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- BlueShadow's GetArmorInfo submission.
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@ -120,6 +120,16 @@ FRandom pr_acs ("ACS");
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#define SDF_ABSANGLE 1
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#define SDF_ABSANGLE 1
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#define SDF_PERMANENT 2
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#define SDF_PERMANENT 2
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// GetArmorInfo
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enum
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{
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ARMORINFO_CLASSNAME,
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ARMORINFO_SAVEAMOUNT,
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ARMORINFO_SAVEPERCENT,
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ARMORINFO_MAXABSORB,
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ARMORINFO_MAXFULLABSORB,
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};
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struct CallReturn
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struct CallReturn
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{
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{
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway)
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CallReturn(int pc, ScriptFunction *func, FBehavior *module, SDWORD *locals, ACSLocalArrays *arrays, bool discard, unsigned int runaway)
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@ -4349,6 +4359,7 @@ enum EACSFunctions
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ACSF_GetActorPowerupTics,
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ACSF_GetActorPowerupTics,
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ACSF_ChangeActorAngle,
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ACSF_ChangeActorAngle,
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ACSF_ChangeActorPitch, // 80
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ACSF_ChangeActorPitch, // 80
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ACSF_GetArmorInfo,
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/* Zandronum's - these must be skipped when we reach 99!
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/* Zandronum's - these must be skipped when we reach 99!
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-100:ResetMap(0),
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-100:ResetMap(0),
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@ -4822,6 +4833,38 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
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return 0;
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return 0;
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}
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}
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case ACSF_GetArmorInfo:
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{
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if (activator == NULL || activator->player == NULL) return 0;
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ABasicArmor * equippedarmor = (ABasicArmor *) activator->FindInventory(NAME_BasicArmor);
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if (equippedarmor && equippedarmor->Amount != 0)
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{
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switch(args[0])
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{
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case ARMORINFO_CLASSNAME:
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return GlobalACSStrings.AddString(equippedarmor->ArmorType.GetChars(), stack, stackdepth);
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case ARMORINFO_SAVEAMOUNT:
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return equippedarmor->MaxAmount;
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case ARMORINFO_SAVEPERCENT:
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return equippedarmor->SavePercent;
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case ARMORINFO_MAXABSORB:
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return equippedarmor->MaxAbsorb;
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case ARMORINFO_MAXFULLABSORB:
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return equippedarmor->MaxFullAbsorb;
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default:
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return 0;
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}
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}
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return args[0] == ARMORINFO_CLASSNAME ? GlobalACSStrings.AddString("None", stack, stackdepth) : 0;
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}
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case ACSF_SpawnSpotForced:
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case ACSF_SpawnSpotForced:
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return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
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return DoSpawnSpot(args[0], args[1], args[2], args[3], true);
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