292 lines
6.1 KiB
Plaintext
292 lines
6.1 KiB
Plaintext
actor Lith_CustomInventory : CustomInventory
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{
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Inventory.PickupMessage ""
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states
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{
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Nope:
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TNT1 A 0
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fail
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}
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}
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actor Lith_AllMap : Lith_CustomInventory replaces Allmap
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{
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Tag "Computer Area Map"
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Inventory.PickupSound "misc/p_pkup"
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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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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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_allmap)
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TNT1 A 0 A_GiveInventory("Allmap")
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stop
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}
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}
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actor Lith_ArmorBonus : Lith_CustomInventory replaces ArmorBonus
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{
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Tag "Armor Bonus"
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+COUNTITEM
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states
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{
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Spawn:
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BON2 ABCDCB 6
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loop
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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_armorbonus)
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TNT1 A 0 A_GiveInventory("ArmorBonus")
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stop
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}
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}
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actor Lith_Backpack : Lith_ScoreItem replaces Backpack
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{
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Tag "Backpack"
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Inventory.PickupSound "player/pickup/item"
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+COUNTITEM
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states
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{
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Spawn:
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BPAK A 0 nodelay A_GiveInventory("Lith_ScoreCount", Score_Backpack)
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BPAK A 0 A_GiveInventory("Lith_ShellAmmo", AmmoAmt_ShellBackpk)
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BPAK A 0 A_GiveInventory("Lith_RocketAmmo", AmmoAmt_RocketBackpk)
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BPAK A 0 A_GiveInventory("Lith_PlasmaAmmo", AmmoAmt_CellBackpk)
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BPAK A 0 A_GiveInventory("Lith_CannonAmmo", AmmoAmt_CannonBackpk)
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BPAK A -1
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stop
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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_Discount", 0)
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_backpack)
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goto Super::Pickup
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}
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}
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actor Lith_Berserk : Lith_CustomInventory replaces Berserk
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{
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Tag "Berserk"
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Inventory.PickupSound "misc/p_pkup"
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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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 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_berserk)
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TNT1 A 0 A_GiveInventory("Berserk")
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stop
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}
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}
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actor Lith_BlueArmor : Lith_CustomInventory replaces BlueArmor
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{
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Tag "Blue Armor"
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states
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{
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Spawn:
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ARM2 A 6
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ARM2 B 6 bright
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loop
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Pickup:
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TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 200), "Nope")
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_bluearmor)
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TNT1 A 0 A_GiveInventory("BlueArmor")
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stop
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}
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}
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#include "lscripts/Items/BlurSphere.dec"
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actor Lith_GreenArmor : Lith_CustomInventory replaces GreenArmor
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{
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Tag "Green Armor"
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states
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{
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Spawn:
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ARM1 A 6
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ARM1 B 7 bright
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loop
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Pickup:
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TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckArmor", 100), "Nope")
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_greenarmor)
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TNT1 A 0 A_GiveInventory("GreenArmor")
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stop
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}
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}
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actor Lith_HealthBonus : Lith_CustomInventory replaces HealthBonus
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{
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Tag "Health Bonus"
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Inventory.PickupSound "items/healthbonus"
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+COUNTITEM
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states
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{
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Spawn:
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BON1 ABCDCB 6
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loop
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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_healthbonus)
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TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 1)
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stop
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}
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}
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actor Lith_Infrared : Lith_CustomInventory replaces Infrared
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{
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Tag "CB-Goggles"
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Inventory.PickupSound "player/pickup/infrared"
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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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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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_infrared)
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TNT1 A 0 A_GiveInventory("Infrared")
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stop
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}
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}
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actor Lith_InvulnerabilitySphere : Lith_CustomInventory replaces InvulnerabilitySphere
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{
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Tag "Invulnerability"
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Inventory.PickupSound "misc/p_pkup"
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+FLOATBOB
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+COUNTITEM
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+INVENTORY.BIGPOWERUP
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+INVENTORY.FANCYPICKUPSOUND
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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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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_invuln)
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TNT1 A 0 A_GiveInventory("InvulnerabilitySphere")
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stop
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}
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}
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actor Lith_Medikit : Lith_CustomInventory replaces Medikit
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{
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Tag "Medikit"
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states
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{
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Spawn:
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MEDI A -1
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stop
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Pickup:
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TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 25), "Nope")
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_medikit)
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TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 25)
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stop
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}
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}
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actor Lith_Megasphere : Lith_CustomInventory replaces Megasphere
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{
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Tag "Tao'chyan"
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Inventory.PickupSound "misc/p_pkup"
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+FLOATBOB
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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states
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{
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Spawn:
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MEGA ABCDB 6 bright
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loop
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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_megasphere)
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TNT1 A 0 A_GiveInventory("BlueArmor")
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TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 200)
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stop
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}
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}
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actor Lith_RadSuit : Lith_CustomInventory replaces RadSuit
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{
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Tag "Radiation Shielding Suit"
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Inventory.PickupSound "misc/p_pkup"
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+INVENTORY.FANCYPICKUPSOUND
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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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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_radsuit)
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TNT1 A 0 A_GiveInventory("RadSuit")
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stop
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}
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}
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actor Lith_SoulSphere : Lith_CustomInventory replaces SoulSphere
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{
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Tag "Heart"
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Inventory.PickupSound "misc/p_pkup"
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+FLOATBOB
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+COUNTITEM
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+INVENTORY.FANCYPICKUPSOUND
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states
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{
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Spawn:
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SOUL ABCDB 6 bright
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loop
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Pickup:
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_soulsphere)
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TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealthBonus", 100)
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stop
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}
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}
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actor Lith_Stimpack : Lith_CustomInventory replaces Stimpack
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{
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Tag "Stimpack"
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states
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{
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Spawn:
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STIM A -1
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stop
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Pickup:
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TNT1 A 0 A_JumpIf(!CallACS("Lith_CheckHealth", 10), "Nope")
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TNT1 A 0 ACS_NamedExecuteAlways("Lith_LogName", 0, msg_stimpack)
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TNT1 A 0 ACS_NamedExecuteWithResult("Lith_GiveHealth", 10)
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stop
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}
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}
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// EOF
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