2018-11-24 12:06:01 +00:00
|
|
|
|
|
|
|
// Container for utility functions used by ACS and FraggleScript.
|
|
|
|
|
|
|
|
class ScriptUtil play
|
|
|
|
{
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int SetWeapon(Actor activator, class<Inventory> cls)
|
|
|
|
{
|
|
|
|
if(activator != NULL && activator.player != NULL && cls != null)
|
|
|
|
{
|
|
|
|
let item = Weapon(activator.FindInventory(cls));
|
|
|
|
|
|
|
|
if(item != NULL)
|
|
|
|
{
|
|
|
|
if(activator.player.ReadyWeapon == item)
|
|
|
|
{
|
|
|
|
// The weapon is already selected, so setweapon succeeds by default,
|
|
|
|
// but make sure the player isn't switching away from it.
|
|
|
|
activator.player.PendingWeapon = WP_NOCHANGE;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if(item.CheckAmmo(Weapon.EitherFire, false))
|
|
|
|
{
|
|
|
|
// There's enough ammo, so switch to it.
|
|
|
|
activator.player.PendingWeapon = item;
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void SetMarineWeapon(Actor activator, int tid, int marineweapontype)
|
|
|
|
{
|
|
|
|
if (tid != 0)
|
|
|
|
{
|
|
|
|
let it = ActorIterator.Create(tid, 'ScriptedMarine');
|
|
|
|
ScriptedMarine marine;
|
|
|
|
|
|
|
|
while ((marine = ScriptedMarine(it.Next())) != NULL)
|
|
|
|
{
|
|
|
|
marine.SetWeapon(marineweapontype);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
let marine = ScriptedMarine(activator);
|
|
|
|
if (marine != null)
|
|
|
|
{
|
|
|
|
marine.SetWeapon(marineweapontype);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static void SetMarineSprite(Actor activator, int tid, class<Actor> type)
|
|
|
|
{
|
|
|
|
if (type != NULL)
|
|
|
|
{
|
|
|
|
if (tid != 0)
|
|
|
|
{
|
|
|
|
let it = ActorIterator.Create(tid, 'ScriptedMarine');
|
|
|
|
ScriptedMarine marine;
|
|
|
|
|
|
|
|
while ((marine = ScriptedMarine(it.Next())) != NULL)
|
|
|
|
{
|
|
|
|
marine.SetSprite(type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
let marine = ScriptedMarine(activator);
|
|
|
|
if (marine != null)
|
|
|
|
{
|
|
|
|
marine.SetSprite(type);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
Console.Printf ("Unknown actor type: %s\n", type.GetClassName());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-11-24 17:33:42 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
static int PlayerMaxAmmo(Actor activator, class<Actor> type, int newmaxamount = int.min, int newbpmaxamount = int.min)
|
|
|
|
{
|
|
|
|
if (activator == null) return 0;
|
|
|
|
let ammotype = (class<Ammo>)(type);
|
|
|
|
if (ammotype == null) return 0;
|
|
|
|
|
|
|
|
if (newmaxamount != int.min)
|
|
|
|
{
|
|
|
|
let iammo = Ammo(activator.FindInventory(ammotype));
|
|
|
|
if(newmaxamount < 0) newmaxamount = 0;
|
|
|
|
if (!iammo)
|
|
|
|
{
|
|
|
|
activator.GiveAmmo(ammotype, 1);
|
|
|
|
iammo = Ammo(activator.FindInventory(ammotype));
|
|
|
|
if (iammo)
|
|
|
|
iammo.Amount = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (Inventory item = activator.Inv; item != NULL; item = item.Inv)
|
|
|
|
{
|
|
|
|
if (item is 'BackpackItem')
|
|
|
|
{
|
|
|
|
if (newbpmaxamount == int.min) newbpmaxamount = newmaxamount * 2;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (iammo)
|
|
|
|
{
|
|
|
|
iammo.MaxAmount = newmaxamount;
|
|
|
|
iammo.BackpackMaxAmount = newbpmaxamount;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
let rammo = activator.FindInventory(ammotype);
|
|
|
|
if (rammo) return rammo.maxamount;
|
|
|
|
else return GetDefaultByType(ammotype).MaxAmount;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2018-11-24 12:06:01 +00:00
|
|
|
}
|