2018-12-01 16:03:58 +00:00
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extend class PlayerPawn
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{
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2018-12-01 21:37:12 +00:00
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//===========================================================================
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//
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//
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//
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//===========================================================================
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ui void InvNext()
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{
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Inventory next;
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let old = InvSel;
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if (InvSel != NULL)
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{
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if ((next = InvSel.NextInv()) != NULL)
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{
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InvSel = next;
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}
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else
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{
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// Select the first item in the inventory
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InvSel = FirstInv();
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}
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if (InvSel) InvSel.DisplayNameTag();
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}
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player.inventorytics = 5*TICRATE;
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if (old != InvSel)
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{
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A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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//
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//===========================================================================
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ui void InvPrev()
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{
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Inventory item, newitem;
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let old = InvSel;
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if (InvSel != NULL)
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{
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if ((item = InvSel.PrevInv()) != NULL)
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{
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InvSel = item;
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}
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else
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{
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// Select the last item in the inventory
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item = InvSel;
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while ((newitem = item.NextInv()) != NULL)
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{
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item = newitem;
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}
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InvSel = item;
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}
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if (InvSel) InvSel.DisplayNameTag();
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}
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player.inventorytics = 5*TICRATE;
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if (old != InvSel)
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{
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A_PlaySound("misc/invchange", CHAN_AUTO, 1.0, false, ATTN_NONE);
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}
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}
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2018-12-01 16:03:58 +00:00
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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//
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//===========================================================================
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override void AddInventory (Inventory item)
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{
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// Adding inventory to a voodoo doll should add it to the real player instead.
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if (player != NULL && player.mo != self && player.mo != NULL)
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{
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player.mo.AddInventory (item);
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return;
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}
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Super.AddInventory (item);
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// If nothing is selected, select this item.
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if (InvSel == NULL && item.bInvBar)
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{
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InvSel = item;
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}
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}
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2018-12-01 16:09:23 +00:00
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//===========================================================================
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//
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// APlayerPawn :: RemoveInventory
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//
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//===========================================================================
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override void RemoveInventory (Inventory item)
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{
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bool pickWeap = false;
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// Since voodoo dolls aren't supposed to have an inventory, there should be
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// no need to redirect them to the real player here as there is with AddInventory.
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// If the item removed is the selected one, select something else, either the next
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// item, if there is one, or the previous item.
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if (player != NULL)
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{
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if (InvSel == item)
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{
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InvSel = item.NextInv ();
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if (InvSel == NULL)
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{
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InvSel = item.PrevInv ();
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}
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}
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if (InvFirst == item)
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{
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InvFirst = item.NextInv ();
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if (InvFirst == NULL)
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{
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InvFirst = item.PrevInv ();
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}
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}
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if (item == player.PendingWeapon)
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{
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player.PendingWeapon = WP_NOCHANGE;
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}
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if (item == player.ReadyWeapon)
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{
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// If the current weapon is removed, clear the refire counter and pick a new one.
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pickWeap = true;
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player.ReadyWeapon = NULL;
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player.refire = 0;
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}
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}
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Super.RemoveInventory (item);
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if (pickWeap && player.mo == self && player.PendingWeapon == WP_NOCHANGE)
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{
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PickNewWeapon (NULL);
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}
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}
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2018-12-01 16:17:08 +00:00
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//===========================================================================
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//
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// APlayerPawn :: UseInventory
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//
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//===========================================================================
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override bool UseInventory (Inventory item)
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{
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let itemtype = item.GetClass();
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if (player.cheats & CF_TOTALLYFROZEN)
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{ // You can't use items if you're totally frozen
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return false;
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}
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if ((level.FROZEN) && (player == NULL || player.timefreezer == 0))
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{
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// Time frozen
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return false;
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}
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if (!Super.UseInventory (item))
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{
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// Heretic and Hexen advance the inventory cursor if the use failed.
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// Should this behavior be retained?
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return false;
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}
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if (player == players[consoleplayer])
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{
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A_PlaySound(item.UseSound, CHAN_ITEM);
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StatusBar.FlashItem (itemtype); // Fixme: This shouldn't be called from here, because it is in the UI.
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}
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return true;
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}
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2018-12-01 16:03:58 +00:00
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}
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