#include "a_strifeglobal.h" #include "p_local.h" #include "a_strifeweaps.h" // HEGrenades: 6 12 // PhGrenades: 4 8 // ClipOfBullets ?? 10 // BoxOfBullets: 50 50 // MiniMissiles: 4 8 // CrateOfMissiles: 20 20 // EnergyPod: 20 40 // EnergyPack: 100 // PoisonBolts: 20 // ElectricBolts: 20 // HE-Grenade Rounds -------------------------------------------------------- FState AHEGrenadeRounds::States[] = { S_NORMAL (GRN1, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (AHEGrenadeRounds, Strife, 152, 0) PROP_SpawnState (0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_StrifeType (177) PROP_StrifeTeaserType (170) PROP_StrifeTeaserType2 (174) PROP_Inventory_Amount (6) PROP_Inventory_MaxAmount (30) PROP_Ammo_BackpackAmount (6) PROP_Ammo_BackpackMaxAmount (60) PROP_Inventory_Icon ("I_GRN1") PROP_Tag ("HE-Grenade_Rounds") END_DEFAULTS const char *AHEGrenadeRounds::PickupMessage () { return "You picked up the HE-Grenade Rounds."; } // Phosphorus-Grenade Rounds ------------------------------------------------ FState APhosphorusGrenadeRounds::States[] = { S_NORMAL (GRN2, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (APhosphorusGrenadeRounds, Strife, 153, 0) PROP_SpawnState (0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_StrifeType (178) PROP_StrifeTeaserType (171) PROP_StrifeTeaserType2 (175) PROP_Inventory_Amount (4) PROP_Inventory_MaxAmount (16) PROP_Ammo_BackpackAmount (4) PROP_Ammo_BackpackMaxAmount (32) PROP_Inventory_Icon ("I_GRN2") PROP_Tag ("Phoshorus-Grenade_Rounds") // "Fire-Grenade_Rounds" in the Teaser END_DEFAULTS const char *APhosphorusGrenadeRounds::PickupMessage () { return "You picked up the Phoshorus-Grenade Rounds."; } // The teaser actually has Gas-Grenade_Rounds defined // Clip of Bullets ---------------------------------------------------------- FState AClipOfBullets::States[] = { S_NORMAL (BLIT, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (AClipOfBullets, Strife, 2007, 11) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (179) PROP_StrifeTeaserType (173) PROP_StrifeTeaserType2 (177) PROP_Inventory_Amount (10) PROP_Inventory_MaxAmount (250) PROP_Ammo_BackpackAmount (10) PROP_Ammo_BackpackMaxAmount (500) PROP_Inventory_Icon ("I_BLIT") PROP_Tag ("clip_of_bullets") // "bullets" in the Teaser END_DEFAULTS const char *AClipOfBullets::PickupMessage () { return "You picked up the clip of bullets."; } // Box of Bullets ----------------------------------------------------------- FState ABoxOfBullets::States[] = { S_NORMAL (BBOX, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (ABoxOfBullets, Strife, 2048, 139) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (180) PROP_StrifeTeaserType (174) PROP_StrifeTeaserType2 (178) PROP_Inventory_Amount (50) PROP_Tag ("ammo") END_DEFAULTS const char *ABoxOfBullets::PickupMessage () { return "You picked up the box of bullets."; } // Mini Missiles ------------------------------------------------------------ FState AMiniMissiles::States[] = { S_NORMAL (MSSL, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (AMiniMissiles, Strife, 2010, 140) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (181) PROP_StrifeTeaserType (175) PROP_StrifeTeaserType2 (179) PROP_Inventory_Amount (8) PROP_Inventory_MaxAmount (100) PROP_Ammo_BackpackAmount (4) PROP_Ammo_BackpackMaxAmount (200) PROP_Inventory_Icon ("I_ROKT") PROP_Tag ("mini_missiles") //"rocket" in the Teaser END_DEFAULTS const char *AMiniMissiles::PickupMessage () { return "You picked up the mini missiles."; } // Crate of Missiles -------------------------------------------------------- FState ACrateOfMissiles::States[] = { S_NORMAL (ROKT, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (ACrateOfMissiles, Strife, 2046, 141) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (182) PROP_StrifeTeaserType (176) PROP_StrifeTeaserType2 (180) PROP_Inventory_Amount (20) PROP_Tag ("crate_of_missiles") //"box_of_rockets" in the Teaser END_DEFAULTS const char *ACrateOfMissiles::PickupMessage () { return "You picked up the crate of missiles."; } // Energy Pod --------------------------------------------------------------- FState AEnergyPod::States[] = { S_NORMAL (BRY1, 'A', 6, NULL, &States[1]), S_NORMAL (BRY1, 'B', 6, NULL, &States[0]) }; IMPLEMENT_ACTOR (AEnergyPod, Strife, 2047, 75) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (183) PROP_StrifeTeaserType (177) PROP_StrifeTeaserType2 (181) PROP_Inventory_Amount (20) PROP_Inventory_MaxAmount (400) PROP_Ammo_BackpackAmount (20) PROP_Ammo_BackpackMaxAmount (800) PROP_Inventory_Icon ("I_BRY1") PROP_Tag ("energy_pod") END_DEFAULTS const char *AEnergyPod::PickupMessage () { return "You picked up the energy pod."; } // Energy pack --------------------------------------------------------------- FState AEnergyPack::States[] = { S_NORMAL (CPAC, 'A', 6, NULL, &States[1]), S_NORMAL (CPAC, 'B', 6, NULL, &States[0]) }; IMPLEMENT_ACTOR (AEnergyPack, Strife, 17, 142) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (184) PROP_StrifeTeaserType (178) PROP_StrifeTeaserType2 (182) PROP_Inventory_Amount (100) PROP_Tag ("energy_pack") END_DEFAULTS const char *AEnergyPack::PickupMessage () { return "You picked up the energy pack."; } // Poison Bolt Quiver ------------------------------------------------------- FState APoisonBolts::States[] = { S_NORMAL (PQRL, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (APoisonBolts, Strife, 115, 0) PROP_SpawnState (0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_StrifeType (185) PROP_StrifeTeaserType (179) PROP_StrifeTeaserType2 (183) PROP_Inventory_Amount (10) PROP_Inventory_MaxAmount (25) PROP_Ammo_BackpackAmount (2) PROP_Ammo_BackpackMaxAmount (50) PROP_Inventory_Icon ("I_PQRL") PROP_Tag ("poison_bolts") // "poison_arrows" in the Teaser END_DEFAULTS const char *APoisonBolts::PickupMessage () { return "You picked up the poison bolts."; } // Electric Bolt Quiver ------------------------------------------------------- FState AElectricBolts::States[] = { S_NORMAL (XQRL, 'A', -1, NULL, NULL) }; IMPLEMENT_ACTOR (AElectricBolts, Strife, 114, 0) PROP_SpawnState (0) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_StrifeType (186) PROP_StrifeTeaserType (180) PROP_StrifeTeaserType2 (184) PROP_Inventory_Amount (20) PROP_Inventory_MaxAmount (50) PROP_Ammo_BackpackAmount (4) PROP_Ammo_BackpackMaxAmount (100) PROP_Inventory_Icon ("I_XQRL") PROP_Tag ("electric_bolts") // "electric_arrows" in the Teaser END_DEFAULTS const char *AElectricBolts::PickupMessage () { return "You picked up the electric bolts."; } // Ammo Satchel ------------------------------------------------------------- class AAmmoSatchel : public ABackpack { DECLARE_ACTOR (AAmmoSatchel, ABackpack) protected: virtual const char *PickupMessage () { return "You picked up the ammo satchel"; } }; FState AAmmoSatchel::States[] = { S_NORMAL (BKPK, 'A', -1, NULL , NULL) }; IMPLEMENT_ACTOR (AAmmoSatchel, Strife, 183, 144) PROP_Flags (MF_SPECIAL) PROP_Flags2 (MF2_FLOORCLIP) PROP_SpawnState (0) PROP_StrifeType (187) PROP_StrifeTeaserType (181) PROP_StrifeTeaserType2 (185) PROP_Inventory_Icon ("I_BKPK") PROP_Tag ("ammo_satchel") // "Back_pack" in the Teaser END_DEFAULTS