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Fixed some stuff, the main problem is still there though so I'm omitt…
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…ing the library until it's fixed
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Kyle873 committed Aug 1, 2014
1 parent 3ef5fe4 commit ecc7525
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Showing 3 changed files with 53 additions and 63 deletions.
4 changes: 2 additions & 2 deletions DoomRPG/scripts/Outpost.ds
Original file line number Diff line number Diff line change
Expand Up @@ -1570,8 +1570,8 @@ function void CheckShopSpecial(bool Force)
// Armor
{ 3; 0; }; // Armor Bonus

// Sentinel (Indicates end of list)
{ -1; -1; };
// End of list
{ -1; };
};

while (!ValidItem)
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112 changes: 51 additions & 61 deletions DoomRPG/scripts/Utils.ds
Original file line number Diff line number Diff line change
Expand Up @@ -191,12 +191,12 @@ acscript int CheckCapacity()
"RadSuit2";
"Infrared2";
"Berserk2";

// Sentinel (Indicates end of list)
"";
// End of List
nullptr;
};

for (int i = 0; ItemList[i] != ""; i++)
for (int i = 0; ItemList[i] != nullptr; i++)
if (CheckInventory(ItemList[i]) > 0)
Items += CheckInventory(ItemList[i]);

Expand Down Expand Up @@ -410,79 +410,69 @@ acscript void Cheat(int StatBoost, int ItemMax)
};

// Items - Tokens
GiveInventory("DRPGStatToken", 10000);
GiveInventory("DRPGStatCapToken", 100);
GiveInventory("DRPGSkillToken", 10000);
SetInventory("DRPGStatToken", 10000);
SetInventory("DRPGStatCapToken", 100);
SetInventory("DRPGSkillToken", 10000);

// Items - Health
GiveInventory("DRPGStimPack", ItemMax);
GiveInventory("DRPGMedikit", ItemMax);
GiveInventory("DRPGLargeMedikit", ItemMax);
GiveInventory("DRPGXLMedikit", ItemMax);
GiveInventory("DRPGMedPack", ItemMax);
GiveInventory("DRPGSurgeryKit", ItemMax);
GiveInventory("DRPGContinue", ItemMax);
SetInventory("DRPGStimPack", ItemMax);
SetInventory("DRPGMedikit", ItemMax);
SetInventory("DRPGLargeMedikit", ItemMax);
SetInventory("DRPGXLMedikit", ItemMax);
SetInventory("DRPGMedPack", ItemMax);
SetInventory("DRPGSurgeryKit", ItemMax);
SetInventory("DRPGContinue", ItemMax);

// Items - Armor
if (!GetCVar("drpg_ext_doomrl"))
{
TakeInventory("BasicArmor", 10000000);
GiveInventory("DRPGWhiteArmor", 1);
Delay(1);
for (int k = 0; k < ItemMax; k++)
{
GiveInventory("DRPGUsedGreenArmor", ItemMax);
GiveInventory("DRPGGreenArmor", ItemMax);
GiveInventory("DRPGUsedBlueArmor", ItemMax);
GiveInventory("DRPGBlueArmor", ItemMax);
GiveInventory("DRPGUsedYellowArmor", ItemMax);
GiveInventory("DRPGYellowArmor", ItemMax);
GiveInventory("DRPGUsedRedArmor", ItemMax);
GiveInventory("DRPGRedArmor", ItemMax);
GiveInventory("DRPGUsedWhiteArmor", ItemMax);
GiveInventory("DRPGWhiteArmor", ItemMax);
};
TakeInventory("BasicArmor", 1000000);
SetInventory("DRPGGreenArmor", ItemMax);
SetInventory("DRPGBlueArmor", ItemMax);
SetInventory("DRPGYellowArmor", ItemMax);
SetInventory("DRPGRedArmor", ItemMax);
SetInventory("DRPGWhiteArmor", ItemMax);
};

// Items - Powerups
GiveInventory("DRPGInvulnerabilitySphere", ItemMax);
GiveInventory("DRPGInvulnerabilityCharge", ItemMax);
GiveInventory("DRPGBlurSphere", ItemMax);
GiveInventory("DRPGInvisibilityCharge", ItemMax);
GiveInventory("DRPGRadSuit", ItemMax);
GiveInventory("DRPGInfrared", ItemMax);
GiveInventory("DRPGBerserk", ItemMax);
GiveInventory("DRPGPowerStrength", 1);
GiveInventory("DRPGAllMap", ItemMax);
SetInventory("DRPGInvulnerabilitySphere", ItemMax);
SetInventory("DRPGInvulnerabilityCharge", ItemMax);
SetInventory("DRPGBlurSphere", ItemMax);
SetInventory("DRPGInvisibilityCharge", ItemMax);
SetInventory("DRPGRadSuit", ItemMax);
SetInventory("DRPGInfrared", ItemMax);
SetInventory("DRPGBerserk", ItemMax);
SetInventory("DRPGPowerStrength", 1);
SetInventory("DRPGAllMap", ItemMax);

// Items - Ammo
GiveInventory("Clip", GetAmmoCapacity("Clip"));
GiveInventory("Shell", GetAmmoCapacity("Shell"));
GiveInventory("RocketAmmo", GetAmmoCapacity("RocketAmmo"));
GiveInventory("Cell", GetAmmoCapacity("Cell"));
SetInventory("Clip", GetAmmoCapacity("Clip"));
SetInventory("Shell", GetAmmoCapacity("Shell"));
SetInventory("RocketAmmo", GetAmmoCapacity("RocketAmmo"));
SetInventory("Cell", GetAmmoCapacity("Cell"));

// Items - Misc
GiveAugs(100, 100, 100);
GiveCredits(0);
FullShield();
GiveCompounds(10000);
GiveInventory("DRPGRedCard", 1);
GiveInventory("DRPGYellowCard", 1);
GiveInventory("DRPGBlueCard", 1);
GiveInventory("DRPGRedSkull", 1);
GiveInventory("DRPGYellowSkull", 1);
GiveInventory("DRPGBlueSkull", 1);
GiveInventory("PowerInvulnerable", 1);
GiveInventory("PowerShadow", 1);
GiveInventory("PowerIronFeet", 1);
GiveInventory("PowerLightAmp", 1);
SetInventory("DRPGRedCard", 1);
SetInventory("DRPGYellowCard", 1);
SetInventory("DRPGBlueCard", 1);
SetInventory("DRPGRedSkull", 1);
SetInventory("DRPGYellowSkull", 1);
SetInventory("DRPGBlueSkull", 1);
SetInventory("PowerInvulnerable", 1);
SetInventory("PowerShadow", 1);
SetInventory("PowerIronFeet", 1);
SetInventory("PowerLightAmp", 1);

// Stims
GiveInventory("DRPGStimSmall", ItemMax);
GiveInventory("DRPGStimMedium", ItemMax);
GiveInventory("DRPGStimLarge", ItemMax);
GiveInventory("DRPGStimXL", ItemMax);
GiveInventory("DRPGStimDetox", ItemMax);
SetInventory("DRPGStimSmall", ItemMax);
SetInventory("DRPGStimMedium", ItemMax);
SetInventory("DRPGStimLarge", ItemMax);
SetInventory("DRPGStimXL", ItemMax);
SetInventory("DRPGStimDetox", ItemMax);

// Restore HP/EP/Shields
HealThing(Player.HealthMax);
Expand Down Expand Up @@ -798,11 +788,11 @@ function void DropInventory()
{ "RLScavengerModLimit"; true; true; 8; };
{ "RLArmorModItemInInventory"; true; };

// Sentinel (Indicates end of list)
{ ""; };
// End of list
{ nullptr; };
};

for (int i = 0; ItemList[i].Actor != ""; ++i)
for (int i = 0; ItemList[i].Actor != nullptr; i++)
for (int j = 0; j < CheckInventory(ItemList[i].Actor); j++)
{
// Limit the drops if you have more than 25 to prevent massive amounts of lag
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Binary file added Utilities/DH-ACC/libgcc_s_sjlj-1.dll
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