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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 01:21:17 +00:00
- moved ValidateInvFirst to the script side because this was one of the major functions that directly reference AInventory.
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d021d63d33
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081d0bbcca
8 changed files with 120 additions and 117 deletions
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@ -768,9 +768,6 @@ public:
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// Adds one item of a particular type. Returns NULL if it could not be added.
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AInventory *GiveInventoryType (PClassActor *type);
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// Returns the first item held with IF_INVBAR set.
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AInventory *FirstInv ();
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// Destroys all the inventory the actor is holding.
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void DestroyAllInventory ();
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@ -2133,7 +2133,7 @@ class CommandDrawInventoryBar : public SBarInfoCommand
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statusBar->DrawGraphic(statusBar->Images[statusBar->invBarOffset + imgARTIBOX], x + (!vertical ? (i*spacing) : 0), y + (vertical ? (i*spacing) : 0), block->XOffset(), block->YOffset(), bgalpha, block->FullScreenOffsets());
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// Is there something to the left?
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if (!noArrows && statusBar->CPlayer->mo->FirstInv() != statusBar->CPlayer->mo->InvFirst)
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if (!noArrows && statusBar->CPlayer->mo->InvFirst->PrevInv())
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{
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int offset = (style != STYLE_Strife ? (style != STYLE_HexenStrict ? -12 : -10) : 14);
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int yOffset = style != STYLE_HexenStrict ? 0 : -1;
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@ -1294,84 +1294,15 @@ void DBaseStatusBar::CallScreenSizeChanged()
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AInventory *DBaseStatusBar::ValidateInvFirst (int numVisible) const
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{
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AInventory *item;
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int i;
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if (CPlayer->mo->InvFirst == NULL)
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IFVM(BaseStatusBar, ValidateInvFirst)
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{
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CPlayer->mo->InvFirst = CPlayer->mo->FirstInv();
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if (CPlayer->mo->InvFirst == NULL)
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{ // Nothing to show
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return NULL;
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}
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}
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assert (CPlayer->mo->InvFirst->Owner == CPlayer->mo);
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// If there are fewer than numVisible items shown, see if we can shift the
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// view left to show more.
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for (i = 0, item = CPlayer->mo->InvFirst; item != NULL && i < numVisible; ++i, item = item->NextInv())
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{ }
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while (i < numVisible)
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{
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item = CPlayer->mo->InvFirst->PrevInv ();
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if (item == NULL)
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{
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break;
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}
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else
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{
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CPlayer->mo->InvFirst = item;
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++i;
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}
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}
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if (CPlayer->mo->InvSel == NULL)
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{
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// Nothing selected, so don't move the view.
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return CPlayer->mo->InvFirst == NULL ? CPlayer->mo->Inventory : CPlayer->mo->InvFirst;
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}
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else
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{
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// Check if InvSel is already visible
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for (item = CPlayer->mo->InvFirst, i = numVisible;
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item != NULL && i != 0;
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item = item->NextInv(), --i)
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{
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if (item == CPlayer->mo->InvSel)
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{
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return CPlayer->mo->InvFirst;
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}
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}
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// Check if InvSel is to the right of the visible range
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for (i = 1; item != NULL; item = item->NextInv(), ++i)
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{
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if (item == CPlayer->mo->InvSel)
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{
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// Found it. Now advance InvFirst
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for (item = CPlayer->mo->InvFirst; i != 0; --i)
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{
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item = item->NextInv();
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}
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return item;
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}
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}
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// Check if InvSel is to the left of the visible range
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for (item = CPlayer->mo->Inventory;
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item != CPlayer->mo->InvSel;
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item = item->NextInv())
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{ }
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if (item != NULL)
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{
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// Found it, so let it become the first item shown
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return item;
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}
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// Didn't find the selected item, so don't move the view.
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// This should never happen, so let debug builds assert.
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assert (item != NULL);
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return CPlayer->mo->InvFirst;
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VMValue params[] = { (AInventory*)this, numVisible };
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AInventory *item;
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VMReturn ret((void**)&item);
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VMCall(func, params, 2, &ret, 1);
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return item;
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}
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return nullptr;
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}
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uint32_t DBaseStatusBar::GetTranslation() const
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@ -1907,10 +1838,3 @@ FTextureID GetInventoryIcon(AInventory *item, uint32_t flags, int *applyscale)
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return picnum;
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}
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DEFINE_ACTION_FUNCTION(DBaseStatusBar, ValidateInvFirst)
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{
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PARAM_SELF_PROLOGUE(DBaseStatusBar);
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PARAM_INT(num);
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ACTION_RETURN_POINTER(self->ValidateInvFirst(num));
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}
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@ -809,33 +809,6 @@ DEFINE_ACTION_FUNCTION(AActor, DestroyAllInventory)
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self->DestroyAllInventory();
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return 0;
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}
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//============================================================================
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//
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// AActor :: FirstInv
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//
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// Returns the first item in this actor's inventory that has IF_INVBAR set.
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//
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//============================================================================
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AInventory *AActor::FirstInv ()
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{
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if (Inventory == NULL)
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{
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return NULL;
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}
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if (Inventory->ItemFlags & IF_INVBAR)
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{
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return Inventory;
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}
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return Inventory->NextInv ();
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}
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DEFINE_ACTION_FUNCTION(AActor, FirstInv)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_OBJECT(self->FirstInv());
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}
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//============================================================================
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//
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// AActor :: UseInventory
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@ -585,7 +585,6 @@ class Actor : Thinker native
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native void SetShade(color col);
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native clearscope int GetRenderStyle() const;
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native clearscope bool CheckKeys(int locknum, bool remote, bool quiet = false);
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native clearscope Inventory FirstInv() const;
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protected native void CheckPortalTransition(bool linked = true);
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native clearscope string GetTag(string defstr = "") const;
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@ -1,5 +1,27 @@
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extend class Actor
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{
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//============================================================================
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//
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// AActor :: FirstInv
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//
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// Returns the first item in this actor's inventory that has IF_INVBAR set.
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//
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//============================================================================
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clearscope Inventory FirstInv ()
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{
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if (Inv == NULL)
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{
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return NULL;
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}
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if (Inv.bInvBar)
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{
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return Inv;
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}
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return Inv.NextInv ();
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}
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//============================================================================
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//
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// AActor :: AddInventory
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@ -1039,7 +1039,7 @@ class Inventory : Actor native
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//
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//===========================================================================
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Inventory PrevInv ()
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clearscope Inventory PrevInv ()
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{
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Inventory lastgood = NULL;
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Inventory item = Owner.Inv;
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@ -341,7 +341,6 @@ class BaseStatusBar native ui
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native TextureID GetMugshot(int accuracy, int stateflags=MugShot.STANDARD, String default_face = "STF");
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// These functions are kept native solely for performance reasons. They get called repeatedly and can drag down performance easily if they get too slow.
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native Inventory ValidateInvFirst (int numVisible) const;
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native static TextureID, bool GetInventoryIcon(Inventory item, int flags);
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native void DrawTexture(TextureID texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1));
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native void DrawImage(String texture, Vector2 pos, int flags = 0, double Alpha = 1., Vector2 box = (-1, -1), Vector2 scale = (1, 1));
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@ -358,6 +357,95 @@ class BaseStatusBar native ui
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screen.ClearClipRect();
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}
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//---------------------------------------------------------------------------
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//
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// ValidateInvFirst
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//
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// Returns an inventory item that, when drawn as the first item, is sure to
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// include the selected item in the inventory bar.
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//
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//---------------------------------------------------------------------------
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Inventory ValidateInvFirst (int numVisible) const
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{
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Inventory item;
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int i;
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let pmo = CPlayer.mo;
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if (pmo.InvFirst == NULL)
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{
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pmo.InvFirst = pmo.FirstInv();
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if (pmo.InvFirst == NULL)
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{ // Nothing to show
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return NULL;
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}
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}
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// If there are fewer than numVisible items shown, see if we can shift the
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// view left to show more.
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for (i = 0, item = pmo.InvFirst; item != NULL && i < numVisible; ++i, item = item.NextInv())
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{ }
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while (i < numVisible)
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{
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item = pmo.InvFirst.PrevInv ();
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if (item == NULL)
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{
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break;
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}
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else
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{
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pmo.InvFirst = item;
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++i;
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}
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}
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if (pmo.InvSel == NULL)
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{
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// Nothing selected, so don't move the view.
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return pmo.InvFirst == NULL ? pmo.Inv : pmo.InvFirst;
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}
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else
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{
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// Check if InvSel is already visible
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for (item = pmo.InvFirst, i = numVisible;
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item != NULL && i != 0;
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item = item.NextInv(), --i)
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{
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if (item == pmo.InvSel)
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{
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return pmo.InvFirst;
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}
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}
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// Check if InvSel is to the right of the visible range
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for (i = 1; item != NULL; item = item.NextInv(), ++i)
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{
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if (item == pmo.InvSel)
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{
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// Found it. Now advance InvFirst
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for (item = pmo.InvFirst; i != 0; --i)
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{
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item = item.NextInv();
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}
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return item;
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}
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}
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// Check if InvSel is to the left of the visible range
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for (item = pmo.Inv;
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item != pmo.InvSel;
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item = item.NextInv())
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{ }
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if (item != NULL)
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{
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// Found it, so let it become the first item shown
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return item;
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}
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// Didn't find the selected item, so don't move the view.
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// This should never happen.
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return pmo.InvFirst;
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}
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}
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//============================================================================
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//
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// DBaseStatusBar :: GetCurrentAmmo
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