2018-12-01 16:03:58 +00:00
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extend class Actor
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{
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//============================================================================
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//
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// AActor :: AddInventory
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//
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//============================================================================
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virtual void AddInventory (Inventory item)
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{
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// Check if it's already attached to an actor
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if (item.Owner != NULL)
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{
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// Is it attached to us?
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if (item.Owner == self)
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return;
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// No, then remove it from the other actor first
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item.Owner.RemoveInventory (item);
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}
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item.Owner = self;
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item.Inv = Inv;
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Inv = item;
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// Each item receives an unique ID when added to an actor's inventory.
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// This is used by the DEM_INVUSE command to identify the item. Simply
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// using the item's position in the list won't work, because ticcmds get
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// run sometime in the future, so by the time it runs, the inventory
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// might not be in the same state as it was when DEM_INVUSE was sent.
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Inv.InventoryID = InventoryID++;
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}
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2018-12-01 16:07:09 +00:00
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//============================================================================
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//
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// AActor :: GiveInventory
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//
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//============================================================================
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bool GiveInventory(Class<Inventory> type, int amount, bool givecheat = false)
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{
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bool result = true;
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let player = self.player;
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// This can be called from places which do not check the given item's type.
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if (type == null || !(type is 'Inventory')) return false;
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Weapon savedPendingWeap = player != NULL ? player.PendingWeapon : NULL;
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bool hadweap = player != NULL ? player.ReadyWeapon != NULL : true;
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Inventory item;
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if (!givecheat)
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{
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item = Inventory(Spawn (type));
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}
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else
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{
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item = Inventory(Spawn (type, Pos, NO_REPLACE));
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if (item == NULL) return false;
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}
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// This shouldn't count for the item statistics.
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item.ClearCounters();
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if (!givecheat || amount > 0)
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{
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item.SetGiveAmount(self, amount, givecheat);
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}
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if (!item.CallTryPickup (self))
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{
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item.Destroy ();
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result = false;
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}
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// If the item was a weapon, don't bring it up automatically
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// unless the player was not already using a weapon.
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// Don't bring it up automatically if this is called by the give cheat.
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if (!givecheat && player != NULL && savedPendingWeap != NULL && hadweap)
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{
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player.PendingWeapon = savedPendingWeap;
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}
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return result;
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}
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2018-12-01 16:03:58 +00:00
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}
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