Adding SkullTag's runes: Questions!

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yum13241
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Re: Adding SkullTag's runes: Questions!

Post by yum13241 »

How I'd implement it:

1. Change Weapon.SisterWeapon to accept a numerical value. 0, 1, 2 and nothing all mean PowerWeaponLevel2 for backwards compat, and 3 would be PowerWeaponLevel3, which would be the Spread rune. The Weapon.SisterWeapon value would need to be the same obviously.
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Graf Zahl
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Re: Adding SkullTag's runes: Questions!

Post by Graf Zahl »

I'll file this off as 'DIY'.
yum13241
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Re: Adding SkullTag's runes: Questions!

Post by yum13241 »

Some weapons mods (like mine) already use PowerWeaponLevel2 for other things, I use it for an akimbo weapon. So unless ZScript can add new powerups, this is impossible to DIY while still having my guns akimbo for instance.
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Major Cooke
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Re: Adding SkullTag's runes: Questions!

Post by Major Cooke »

Yum: Agreed, but I've heard back from nobody on the Zandronum team who can give me a clear cut answer on if I may use their resources with permission, so this is off the table entirely until either someone decides to make sprites for me or they respond with a resounding 'yes'. Only then will I make a PR for this.

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