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Author SHA1 Message Date
124d14715b Sprite name changes. 2023-08-26 16:03:15 -07:00
09c701af9f More cleanup. 2023-08-26 15:36:26 -07:00
41 changed files with 78 additions and 35 deletions

65
README.md Normal file
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# Kiri's Wiring Bypass Kit
Have you ever been stuck in Hell because you accidentally blew up a
switch to an important elevator?
Couldn't leave the UAC HQ after giving your two weeks in the form of
too much heavy ordnance, because you broke the elevator?
Can't make it through that broken teleporter the sweet, sweet freedom
of the end of the level?
Well, have I got the solution for YOU!
## Kiri's Discount Wiring Bypass Kit
Temporarily restore power to broken electronics (or creepy hellish
teleporter alien magic things) with this handy dandy kit.
Just use this ~~stud finder~~ Wiring Fault Detection Unit to find the
location of a broken ~~linedef~~ internal mechanism, and use the
accompanying TURBO WIRE CUTTER 9000 brand wire strippers, along with a
standard battery, some electrical tape, some wire, and flagrant
disregard for personal safety, and you can make that broken teleporter
into your very own ~~teleporter accident~~ functioning teleporter!
(Batteries NOT included.)
## How to use
Loadout code: jmp
Use the Wiring Bypass Kit item as an inventory item. Approach a broken
switch, teleporter, or other mechanism, and aim the device at the area
of the breakage. It may take a moment to find a repairable fault.
The Wiring Fault Detection Unit has three LEDs indicating the
detection status:
- Red: There is a broken mechanism, that can be repaired.
- Green: Everything is functioning as implemented.
- Yellow: Not close enough to make a determination. Approach the
mechanism.
The LCD indicator can detect the exact nature of the faulty mechanism.
See appendix D for a list of codes.
Once a faulty mechanism has been located, you may attach a charged
battery to the mechanism to temporarily restore some functionality to
it.
Note: Some mechanisms cannot be repaired through simple wiring bypass,
such as doors or elevators, if the damage is on the mechanism itself,
instead of a switch or other remote activator.
TODO: Remove any language not corporate-aligned, such as "teleporter
accident" and "mechanism".
## Appendix D
Appendix D is unavailable in the Kiri's Discount Wiring Bypass Kit
manual. To obtain a copy of appendix D, please purchase a subscription
to Kiri's Discount Wiring Bypass Kit: Professional Edition.

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TODO.md
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# TODO
n Deployed sprites for every angle (wall)
n - Showing charge level
n Deployed sprites for every angle (ceiling)
n - Showing charge level
x flat sprite? Advantages: One direction, can probably be used on ceiling and wall.
x - Showing charge level
x Sparks
x Debris when destroyed
x Show remaining batteries as ammo
x Switching to mag manager goes to batteries screen
x Empty batteries disappear
x Add (or make sure) loadout code in loadout editor
x Help screen
x Pickup sprites for every angle
n - Spool of wire, a tool, and some electical tape
x Set bulk
x 1st-person sprites
n Wire cutters and electrical tape
- Pickup sound
- Fault detection sound
- ready animation

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brightmap sprite jmppa0 brightmap sprite jmppa0
{ {
map "sprites/jmpr_brightmap_1.png" map "sprites/bright_jmpr_1.png"
disablefullbright disablefullbright
} }
brightmap sprite jmppb0 brightmap sprite jmppb0
{ {
map "sprites/jmpr_brightmap_2.png" map "sprites/bright_jmpr_2.png"
disablefullbright disablefullbright
} }
brightmap sprite jmppc0 brightmap sprite jmppc0
{ {
map "sprites/jmpr_brightmap_3.png" map "sprites/bright_jmpr_3.png"
disablefullbright disablefullbright
} }

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@ -236,9 +236,9 @@ brightmaps : povsprite.aseprite
--layer "brightmap_leds" \ --layer "brightmap_leds" \
--frame-range 0,2 --save-as brightmap_leds.png --frame-range 0,2 --save-as brightmap_leds.png
composite brightmap_display.png brightmap_leds1.png -compose screen ../sprites/jmpr_brightmap_1.png composite brightmap_display.png brightmap_leds1.png -compose screen ../sprites/bright_jmpr_1.png
composite brightmap_display.png brightmap_leds2.png -compose screen ../sprites/jmpr_brightmap_2.png composite brightmap_display.png brightmap_leds2.png -compose screen ../sprites/bright_jmpr_2.png
composite brightmap_display.png brightmap_leds3.png -compose screen ../sprites/jmpr_brightmap_3.png composite brightmap_display.png brightmap_leds3.png -compose screen ../sprites/bright_jmpr_3.png
rm brightmap_display.png rm brightmap_display.png
rm brightmap_leds?.png rm brightmap_leds?.png

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@ -425,6 +425,13 @@ class JumperCablesUsable : HDWeapon
player.getpsprite(355).frame = frame_left; player.getpsprite(355).frame = frame_left;
player.getpsprite(356).frame = frame_right; player.getpsprite(356).frame = frame_right;
// Play a sound if we just discovered a broken line.
if(invoker.lastIndicatorStatus != player.getpsprite(PSP_WEAPON).frame) {
if(invoker.lastIndicatorStatus != 1 && player.getpsprite(PSP_WEAPON).frame == 1) {
A_StartSound("herp/beep", CHAN_WEAPON);
}
}
// Set indicator status fo the HUD. // Set indicator status fo the HUD.
invoker.lastIndicatorStatus = player.getpsprite(PSP_WEAPON).frame; invoker.lastIndicatorStatus = player.getpsprite(PSP_WEAPON).frame;