engine: reject mbf21 and shit24 wads. there is no way to know if it is safe to ignore...
[k8vavoom.git] / specs / k8vavoom_decorate.txt
blob7ec326b3bc7521767892b15a78c92d6a25725639
1 you can control weapon pickup a-la CustomInventory, with "TryPickupWeapon" state chain.
2 fail it to skip picking up weapon completely.
3 called in the context of the toucher (PlayerPawn).
4 called ONLY for players.
5 to turn this on, use "+Weapon.k8AllowTryPickupState" flag.
6 note that this is called only when the player is obtaining the weapon they didn't have yet.
8 when the weapon is picked up, "PickupWeapon" state chain will be called.
9 the result of this call doesn't matter.
10 called in the context of the weapon owner (PlayerPawn).
11 called ONLY for players.
12 to turn this on, use "+Weapon.k8AllowPickupState" flag.
13 note that this is called only when the player is obtaining the weapon they didn't have yet.
16 you can control weapon pickup for ammo, with "TryPickupWeaponForAmmo" state chain.
17 fail it to skip picking up weapon completely.
18 called in the context of the toucher (PlayerPawn).
19 called ONLY for players.
20 to turn this on, use "+Weapon.k8AllowTryPickupForAmmoState" flag.
21 note that this is called only when the player is obtaining the weapon they already have.
23 when the weapon is picked up, "PickupWeaponForAmmo" state chain will be called.
24 if this call succeeds, normal ammo scavenging code is executed.
25 if this call fails, no ammo scavenging code will be called, and the weapon will be "picked up".
26 i.e. to control ammo added, give it to the player explicitly, and then fail this chain.
27 called in the context of the weapon owner (PlayerPawn).
28 called ONLY for players.
29 to turn this on, use "+Weapon.k8AllowPickupForAmmoState" flag.
30 note that this is called only when the player is obtaining the weapon they already have.