) NormalHealthItems.Push(inv);
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else if (mode == 1) LargeHealthItems.Push(inv);
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}
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}
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int normalhealth = CountHealth(NormalHealthItems);
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int largehealth = CountHealth(LargeHealthItems);
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bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
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if (skilluse && (normalAmount*25 >= saveHealth))
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if (skilluse && normalhealth >= saveHealth)
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{ // Use quartz flasks
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count = (saveHealth+24)/25;
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for(i = 0; i < count; i++)
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{
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player->health += 25;
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if (--normalItem->Amount == 0)
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{
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normalItem->Destroy ();
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break;
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}
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}
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player->health += UseHealthItems(NormalHealthItems, saveHealth);
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}
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else if (superAmount*100 >= saveHealth)
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{ // Use mystic urns
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count = (saveHealth+99)/100;
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for(i = 0; i < count; i++)
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{
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player->health += 100;
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if (--superItem->Amount == 0)
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{
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superItem->Destroy ();
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break;
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}
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}
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else if (largehealth >= saveHealth)
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{
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// Use mystic urns
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player->health += UseHealthItems(LargeHealthItems, saveHealth);
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}
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else if (skilluse
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&& (superAmount*100+normalAmount*25 >= saveHealth))
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else if (skilluse && normalhealth + largehealth >= saveHealth)
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{ // Use mystic urns and quartz flasks
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count = (saveHealth+24)/25;
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saveHealth -= count*25;
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for(i = 0; i < count; i++)
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{
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player->health += 25;
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if (--normalItem->Amount == 0)
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{
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normalItem->Destroy ();
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break;
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}
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}
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count = (saveHealth+99)/100;
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for(i = 0; i < count; i++)
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{
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player->health += 100;
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if (--superItem->Amount == 0)
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{
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superItem->Destroy ();
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break;
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}
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}
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player->health += UseHealthItems(NormalHealthItems, saveHealth);
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if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
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}
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player->mo->health = player->health;
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}
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// P_AutoUseStrifeHealth
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//
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//============================================================================
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CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
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void P_AutoUseStrifeHealth (player_t *player)
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{
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static const ENamedName healthnames[2] = { NAME_MedicalKit, NAME_MedPatch };
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TArray<AInventory *> Items;
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for (int i = 0; i < 2; ++i)
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for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
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{
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const PClass *type = PClass::FindClass (healthnames[i]);
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while (player->health < 50)
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if (inv->Amount > 0 && inv->IsKindOf(RUNTIME_CLASS(AHealthPickup)))
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{
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AInventory *item = player->mo->FindInventory (type);
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if (item == NULL)
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break;
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if (!player->mo->UseInventory (item))
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break;
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int mode = static_cast<AHealthPickup*>(inv)->autousemode;
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if (mode == 3) Items.Push(inv);
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}
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}
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if (!sv_disableautohealth)
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{
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while (Items.Size() > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(unsigned i = 0; i < Items.Size(); i++)
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{
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if (Items[i]->health > maxhealth)
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{
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index = i;
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maxhealth = Items[i]->Amount;
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}
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}
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while (player->health < 50)
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{
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if (!player->mo->UseInventory (Items[index]))
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break;
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}
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if (player->health >= 50) return;
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// Using all of this item was not enough so delete it and restart with the next best one
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Items.Delete(index);
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}
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}
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}
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@ -700,7 +700,7 @@ bool AActor::UseInventory (AInventory *item)
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return false;
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}
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// Don't use it if you don't actually have any of it.
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if (item->Amount <= 0)
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if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
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{
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return false;
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}
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@ -1876,8 +1876,11 @@ void P_ZMovement (AActor *mo)
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if (!mo->waterlevel || mo->flags & MF_CORPSE || (mo->player &&
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!(mo->player->cmd.ucmd.forwardmove | mo->player->cmd.ucmd.sidemove)))
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{
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mo->momz -= (fixed_t)(level.gravity * mo->Sector->gravity *
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fixed_t grav = (fixed_t)(level.gravity * mo->Sector->gravity *
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FIXED2FLOAT(mo->gravity) * 81.92);
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if (mo->momz == 0) mo->momz -= grav + grav;
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else mo->momz -= grav;
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}
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if (mo->waterlevel > 1)
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{
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@ -1244,6 +1244,15 @@ DEFINE_CLASS_PROPERTY(lowmessage, IS, Health)
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info->Class->Meta.SetMetaString(AIMETA_LowHealthMessage, str);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(autouse, I, HealthPickup)
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{
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PROP_INT_PARM(i, 0);
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defaults->autousemode = i;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -75,7 +75,7 @@
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// SAVESIG should match SAVEVER.
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// MINSAVEVER is the minimum level snapshot version that can be loaded.
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#define MINSAVEVER 1447
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#define MINSAVEVER 1452
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#if SVN_REVISION_NUMBER < MINSAVEVER
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// Never write a savegame with a version lower than what we need
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@ -69,7 +69,7 @@ script << 0 >> (int type, int tag)
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case 230:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]))
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Open (tag, VDOORSPEED);
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clearlinespecial ();
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@ -78,7 +78,7 @@ script << 0 >> (int type, int tag)
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case 227:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]))
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Close (tag, VDOORSPEED);
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clearlinespecial ();
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@ -126,7 +126,7 @@ script << 0 >> (int type, int tag)
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case 193:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]))
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Floor_LowerToLowest (tag, 8);
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clearlinespecial ();
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@ -147,7 +147,7 @@ script << 0 >> (int type, int tag)
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case 187:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]))
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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ClearForceField (tag);
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clearlinespecial ();
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@ -155,7 +155,7 @@ script << 0 >> (int type, int tag)
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break;
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case 188:
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if (CheckInventory ("QuestItem16"))
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if (CheckInventory ("QuestItem16") || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Open (tag, VDOORSPEED);
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clearlinespecial ();
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@ -172,7 +172,7 @@ script << 0 >> (int type, int tag)
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case 215:
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i = (tag % 100) & 31;
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if (CheckInventory (QuestItems[i]))
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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SendToCommunicator (tag/100, 0, 1, 0);
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clearlinespecial ();
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@ -192,7 +192,7 @@ script << 0 >> (int type, int tag)
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case 216:
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i = GetLineRowOffset() & 31;
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if (CheckInventory (QuestItems[i]))
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if (CheckInventory (QuestItems[i]) || gametype() == GAME_NET_DEATHMATCH)
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{
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Door_Raise (tag, VDOORSPEED, VDOORWAIT);
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}
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@ -205,6 +205,7 @@ script << 0 >> (int type, int tag)
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if (gametype() == GAME_NET_DEATHMATCH)
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{
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Floor_RaiseByValue (tag, 128, 64);
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clearlinespecial();
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}
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else
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{
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|
@ -261,7 +262,7 @@ script << 0 >> (int type, int tag)
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break;
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case 232:
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if (!CheckInventory ("QuestItem18"))
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if (!CheckInventory ("QuestItem18") && gametype() != GAME_NET_DEATHMATCH)
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{
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print (s:"You need the Oracle Pass!");
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activatorsound ("*usefail", 127);
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@ -382,7 +383,7 @@ script << 0 >> (int type, int tag)
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break;
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case 234:
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if (CheckInventory ("QuestItem3"))
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if (CheckInventory ("QuestItem3") || gametype() == GAME_NET_DEATHMATCH)
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{
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SetResultValue (Door_Raise (tag, VDOORSPEED, VDOORWAIT));
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}
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|
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Binary file not shown.
|
@ -13,6 +13,7 @@ ACTOR ArtiHealth : HealthPickup 82
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Inventory.Icon ARTIPTN2
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_ARTIHEALTH"
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HealthPickup.Autouse 1
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States
|
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{
|
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Spawn:
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@ -35,6 +36,7 @@ ACTOR ArtiSuperHealth : HealthPickup 32
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Inventory.Icon ARTISPHL
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Inventory.PickupSound "misc/p_pkup"
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Inventory.PickupMessage "$TXT_ARTISUPERHEALTH"
|
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HealthPickup.Autouse 2
|
||||
States
|
||||
{
|
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Spawn:
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|
|
|
@ -29,7 +29,7 @@ ACTOR Gold10 : Coin 138
|
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Game Strife
|
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ConversationID 169, 162, 166
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Inventory.Amount 10
|
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Tag "10_gold"
|
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Tag "10 gold"
|
||||
Inventory.PickupMessage "$TXT_10GOLD"
|
||||
States
|
||||
{
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||||
|
@ -46,7 +46,7 @@ ACTOR Gold25 : Coin 139
|
|||
Game Strife
|
||||
ConversationID 170, 163, 167
|
||||
Inventory.Amount 25
|
||||
Tag "25_gold"
|
||||
Tag "25 gold"
|
||||
Inventory.PickupMessage "$TXT_25GOLD"
|
||||
States
|
||||
{
|
||||
|
@ -63,7 +63,7 @@ ACTOR Gold50 : Coin 140
|
|||
Game Strife
|
||||
ConversationID 171, 164, 168
|
||||
Inventory.Amount 50
|
||||
Tag "50_gold"
|
||||
Tag "50 gold"
|
||||
Inventory.PickupMessage "$TXT_50GOLD"
|
||||
States
|
||||
{
|
||||
|
@ -79,7 +79,7 @@ ACTOR Gold300 : Coin
|
|||
{
|
||||
ConversationID 172, -1, -1
|
||||
Inventory.Amount 300
|
||||
Tag "300_gold"
|
||||
Tag "300 gold"
|
||||
Inventory.PickupMessage "$TXT_300GOLD"
|
||||
Inventory.GiveQuest 3
|
||||
+INVENTORY.ALWAYSPICKUP
|
||||
|
|
|
@ -58,7 +58,7 @@ ACTOR WeaponSmith : Merchant 116
|
|||
Game Strife
|
||||
ConversationID 2
|
||||
PainSound "smith/pain"
|
||||
Tag "Weapon_Smith"
|
||||
Tag "Weapon Smith"
|
||||
}
|
||||
|
||||
|
||||
|
@ -71,7 +71,7 @@ ACTOR BarKeep : Merchant 72
|
|||
ConversationID 3
|
||||
PainSound "barkeep/pain"
|
||||
ActiveSound "barkeep/active"
|
||||
Tag "Bar_Keep"
|
||||
Tag "Bar Keep"
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -12,7 +12,7 @@ ACTOR RatBuddy 85
|
|||
MinMissileChance 150
|
||||
MaxStepHeight 16
|
||||
MaxDropoffHeight 32
|
||||
Tag "rat_buddy"
|
||||
Tag "rat buddy"
|
||||
SeeSound "rat/sight"
|
||||
DeathSound "rat/death"
|
||||
ActiveSound "rat/active"
|
||||
|
|
|
@ -124,7 +124,7 @@ ACTOR TeleporterBeacon : Inventory 10 native
|
|||
+DROPPED
|
||||
+INVENTORY.INVBAR
|
||||
Inventory.Icon "I_BEAC"
|
||||
Tag "Teleporter_Beacon"
|
||||
Tag "Teleporter Beacon"
|
||||
Inventory.PickupMessage "$TXT_BEACON"
|
||||
|
||||
action native A_Beacon ();
|
||||
|
|
|
@ -10,7 +10,7 @@ ACTOR HEGrenadeRounds : Ammo 152
|
|||
Ammo.BackpackAmount 6
|
||||
Ammo.BackpackMaxAmount 60
|
||||
Inventory.Icon "I_GRN1"
|
||||
Tag "HE-Grenade_Rounds"
|
||||
Tag "HE-Grenade Rounds"
|
||||
Inventory.PickupMessage "$TXT_HEGRENADES"
|
||||
States
|
||||
{
|
||||
|
@ -32,7 +32,7 @@ ACTOR PhosphorusGrenadeRounds : Ammo 153
|
|||
Ammo.BackpackAmount 4
|
||||
Ammo.BackpackMaxAmount 32
|
||||
Inventory.Icon "I_GRN2"
|
||||
Tag "Phoshorus-Grenade_Rounds" // "Fire-Grenade_Rounds" in the Teaser
|
||||
Tag "Phoshorus-Grenade Rounds" // "Fire-Grenade_Rounds" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_PHGRENADES"
|
||||
States
|
||||
{
|
||||
|
@ -55,7 +55,7 @@ ACTOR ClipOfBullets : Ammo 2007
|
|||
Ammo.BackpackAmount 10
|
||||
Ammo.BackpackMaxAmount 500
|
||||
Inventory.Icon "I_BLIT"
|
||||
Tag "clip_of_bullets" // "bullets" in the Teaser
|
||||
Tag "Clip of Bullets" // "bullets" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_CLIPOFBULLETS"
|
||||
States
|
||||
{
|
||||
|
@ -73,7 +73,7 @@ ACTOR BoxOfBullets : ClipOfBullets 2048
|
|||
SpawnID 139
|
||||
ConversationID 180, 174, 178
|
||||
Inventory.Amount 50
|
||||
Tag "ammo"
|
||||
Tag "Ammo"
|
||||
Inventory.PickupMessage "$TXT_BOXOFBULLETS"
|
||||
States
|
||||
{
|
||||
|
@ -96,7 +96,7 @@ ACTOR MiniMissiles : Ammo 2010
|
|||
Ammo.BackpackAmount 4
|
||||
Ammo.BackpackMaxAmount 200
|
||||
Inventory.Icon "I_ROKT"
|
||||
Tag "mini_missiles" //"rocket" in the Teaser
|
||||
Tag "Mini Missiles" //"rocket" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_MINIMISSILES"
|
||||
States
|
||||
{
|
||||
|
@ -114,7 +114,7 @@ ACTOR CrateOfMissiles : MiniMissiles 2046
|
|||
SpawnID 141
|
||||
ConversationID 182, 176, 180
|
||||
Inventory.Amount 20
|
||||
Tag "crate_of_missiles" //"box_of_rockets" in the Teaser
|
||||
Tag "Crate of Missiles" //"box_of_rockets" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_CRATEOFMISSILES"
|
||||
States
|
||||
{
|
||||
|
@ -138,7 +138,7 @@ ACTOR EnergyPod : Ammo 2047
|
|||
Ammo.BackpackMaxAmount 800
|
||||
Ammo.DropAmount 20
|
||||
Inventory.Icon "I_BRY1"
|
||||
Tag "energy_pod"
|
||||
Tag "Energy Pod"
|
||||
Inventory.PickupMessage "$TXT_ENERGYPOD"
|
||||
States
|
||||
{
|
||||
|
@ -156,7 +156,7 @@ ACTOR EnergyPack : EnergyPod 17
|
|||
SpawnID 142
|
||||
ConversationID 184, 178, 182
|
||||
Inventory.Amount 100
|
||||
Tag "energy_pack"
|
||||
Tag "Energy Pack"
|
||||
Inventory.PickupMessage "$TXT_ENERGYPACK"
|
||||
States
|
||||
{
|
||||
|
@ -178,7 +178,7 @@ ACTOR PoisonBolts : Ammo 115
|
|||
Ammo.BackpackAmount 2
|
||||
Ammo.BackpackMaxAmount 50
|
||||
Inventory.Icon "I_PQRL"
|
||||
Tag "poison_bolts" // "poison_arrows" in the Teaser
|
||||
Tag "Poison Bolts" // "poison_arrows" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_POISONBOLTS"
|
||||
States
|
||||
{
|
||||
|
@ -200,7 +200,7 @@ ACTOR ElectricBolts : Ammo 114
|
|||
Ammo.BackpackAmount 4
|
||||
Ammo.BackpackMaxAmount 100
|
||||
Inventory.Icon "I_XQRL"
|
||||
Tag "electric_bolts" // "electric_arrows" in the Teaser
|
||||
Tag "Electric Bolts" // "electric_arrows" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_ELECTRICBOLTS"
|
||||
States
|
||||
{
|
||||
|
@ -219,7 +219,7 @@ ACTOR AmmoSatchel : BackpackItem 183
|
|||
ConversationID 187, 181, 184
|
||||
+FLOORCLIP
|
||||
Inventory.Icon "I_BKPK"
|
||||
Tag "Ammo_satchel" // "Back_pack" in the Teaser
|
||||
Tag "Ammo Satchel" // "Back_pack" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_AMMOSATCHEL"
|
||||
States
|
||||
{
|
||||
|
|
|
@ -14,7 +14,7 @@ ACTOR MetalArmor : BasicArmorPickup 2019
|
|||
Inventory.PickupMessage "$TXT_METALARMOR"
|
||||
Armor.SaveAmount 200
|
||||
Armor.SavePercent 50
|
||||
Tag "Metal_Armor"
|
||||
Tag "Metal Armor"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -38,7 +38,7 @@ ACTOR LeatherArmor : BasicArmorPickup 2018
|
|||
Inventory.PickupMessage "$TXT_LEATHERARMOR"
|
||||
Armor.SaveAmount 100
|
||||
Armor.SavePercent 33.335
|
||||
Tag "Leather_Armor"
|
||||
Tag "Leather Armor"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
|
@ -8,9 +8,10 @@ ACTOR MedPatch : HealthPickup 2011
|
|||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Inventory.MaxAmount 20
|
||||
Tag "Med_patch"
|
||||
Tag "Med patch"
|
||||
Inventory.Icon "I_STMP"
|
||||
Inventory.PickupMessage "$TXT_MEDPATCH"
|
||||
HealthPickup.Autouse 3
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -30,9 +31,10 @@ ACTOR MedicalKit : HealthPickup 2012
|
|||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Inventory.MaxAmount 15
|
||||
Tag "Medical_kit"
|
||||
Tag "Medical kit"
|
||||
Inventory.Icon "I_MDKT"
|
||||
Inventory.PickupMessage "$TXT_MEDICALKIT"
|
||||
HealthPickup.Autouse 3
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
@ -52,7 +54,7 @@ ACTOR SurgeryKit : HealthPickup 83
|
|||
+INVENTORY.INVBAR
|
||||
Health -100
|
||||
Inventory.MaxAmount 5
|
||||
Tag "Surgery_Kit" // "full_health" in the Teaser
|
||||
Tag "Surgery Kit" // "full_health" in the Teaser
|
||||
Inventory.Icon "I_FULL"
|
||||
Inventory.PickupMessage "$TXT_SURGERYKIT"
|
||||
States
|
||||
|
@ -92,7 +94,7 @@ ACTOR BeldinsRing : Inventory
|
|||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
ConversationID 173, 165, 169
|
||||
Tag "ring"
|
||||
Tag "Ring"
|
||||
Inventory.Icon "I_RING"
|
||||
Inventory.GiveQuest 1
|
||||
Inventory.PickupMessage "$TXT_BELDINSRING"
|
||||
|
@ -116,7 +118,7 @@ ACTOR OfferingChalice : Inventory 205
|
|||
ConversationID 174, 166, 170
|
||||
Radius 10
|
||||
Height 16
|
||||
Tag "Offering_Chalice"
|
||||
Tag "Offering Chalice"
|
||||
Inventory.Icon "I_RELC"
|
||||
Inventory.PickupMessage "$TXT_OFFERINGCHALICE"
|
||||
Inventory.GiveQuest 2
|
||||
|
@ -137,7 +139,7 @@ ACTOR Ear : Inventory
|
|||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
ConversationID 175, 167, 171
|
||||
Tag "ear"
|
||||
Tag "Ear"
|
||||
Inventory.Icon "I_EARS"
|
||||
Inventory.PickupMessage "$TXT_EAR"
|
||||
Inventory.GiveQuest 9
|
||||
|
@ -162,7 +164,7 @@ ACTOR BrokenPowerCoupling : Inventory 226
|
|||
+INVENTORY.INVBAR
|
||||
Radius 16
|
||||
Height 16
|
||||
Tag "BROKEN_POWER_COUPLING"
|
||||
Tag "Broken Power Coupling"
|
||||
Inventory.MaxAmount 1
|
||||
Inventory.Icon "I_COUP"
|
||||
Inventory.PickupMessage "$TXT_BROKENCOUPLING"
|
||||
|
@ -188,7 +190,7 @@ ACTOR ShadowArmor : PowerupGiver 2024
|
|||
+INVENTORY.INVBAR
|
||||
-INVENTORY.FANCYPICKUPSOUND
|
||||
RenderStyle Translucent
|
||||
Tag "Shadow_armor"
|
||||
Tag "Shadow Armor"
|
||||
Inventory.MaxAmount 2
|
||||
Powerup.Type "Shadow"
|
||||
Inventory.Icon "I_SHD1"
|
||||
|
@ -215,7 +217,7 @@ ACTOR EnvironmentalSuit : PowerupGiver 2025
|
|||
-INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.MaxAmount 5
|
||||
Powerup.Type "Mask"
|
||||
Tag "Environmental_Suit"
|
||||
Tag "Environmental Suit"
|
||||
Inventory.Icon "I_MASK"
|
||||
Inventory.PickupSound "misc/i_pkup"
|
||||
Inventory.PickupMessage "$TXT_ENVSUIT"
|
||||
|
@ -236,7 +238,7 @@ ACTOR GuardUniform : Inventory 90
|
|||
ConversationID 162, 158, 161
|
||||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Tag "Guard_Uniform"
|
||||
Tag "Guard Uniform"
|
||||
Inventory.Icon "I_UNIF"
|
||||
Inventory.PickupMessage "$TXT_GUARDUNIFORM"
|
||||
Inventory.GiveQuest 15
|
||||
|
@ -257,7 +259,7 @@ ACTOR OfficersUniform : Inventory 52
|
|||
ConversationID 163, 159, 162
|
||||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Tag "Officer's_Uniform"
|
||||
Tag "Officer's Uniform"
|
||||
Inventory.Icon "I_OFIC"
|
||||
Inventory.PickupMessage "$TXT_OFFICERSUNIFORM"
|
||||
States
|
||||
|
@ -278,7 +280,7 @@ ACTOR FlameThrowerParts : Inventory
|
|||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Inventory.Icon "I_BFLM"
|
||||
Tag "flame_thrower_parts"
|
||||
Tag "Flame Thrower Parts"
|
||||
Inventory.PickupMessage "$TXT_FTHROWERPARTS"
|
||||
States
|
||||
{
|
||||
|
@ -298,7 +300,7 @@ ACTOR InterrogatorReport : Inventory
|
|||
Game Strife
|
||||
ConversationID 308, 289, 306
|
||||
+FLOORCLIP
|
||||
Tag "report"
|
||||
Tag "Report"
|
||||
Inventory.PickupMessage "$TXT_REPORT"
|
||||
States
|
||||
{
|
||||
|
@ -317,7 +319,7 @@ ACTOR Info : Inventory
|
|||
ConversationID 300, 282, 299
|
||||
+FLOORCLIP
|
||||
+INVENTORY.INVBAR
|
||||
Tag "info"
|
||||
Tag "Info"
|
||||
Inventory.Icon "I_TOKN"
|
||||
Inventory.PickupMessage "$TXT_INFO"
|
||||
States
|
||||
|
@ -387,7 +389,7 @@ ACTOR DegninOre : Inventory 59 native
|
|||
+FLOORCLIP
|
||||
+INCOMBAT
|
||||
+INVENTORY.INVBAR
|
||||
Tag "Degnin_Ore"
|
||||
Tag "Degnin Ore"
|
||||
DeathSound "ore/explode"
|
||||
Inventory.Icon "I_XPRK"
|
||||
Inventory.PickupMessage "$TXT_DEGNINORE"
|
||||
|
@ -457,7 +459,7 @@ ACTOR Scanner : PowerupGiver 2027 native
|
|||
+FLOORCLIP
|
||||
+INVENTORY.FANCYPICKUPSOUND
|
||||
Inventory.MaxAmount 1
|
||||
Tag "scanner"
|
||||
Tag "Scanner"
|
||||
Inventory.Icon "I_PMUP"
|
||||
Powerup.Type "Scanner"
|
||||
Inventory.PickupSound "misc/i_pkup"
|
||||
|
@ -477,7 +479,7 @@ ACTOR PrisonPass : Key native
|
|||
Game Strife
|
||||
ConversationID 304, 286, 303
|
||||
Inventory.Icon "I_TOKN"
|
||||
Tag "Prison_pass"
|
||||
Tag "Prison Pass"
|
||||
Inventory.PickupMessage "TXT_PRISONPASS"
|
||||
States
|
||||
{
|
||||
|
@ -507,7 +509,7 @@ ACTOR DummyStrifeItem : Inventory native
|
|||
ACTOR RaiseAlarm : DummyStrifeItem native
|
||||
{
|
||||
ConversationID 301, 283, 300
|
||||
Tag "alarm"
|
||||
Tag "Alarm"
|
||||
}
|
||||
|
||||
// Open door tag 222 --------------------------------------------------------
|
||||
|
|
|
@ -13,7 +13,7 @@ ACTOR BaseKey : StrifeKey 230
|
|||
Game Strife
|
||||
ConversationID 133, 129, 132
|
||||
Inventory.Icon "I_FUSL"
|
||||
Tag "Base_Key"
|
||||
Tag "Base Key"
|
||||
Inventory.PickupMessage "$TXT_BASEKEY"
|
||||
States
|
||||
{
|
||||
|
@ -31,7 +31,7 @@ ACTOR GovsKey : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 134, 130, 133
|
||||
Inventory.Icon "I_REBL"
|
||||
Tag "Govs_Key" // "Rebel_Key" in the Teaser
|
||||
Tag "Govs Key" // "Rebel_Key" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_GOVSKEY"
|
||||
States
|
||||
{
|
||||
|
@ -67,7 +67,7 @@ ACTOR IDBadge : StrifeKey 184
|
|||
Game Strife
|
||||
ConversationID 136, 132, 135
|
||||
Inventory.Icon "I_CRD1"
|
||||
Tag "ID_Badge"
|
||||
Tag "ID Badge"
|
||||
Inventory.PickupMessage "$TXT_IDBADGE"
|
||||
States
|
||||
{
|
||||
|
@ -85,7 +85,7 @@ ACTOR PrisonKey : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 137, 133, 136
|
||||
Inventory.Icon "I_PRIS"
|
||||
Tag "Prison_Key"
|
||||
Tag "Prison Key"
|
||||
Inventory.GiveQuest 11
|
||||
Inventory.PickupMessage "$TXT_PRISONKEY"
|
||||
States
|
||||
|
@ -104,7 +104,7 @@ ACTOR SeveredHand : StrifeKey 91
|
|||
Game Strife
|
||||
ConversationID 138, 134, 137
|
||||
Inventory.Icon "I_HAND"
|
||||
Tag "Severed_Hand"
|
||||
Tag "Severed Hand"
|
||||
Inventory.GiveQuest 12
|
||||
Inventory.PickupMessage "$TXT_SEVEREDHAND"
|
||||
States
|
||||
|
@ -123,7 +123,7 @@ ACTOR Power1Key : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 139, 135, 138
|
||||
Inventory.Icon "I_PWR1"
|
||||
Tag "Power1_Key"
|
||||
Tag "Power1 Key"
|
||||
Inventory.PickupMessage "$TXT_POWER1KEY"
|
||||
States
|
||||
{
|
||||
|
@ -141,7 +141,7 @@ ACTOR Power2Key : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 140, 136, 139
|
||||
Inventory.Icon "I_PWR2"
|
||||
Tag "Power2_Key"
|
||||
Tag "Power2 Key"
|
||||
Inventory.PickupMessage "$TXT_POWER2KEY"
|
||||
States
|
||||
{
|
||||
|
@ -159,7 +159,7 @@ ACTOR Power3Key : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 141, 137, 140
|
||||
Inventory.Icon "I_PWR3"
|
||||
Tag "Power3_Key"
|
||||
Tag "Power3 Key"
|
||||
Inventory.PickupMessage "$TXT_POWER3KEY"
|
||||
States
|
||||
{
|
||||
|
@ -177,7 +177,7 @@ ACTOR GoldKey : StrifeKey 40
|
|||
Game Strife
|
||||
ConversationID 142, 138, 141
|
||||
Inventory.Icon "I_KY1G"
|
||||
Tag "Gold_Key"
|
||||
Tag "Gold Key"
|
||||
Inventory.PickupMessage "$TXT_GOLDKEY"
|
||||
States
|
||||
{
|
||||
|
@ -195,7 +195,7 @@ ACTOR IDCard : StrifeKey 13
|
|||
Game Strife
|
||||
ConversationID 143, 139, 142
|
||||
Inventory.Icon "I_CRD2"
|
||||
Tag "ID_Card"
|
||||
Tag "ID Card"
|
||||
Inventory.PickupMessage "$TXT_IDCARD"
|
||||
States
|
||||
{
|
||||
|
@ -213,7 +213,7 @@ ACTOR SilverKey : StrifeKey 38
|
|||
Game Strife
|
||||
ConversationID 144, 140, 143
|
||||
Inventory.Icon "I_KY2S"
|
||||
Tag "Silver_Key"
|
||||
Tag "Silver Key"
|
||||
Inventory.PickupMessage "$TXT_SILVERKEY"
|
||||
States
|
||||
{
|
||||
|
@ -231,7 +231,7 @@ ACTOR OracleKey : StrifeKey 61
|
|||
Game Strife
|
||||
ConversationID 145, 141, 144
|
||||
Inventory.Icon "I_ORAC"
|
||||
Tag "Oracle_Key"
|
||||
Tag "Oracle Key"
|
||||
Inventory.PickupMessage "$TXT_ORACLEKEY"
|
||||
States
|
||||
{
|
||||
|
@ -267,7 +267,7 @@ ACTOR OrderKey : StrifeKey 86
|
|||
Game Strife
|
||||
ConversationID 147, 143, 146
|
||||
Inventory.Icon "I_FUBR"
|
||||
Tag "Order_Key"
|
||||
Tag "Order Key"
|
||||
Inventory.PickupMessage "$TXT_ORDERKEY"
|
||||
States
|
||||
{
|
||||
|
@ -285,7 +285,7 @@ ACTOR WarehouseKey : StrifeKey 166
|
|||
Game Strife
|
||||
ConversationID 148, 144, 147
|
||||
Inventory.Icon "I_WARE"
|
||||
Tag "Warehouse_Key"
|
||||
Tag "Warehouse Key"
|
||||
Inventory.PickupMessage "$TXT_WAREHOUSEKEY"
|
||||
States
|
||||
{
|
||||
|
@ -303,7 +303,7 @@ ACTOR BrassKey : StrifeKey 39
|
|||
Game Strife
|
||||
ConversationID 149, 145, 148
|
||||
Inventory.Icon "I_KY3B"
|
||||
Tag "Brass_Key"
|
||||
Tag "Brass Key"
|
||||
Inventory.PickupMessage "$TXT_BRASSKEY"
|
||||
States
|
||||
{
|
||||
|
@ -321,7 +321,7 @@ ACTOR RedCrystalKey : StrifeKey 192
|
|||
Game Strife
|
||||
ConversationID 150, 146, 149
|
||||
Inventory.Icon "I_RCRY"
|
||||
Tag "Red_Crystal_Key"
|
||||
Tag "Red Crystal Key"
|
||||
Inventory.PickupMessage "$TXT_REDCRYSTAL"
|
||||
States
|
||||
{
|
||||
|
@ -339,7 +339,7 @@ ACTOR BlueCrystalKey : StrifeKey 193
|
|||
Game Strife
|
||||
ConversationID 151, 147, 150
|
||||
Inventory.Icon "I_BCRY"
|
||||
Tag "Blue_Crystal_Key"
|
||||
Tag "Blue Crystal Key"
|
||||
Inventory.PickupMessage "$TXT_BLUECRYSTAL"
|
||||
States
|
||||
{
|
||||
|
@ -357,7 +357,7 @@ ACTOR ChapelKey : StrifeKey 195
|
|||
Game Strife
|
||||
ConversationID 152, 148, 151
|
||||
Inventory.Icon "I_CHAP"
|
||||
Tag "Chapel_Key"
|
||||
Tag "Chapel Key"
|
||||
Inventory.PickupMessage "$TXT_CHAPELKEY"
|
||||
States
|
||||
{
|
||||
|
@ -375,7 +375,7 @@ ACTOR CatacombKey : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 153, 149, 152
|
||||
Inventory.Icon "I_TUNL"
|
||||
Tag "Catacomb_Key" // "Tunnel_Key" in the Teaser
|
||||
Tag "Catacomb Key" // "Tunnel_Key" in the Teaser
|
||||
Inventory.GiveQuest 28
|
||||
Inventory.PickupMessage "$TXT_CATACOMBKEY"
|
||||
States
|
||||
|
@ -394,7 +394,7 @@ ACTOR SecurityKey : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 154, 150, 153
|
||||
Inventory.Icon "I_SECK"
|
||||
Tag "Security_Key"
|
||||
Tag "Security Key"
|
||||
Inventory.PickupMessage "$TXT_SECURITYKEY"
|
||||
States
|
||||
{
|
||||
|
@ -412,7 +412,7 @@ ACTOR CoreKey : StrifeKey 236
|
|||
Game Strife
|
||||
ConversationID 155, 151, 154
|
||||
Inventory.Icon "I_GOID"
|
||||
Tag "Core_Key" // "New_Key1" in the Teaser
|
||||
Tag "Core Key" // "New_Key1" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_COREKEY"
|
||||
States
|
||||
{
|
||||
|
@ -430,7 +430,7 @@ ACTOR MaulerKey : StrifeKey 233
|
|||
Game Strife
|
||||
ConversationID 156, 152, 155
|
||||
Inventory.Icon "I_BLTK"
|
||||
Tag "Mauler_Key" // "New_Key2" in the Teaser
|
||||
Tag "Mauler Key" // "New_Key2" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_MAULERKEY"
|
||||
States
|
||||
{
|
||||
|
@ -448,7 +448,7 @@ ACTOR FactoryKey : StrifeKey 234
|
|||
Game Strife
|
||||
ConversationID 157, 153, 156
|
||||
Inventory.Icon "I_PROC"
|
||||
Tag "Factory_Key" // "New_Key3" in the Teaser
|
||||
Tag "Factory Key" // "New_Key3" in the Teaser
|
||||
Inventory.PickupMessage "$TXT_FACTORYKEY"
|
||||
States
|
||||
{
|
||||
|
@ -466,7 +466,7 @@ ACTOR MineKey : StrifeKey 235
|
|||
Game Strife
|
||||
ConversationID 158, 154, 157
|
||||
Inventory.Icon "I_MINE" // "New_Key4" in the Teaser
|
||||
Tag "MINE_KEY"
|
||||
Tag "Mine_Key"
|
||||
Inventory.PickupMessage "$TXT_MINEKEY"
|
||||
States
|
||||
{
|
||||
|
@ -484,7 +484,7 @@ ACTOR NewKey5 : StrifeKey
|
|||
Game Strife
|
||||
ConversationID 159, 155, 158
|
||||
Inventory.Icon "I_BLTK"
|
||||
Tag "New_Key5"
|
||||
Tag "New Key5"
|
||||
Inventory.PickupMessage "$TXT_NEWKEY5"
|
||||
States
|
||||
{
|
||||
|
@ -505,7 +505,7 @@ ACTOR OraclePass : Inventory
|
|||
Inventory.Icon "I_OTOK"
|
||||
Inventory.GiveQuest 18
|
||||
Inventory.PickupMessage "$TXT_ORACLEPASS"
|
||||
Tag "Oracle_Pass"
|
||||
Tag "Oracle Pass"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
|
@ -159,7 +159,7 @@ ACTOR StrifeCrossbow : StrifeWeapon 2001
|
|||
Weapon.SisterWeapon "StrifeCrossbow2"
|
||||
Inventory.PickupMessage "$TXT_STRIFECROSSBOW"
|
||||
Inventory.Icon "CBOWA0"
|
||||
Tag "crossbow"
|
||||
Tag "Crossbow"
|
||||
|
||||
action native A_ClearFlash ();
|
||||
action native A_ShowElectricFlash ();
|
||||
|
@ -243,7 +243,7 @@ actor AssaultGun : StrifeWeapon 2002
|
|||
Weapon.AmmoGive1 20
|
||||
Weapon.AmmoType1 "ClipOfBullets"
|
||||
Inventory.Icon "RIFLA0"
|
||||
Tag "assault_gun"
|
||||
Tag "Assault Gun"
|
||||
Inventory.PickupMessage "$TXT_ASSAULTGUN"
|
||||
States
|
||||
{
|
||||
|
@ -299,7 +299,7 @@ ACTOR MiniMissileLauncher : StrifeWeapon 2003
|
|||
Weapon.AmmoGive1 8
|
||||
Weapon.AmmoType1 "MiniMissiles"
|
||||
Inventory.Icon "MMSLA0"
|
||||
Tag "mini_missile_launcher"
|
||||
Tag "Mini Missile Launcher"
|
||||
Inventory.PickupMessage "$TXT_MMLAUNCHER"
|
||||
|
||||
action native A_FireMiniMissile ();
|
||||
|
@ -407,7 +407,7 @@ ACTOR FlameThrower : StrifeWeapon 2005
|
|||
Weapon.ReadySound "weapons/flameidle"
|
||||
Weapon.AmmoType1 "EnergyPod"
|
||||
Inventory.Icon "FLAMA0"
|
||||
Tag "flame_thrower"
|
||||
Tag "Flame Thrower"
|
||||
Inventory.PickupMessage "$TXT_FLAMER"
|
||||
|
||||
action native A_FireFlamer ();
|
||||
|
@ -483,7 +483,7 @@ ACTOR Mauler : StrifeWeapon 2004
|
|||
Weapon.AmmoType1 "EnergyPod"
|
||||
Weapon.SisterWeapon "Mauler2"
|
||||
Inventory.Icon "TRPDA0"
|
||||
Tag "mauler"
|
||||
Tag "Mauler"
|
||||
Inventory.PickupMessage "$TXT_MAULER"
|
||||
|
||||
action native A_FireMauler1 ();
|
||||
|
@ -749,7 +749,7 @@ ACTOR StrifeGrenadeLauncher : StrifeWeapon 154
|
|||
Weapon.AmmoType1 "HEGrenadeRounds"
|
||||
Weapon.SisterWeapon "StrifeGrenadeLauncher2"
|
||||
Inventory.Icon "GRNDA0"
|
||||
Tag "Grenade_launcher"
|
||||
Tag "Grenade Launcher"
|
||||
Inventory.PickupMessage "$TXT_GLAUNCHER"
|
||||
|
||||
action native A_FireGrenade (class<Actor> grenadetype, int angleofs, state flash);
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
|
||||
skill baby
|
||||
{
|
||||
AutoUseHealth
|
||||
AmmoFactor = 2
|
||||
DamageFactor = 0.5
|
||||
EasyBossBrain
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
skill baby
|
||||
{
|
||||
AutoUseHealth
|
||||
AmmoFactor = 2
|
||||
DamageFactor = 0.5
|
||||
EasyBossBrain
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
// MAPINFO for Heretic (Shareware and Retail)
|
||||
skill baby
|
||||
{
|
||||
AutoUseHealth
|
||||
AmmoFactor = 1.5
|
||||
DoubleAmmoFactor = 1.5
|
||||
DamageFactor = 0.5
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
// Most of the MAPINFO is still in hexen.wad.
|
||||
skill baby
|
||||
{
|
||||
AutoUseHealth
|
||||
AmmoFactor = 1.5
|
||||
DoubleAmmoFactor = 1.5
|
||||
DamageFactor = 0.5
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
// MAPINFO for Strife (full version and teaser)
|
||||
skill baby
|
||||
{
|
||||
AutoUseHealth
|
||||
AmmoFactor = 2
|
||||
DamageFactor = 0.5
|
||||
EasyBossBrain
|
||||
|
|
Loading…
Reference in a new issue