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Summary 0001277: LMS weapon rework
Revision 2013-02-09 22:46 by Dusk
Description OK so I had another code night and I went and reworked the LMS inventory code. DoomPlayer/HereticPlayer stuff are no longer uglily copy/pasted, works with any IWAD now (Hexen and Strife).

Since mods also expect player classes not derived from DoomPlayer not to be given this inventory, I added a decorate flag +LMSFULLARSENAL to toggle the behavior, this adds flexibility and keeps compatibility with mods at the same time.

Other changes:
- stamina and accuracy are now maxed out to 100 for Strife
- in Strife, the player is given the leather armor, in Chex, the player is given the equivalent of green armor. The armor item's replacement is recognized, though -INVBAR and +AUTOACTIVATE are forced on the item to automatically activate the armor (this way Strifeguys get their armor immediately, I don't know of any mods that would rely on anything else)
- in Hexen, the player is given all 4 armor items
- Beak and Snout given +WEAPON.NOLMS, I guess this could be removed if mods for some bizarre reason rely on them not having it...
- berserk is given in all games and is given by giving APowerStrength directly, I don't think this changes a lot
- misc change: (the block was neatly just below the LMS stuff :P) made DF2_COOP_SHOTGUNSTART more replacement-aware
- similarly misc change: reduced code duplication in buckshot/instagib management
Revision 2013-02-09 22:43 by Dusk
Description OK so I had another code night and I went and reworked the LMS inventory code. DoomPlayer/HereticPlayer stuff are no longer uglily copy/pasted, works with any IWAD now (Hexen and Strife).

Since mods also expect player classes not derived from DoomPlayer not to be given this inventory, I added a decorate flag +LMSFULLARSENAL to toggle the behavior, this adds flexibility and keeps compatibility with mods at the same time.

Other changes:
- stamina and accuracy are now maxed out to 100 for Strife
- in Strife, the player is given the leather armor, in Chex, the player is given the equivalent of green armor. The armor item's replacement is recognized, though -INVBAR and +AUTOACTIVATE are forced on the item to automatically activate the armor (this way Strifeguys get their armor immediately, I don't know of any mods that would rely on anything else)
- in Hexen, the player is given all 4 armor items
- Beak and Snout given +WEAPON.NOLMS
- berserk is given in all games, I don't think this changes a lot
- misc change: (the block was neatly just below the LMS stuff :P) made DF2_COOP_SHOTGUNSTART more replacement-aware
- similarly misc change: reduced code duplication in buckshot/instagib management






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