mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 08:30:49 +00:00
784f7ed671
- fixed a few problems that were encountered during conversion: * action specials as action functions were not recognized by the parser. * Player.StartItem could not be parsed. * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name. * states and defaults were not checked for empty bodies. * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
201 lines
3.4 KiB
Text
201 lines
3.4 KiB
Text
// Invulnerability Sphere ---------------------------------------------------
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class InvulnerabilitySphere : PowerupGiver
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{
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Default
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{
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.BIGPOWERUP
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Inventory.MaxAmount 0;
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Powerup.Type "PowerInvulnerable";
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Powerup.Color "InverseMap";
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Inventory.PickupMessage "$GOTINVUL";
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}
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States
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{
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Spawn:
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PINV ABCD 6 Bright;
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Loop;
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}
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}
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// Soulsphere --------------------------------------------------------------
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class Soulsphere : Health
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{
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Default
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{
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+COUNTITEM;
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+INVENTORY.AUTOACTIVATE;
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+INVENTORY.ALWAYSPICKUP;
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+INVENTORY.FANCYPICKUPSOUND;
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Inventory.Amount 100;
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Inventory.MaxAmount 200;
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Inventory.PickupMessage "$GOTSUPER";
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Inventory.PickupSound "misc/p_pkup";
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}
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States
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{
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Spawn:
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SOUL ABCDCB 6 Bright;
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Loop;
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}
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}
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// Mega sphere --------------------------------------------------------------
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class MegasphereHealth : Health // for manipulation by Dehacked
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{
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Default
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{
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Inventory.Amount 200;
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Inventory.MaxAmount 200;
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+INVENTORY.ALWAYSPICKUP
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}
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}
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// DeHackEd can only modify the blue armor's type, not the megasphere's.
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class BlueArmorForMegasphere : BlueArmor
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{
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Default
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{
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Armor.SavePercent 50;
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Armor.SaveAmount 200;
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}
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}
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class Megasphere : CustomInventory
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{
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Default
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{
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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Inventory.PickupMessage "$GOTMSPHERE";
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Inventory.PickupSound "misc/p_pkup";
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}
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States
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{
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Spawn:
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MEGA ABCD 6 BRIGHT;
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Loop;
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Pickup:
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TNT1 A 0 A_GiveInventory("BlueArmorForMegasphere", 1);
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TNT1 A 0 A_GiveInventory("MegasphereHealth", 1);
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Stop;
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}
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}
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// Invisibility -------------------------------------------------------------
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class BlurSphere : PowerupGiver
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{
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Default
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{
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+COUNTITEM
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+VISIBILITYPULSE
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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+INVENTORY.BIGPOWERUP
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Inventory.MaxAmount 0;
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Powerup.Type "PowerInvisibility";
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RenderStyle "Translucent";
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Inventory.PickupMessage "$GOTINVIS";
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}
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States
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{
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Spawn:
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PINS ABCD 6 Bright;
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Loop;
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}
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}
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// Radiation suit (aka iron feet) -------------------------------------------
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class RadSuit : PowerupGiver
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{
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Default
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{
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Height 46;
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0;
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Inventory.PickupMessage "$GOTSUIT";
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Powerup.Type "PowerIronFeet";
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}
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States
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{
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Spawn:
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SUIT A -1 Bright;
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Stop;
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}
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}
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// infrared -----------------------------------------------------------------
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class Infrared : PowerupGiver
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{
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Default
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{
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+COUNTITEM
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+INVENTORY.AUTOACTIVATE
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0;
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Powerup.Type "PowerLightAmp";
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Inventory.PickupMessage "$GOTVISOR";
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}
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States
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{
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Spawn:
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PVIS A 6 Bright;
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PVIS B 6;
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Loop;
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}
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}
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// Allmap -------------------------------------------------------------------
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class Allmap : MapRevealer
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{
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Default
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{
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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+INVENTORY.ALWAYSPICKUP
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Inventory.MaxAmount 0;
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Inventory.PickupSound "misc/p_pkup";
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Inventory.PickupMessage "$GOTMAP";
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}
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States
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{
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Spawn:
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PMAP ABCDCB 6 Bright;
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Loop;
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}
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}
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// Berserk ------------------------------------------------------------------
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class Berserk : CustomInventory
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{
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Default
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{
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+COUNTITEM
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+INVENTORY.ALWAYSPICKUP
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Inventory.PickupMessage "$GOTBERSERK";
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Inventory.PickupSound "misc/p_pkup";
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}
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States
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{
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Spawn:
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PSTR A -1;
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Stop;
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Pickup:
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TNT1 A 0 A_GiveInventory("PowerStrength");
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TNT1 A 0 HealThing(100, 0);
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TNT1 A 0 A_SelectWeapon("Fist");
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Stop;
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}
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}
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