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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-01 08:31:14 +00:00
- exported native fields of several more classes.
This commit is contained in:
parent
46757ff8bf
commit
0c95568d98
6 changed files with 89 additions and 3 deletions
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@ -15,6 +15,15 @@ IMPLEMENT_CLASS(ABasicArmorPickup, false, false, false, false)
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IMPLEMENT_CLASS(ABasicArmorBonus, false, false, true, false)
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IMPLEMENT_CLASS(ABasicArmorBonus, false, false, true, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false, false, false)
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DEFINE_FIELD(ABasicArmor, AbsorbCount)
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DEFINE_FIELD(ABasicArmor, SavePercent)
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DEFINE_FIELD(ABasicArmor, MaxAbsorb)
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DEFINE_FIELD(ABasicArmor, MaxFullAbsorb)
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DEFINE_FIELD(ABasicArmor, BonusCount)
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DEFINE_FIELD(ABasicArmor, ArmorType)
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DEFINE_FIELD(ABasicArmor, ActualSaveAmount)
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//===========================================================================
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//===========================================================================
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//
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//
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// ABasicArmor :: Serialize
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// ABasicArmor :: Serialize
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@ -193,6 +202,11 @@ void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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}
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}
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}
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}
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DEFINE_FIELD(ABasicArmorPickup, SavePercent)
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DEFINE_FIELD(ABasicArmorPickup, MaxAbsorb)
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DEFINE_FIELD(ABasicArmorPickup, MaxFullAbsorb)
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DEFINE_FIELD(ABasicArmorPickup, SaveAmount)
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//===========================================================================
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//===========================================================================
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//
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//
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// ABasicArmorPickup :: Serialize
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// ABasicArmorPickup :: Serialize
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@ -396,6 +410,10 @@ bool ABasicArmorBonus::Use (bool pickup)
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return true;
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return true;
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}
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}
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DEFINE_FIELD(AHexenArmor, Slots)
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DEFINE_FIELD(AHexenArmor, SlotsIncrement)
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//===========================================================================
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//===========================================================================
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//
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//
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// AHexenArmor :: Serialize
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// AHexenArmor :: Serialize
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@ -88,6 +88,9 @@ void PClassAmmo::DeriveData(PClass *newclass)
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IMPLEMENT_CLASS(AAmmo, false, false, false, false)
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IMPLEMENT_CLASS(AAmmo, false, false, false, false)
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DEFINE_FIELD(AAmmo, BackpackAmount)
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DEFINE_FIELD(AAmmo, BackpackMaxAmount)
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//===========================================================================
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//===========================================================================
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//
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//
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// AAmmo :: Serialize
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// AAmmo :: Serialize
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@ -483,6 +486,20 @@ IMPLEMENT_POINTERS_START(AInventory)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTERS_END
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Amount)
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DEFINE_FIELD(AInventory, MaxAmount)
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DEFINE_FIELD(AInventory, InterHubAmount)
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DEFINE_FIELD(AInventory, RespawnTics)
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DEFINE_FIELD(AInventory, Icon)
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DEFINE_FIELD(AInventory, DropTime)
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DEFINE_FIELD(AInventory, SpawnPointClass)
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DEFINE_FIELD(AInventory, PickupFlash)
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DEFINE_FIELD(AInventory, PickupSound)
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//===========================================================================
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//===========================================================================
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//
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//
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// AInventory :: Tick
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// AInventory :: Tick
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@ -1739,6 +1756,8 @@ void PClassHealth::DeriveData(PClass *newclass)
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IMPLEMENT_CLASS(AHealth, false, false, false, false)
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IMPLEMENT_CLASS(AHealth, false, false, false, false)
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DEFINE_FIELD(AHealth, PrevHealth)
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//===========================================================================
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//===========================================================================
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//
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//
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// AHealth :: PickupMessage
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// AHealth :: PickupMessage
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@ -1858,6 +1877,10 @@ void AHealthPickup::Serialize(FSerializer &arc)
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// Backpack -----------------------------------------------------------------
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// Backpack -----------------------------------------------------------------
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IMPLEMENT_CLASS(ABackpackItem, false, false, false, false)
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DEFINE_FIELD(ABackpackItem, bDepleted)
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//===========================================================================
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//===========================================================================
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//
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//
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// ABackpackItem :: Serialize
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// ABackpackItem :: Serialize
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@ -2033,7 +2056,6 @@ void ABackpackItem::DetachFromOwner ()
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//
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//
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//===========================================================================
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//===========================================================================
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IMPLEMENT_CLASS(ABackpackItem, false, false, false, false)
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IMPLEMENT_CLASS(AMapRevealer, false, false, false, false)
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IMPLEMENT_CLASS(AMapRevealer, false, false, false, false)
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//===========================================================================
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//===========================================================================
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@ -429,8 +429,8 @@ class AHealth : public AInventory
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{
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{
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DECLARE_CLASS_WITH_META(AHealth, AInventory, PClassHealth)
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DECLARE_CLASS_WITH_META(AHealth, AInventory, PClassHealth)
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int PrevHealth;
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public:
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public:
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int PrevHealth;
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virtual bool TryPickup (AActor *&other);
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virtual bool TryPickup (AActor *&other);
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virtual const char *PickupMessage ();
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virtual const char *PickupMessage ();
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};
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};
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@ -98,6 +98,8 @@ public:
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IMPLEMENT_CLASS(AFakeInventory, false, false, false, false)
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IMPLEMENT_CLASS(AFakeInventory, false, false, false, false)
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DEFINE_FIELD(AFakeInventory, Respawnable)
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PUBLIC FUNCTION PROTOTYPES ----------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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// PRIVATE FUNCTION PROTOTYPES ---------------------------------------------
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@ -4,6 +4,7 @@
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#include "zstring.h"
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#include "zstring.h"
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#include "autosegs.h"
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#include "autosegs.h"
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#include "vectors.h"
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#include "vectors.h"
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#include "cmdlib.h"
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#define MAX_RETURNS 8 // Maximum number of results a function called by script code can return
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#define MAX_RETURNS 8 // Maximum number of results a function called by script code can return
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#define MAX_TRY_DEPTH 8 // Maximum number of nested TRYs in a single function
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#define MAX_TRY_DEPTH 8 // Maximum number of nested TRYs in a single function
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@ -1,5 +1,20 @@
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class Inventory : Actor native
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class Inventory : Actor native
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{
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{
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native Actor Owner; // Who owns this item? NULL if it's still a pickup.
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native int Amount; // Amount of item this instance has
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native int MaxAmount; // Max amount of item this instance can have
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native int InterHubAmount; // Amount of item that can be kept between hubs or levels
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native int RespawnTics; // Tics from pickup time to respawn time
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native TextureID Icon; // Icon to show on status bar or HUD
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native int DropTime; // Countdown after dropping
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native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
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native Class<Actor> PickupFlash; // actor to spawn as pickup flash
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native Sound PickupSound;
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native bool bPickupGood;
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native bool bCreateCopyMoved;
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native bool bInitEffectFailed;
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Default
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Default
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{
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{
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Inventory.Amount 1;
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Inventory.Amount 1;
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@ -73,6 +88,9 @@ class ScoreItem : Inventory native
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class Ammo : Inventory native
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class Ammo : Inventory native
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{
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{
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native int BackpackAmount;
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native int BackpackMaxAmount;
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Default
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Default
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{
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{
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+INVENTORY.KEEPDEPLETED
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+INVENTORY.KEEPDEPLETED
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@ -82,6 +100,7 @@ class Ammo : Inventory native
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class BackpackItem : Inventory native
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class BackpackItem : Inventory native
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{
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{
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native bool bDepleted;
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}
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}
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class Armor : Inventory native
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class Armor : Inventory native
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@ -94,6 +113,15 @@ class Armor : Inventory native
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class BasicArmor : Armor native
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class BasicArmor : Armor native
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{
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{
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native int AbsorbCount;
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int BonusCount;
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native Name ArmorType;
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native int ActualSaveAmount;
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Default
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Default
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{
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{
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+Inventory.KEEPDEPLETED
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+Inventory.KEEPDEPLETED
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@ -121,6 +149,12 @@ class BasicArmorBonus : Armor native
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class BasicArmorPickup : Armor native
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class BasicArmorPickup : Armor native
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{
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{
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int SaveAmount;
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Default
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Default
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{
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{
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+Inventory.AUTOACTIVATE;
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+Inventory.AUTOACTIVATE;
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@ -130,6 +164,10 @@ class BasicArmorPickup : Armor native
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class HexenArmor : Armor native
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class HexenArmor : Armor native
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{
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{
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native double Slots[5];
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native double SlotsIncrement[4];
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Default
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Default
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{
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{
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+Inventory.KEEPDEPLETED
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+Inventory.KEEPDEPLETED
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@ -139,7 +177,10 @@ class HexenArmor : Armor native
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class DehackedPickup : Inventory native {}
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class DehackedPickup : Inventory native {}
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class FakeInventory : Inventory native {}
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class FakeInventory : Inventory native
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{
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native bool Respawnable;
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}
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class CustomInventory : StateProvider native
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class CustomInventory : StateProvider native
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{
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{
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@ -151,6 +192,8 @@ class CustomInventory : StateProvider native
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class Health : Inventory native
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class Health : Inventory native
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{
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{
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native int PrevHealth;
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Default
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Default
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{
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{
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Inventory.Amount 1;
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Inventory.Amount 1;
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