mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-17 01:51:17 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
21993b3481
21 changed files with 148 additions and 153 deletions
|
@ -677,6 +677,11 @@ public:
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|||
// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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// Take the amount value of an item from the inventory list.
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// If nothing is left, the item may be destroyed.
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// Returns true if the initial item count is positive.
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virtual bool TakeInventory (const PClass *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
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// Uses an item and removes it from the inventory.
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virtual bool UseInventory (AInventory *item);
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|
|
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@ -1981,6 +1981,9 @@ static void D_DoomInit()
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}
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FRandom::StaticClearRandom ();
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Printf ("M_LoadDefaults: Load system defaults.\n");
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M_LoadDefaults (); // load before initing other systems
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}
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//==========================================================================
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|
@ -1989,7 +1992,7 @@ static void D_DoomInit()
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//
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//==========================================================================
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static void AddAutoloadFiles(const char *autoname)
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static void AddAutoloadFiles(const char *autoname)
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{
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LumpFilterIWAD.Format("%s.", autoname); // The '.' is appened to simplify parsing the string
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@ -2247,8 +2250,8 @@ void D_DoomMain (void)
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iwad_man = new FIWadManager;
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iwad_man->ParseIWadInfos(basewad);
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Printf ("M_LoadDefaults: Load system defaults.\n");
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M_LoadDefaults (iwad_man); // load before initing other systems
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// Now that we have the IWADINFO, initialize the autoload ini sections.
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GameConfig->DoAutoloadSetup(iwad_man);
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PClass::StaticInit ();
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atterm(FinalGC);
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@ -2292,7 +2295,7 @@ void D_DoomMain (void)
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FBaseCVar::DisableCallbacks();
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GameConfig->DoGameSetup (gameinfo.ConfigName);
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AddAutoloadFiles(iwad_info->Autoname);
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AddAutoloadFiles(iwad_info->Autoname);
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// Process automatically executed files
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FExecList *exec;
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|
|
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@ -137,14 +137,9 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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hxarmor->Slots[3] = 0;
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hxarmor->Slots[4] = spawntype->Meta.GetMetaFixed (APMETA_Hexenarmor0);
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}
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else if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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// Set depletable armor to 0 (this includes BasicArmor).
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item->Amount = 0;
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}
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else
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{
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item->Destroy ();
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item->DepleteOrDestroy();
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}
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}
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item = next;
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|
|
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@ -1131,6 +1131,32 @@ void AInventory::Destroy ()
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if (SendItemDrop == this) SendItemDrop = NULL;
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}
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//===========================================================================
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//
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// AInventory :: DepleteOrDestroy
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//
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// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
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//
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//===========================================================================
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void AInventory::DepleteOrDestroy ()
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{
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// If it's not ammo or an internal armor, destroy it.
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// Ammo needs to stick around, even when it's zero for the benefit
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// of the weapons that use it and to maintain the maximum ammo
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (ItemFlags & IF_KEEPDEPLETED)
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{
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Amount = 0;
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}
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else
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{
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Destroy();
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}
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}
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//===========================================================================
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//
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// AInventory :: GetBlend
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|
|
|
@ -151,6 +151,7 @@ public:
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virtual void MarkPrecacheSounds() const;
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virtual void BeginPlay ();
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virtual void Destroy ();
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virtual void DepleteOrDestroy ();
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virtual void Tick ();
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virtual bool ShouldRespawn ();
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virtual bool ShouldStay ();
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|
|
|
@ -76,7 +76,7 @@ EXTERN_CVAR (Color, am_cdwallcolor)
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EXTERN_CVAR (Float, spc_amp)
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EXTERN_CVAR (Bool, wi_percents)
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|
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FGameConfigFile::FGameConfigFile (FIWadManager *iwad_man)
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FGameConfigFile::FGameConfigFile ()
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{
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#ifdef __APPLE__
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FString user_docs, user_app_support, local_app_support;
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|
@ -161,6 +161,27 @@ FGameConfigFile::FGameConfigFile (FIWadManager *iwad_man)
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SetValueForKey ("Path", "$DOOMWADDIR", true);
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}
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// Add some self-documentation.
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SetSectionNote("IWADSearch.Directories",
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"# These are the directories to automatically search for IWADs.\n"
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"# Each directory should be on a separate line, preceded by Path=\n");
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SetSectionNote("FileSearch.Directories",
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"# These are the directories to search for wads added with the -file\n"
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"# command line parameter, if they cannot be found with the path\n"
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"# as-is. Layout is the same as for IWADSearch.Directories\n");
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}
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|
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FGameConfigFile::~FGameConfigFile ()
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{
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}
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|
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void FGameConfigFile::WriteCommentHeader (FILE *file) const
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{
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fprintf (file, "# This file was generated by " GAMENAME " %s on %s\n", GetVersionString(), myasctime());
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}
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void FGameConfigFile::DoAutoloadSetup (FIWadManager *iwad_man)
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{
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// Create auto-load sections, so users know what's available.
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// Note that this totem pole is the reverse of the order that
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// they will appear in the file.
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@ -220,14 +241,6 @@ FGameConfigFile::FGameConfigFile (FIWadManager *iwad_man)
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MoveSectionToStart("FileSearch.Directories");
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MoveSectionToStart("IWADSearch.Directories");
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// Add some self-documentation.
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SetSectionNote("IWADSearch.Directories",
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"# These are the directories to automatically search for IWADs.\n"
|
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"# Each directory should be on a separate line, preceded by Path=\n");
|
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SetSectionNote("FileSearch.Directories",
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"# These are the directories to search for wads added with the -file\n"
|
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"# command line parameter, if they cannot be found with the path\n"
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"# as-is. Layout is the same as for IWADSearch.Directories\n");
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SetSectionNote("Doom.AutoExec",
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"# Files to automatically execute when running the corresponding game.\n"
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"# Each file should be on its own line, preceded by Path=\n\n");
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@ -245,15 +258,6 @@ FGameConfigFile::FGameConfigFile (FIWadManager *iwad_man)
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"# 'doom.doom2.commercial.Autoload' only when playing doom2.wad.\n\n");
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}
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FGameConfigFile::~FGameConfigFile ()
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{
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}
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void FGameConfigFile::WriteCommentHeader (FILE *file) const
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{
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fprintf (file, "# This file was generated by " GAMENAME " %s on %s\n", GetVersionString(), myasctime());
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}
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void FGameConfigFile::DoGlobalSetup ()
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{
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if (SetSection ("GlobalSettings.Unknown"))
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|
|
|
@ -43,9 +43,10 @@ class FIWadManager;
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class FGameConfigFile : public FConfigFile
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{
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public:
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FGameConfigFile (FIWadManager *iwad_man);
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FGameConfigFile ();
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~FGameConfigFile ();
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void DoAutoloadSetup (FIWadManager *iwad_man);
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void DoGlobalSetup ();
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void DoGameSetup (const char *gamename);
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void DoKeySetup (const char *gamename);
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|
|
|
@ -768,11 +768,8 @@ void cht_Give (player_t *player, const char *name, int amount)
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type->GetReplacement()->IsDescendantOf(RUNTIME_CLASS(ADehackedPickup))))
|
||||
|
||||
{
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// Give the weapon only if it belongs to the current game or
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// is in a weapon slot.
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if (type->ActorInfo->GameFilter == GAME_Any ||
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(type->ActorInfo->GameFilter & gameinfo.gametype) ||
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player->weapons.LocateWeapon(type, NULL, NULL))
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// Give the weapon only if it is in a weapon slot.
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if (player->weapons.LocateWeapon(type, NULL, NULL))
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{
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AWeapon *def = (AWeapon*)GetDefaultByType (type);
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if (giveall == ALL_YESYES || !(def->WeaponFlags & WIF_CHEATNOTWEAPON))
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|
@ -1052,24 +1049,7 @@ void cht_Take (player_t *player, const char *name, int amount)
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}
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else
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{
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AInventory *inventory = player->mo->FindInventory (type);
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if (inventory != NULL)
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{
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inventory->Amount -= amount ? amount : 1;
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if (inventory->Amount <= 0)
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{
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if (inventory->ItemFlags & IF_KEEPDEPLETED)
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{
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inventory->Amount = 0;
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}
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else
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{
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inventory->Destroy ();
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}
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}
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}
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player->mo->TakeInventory(type, amount ? amount : 1);
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}
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return;
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}
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|
|
|
@ -410,9 +410,9 @@ CCMD (writeini)
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// M_LoadDefaults
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//
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void M_LoadDefaults (FIWadManager *iwad_man)
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void M_LoadDefaults ()
|
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{
|
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GameConfig = new FGameConfigFile(iwad_man);
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GameConfig = new FGameConfigFile;
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GameConfig->DoGlobalSetup ();
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atterm (M_SaveDefaultsFinal);
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}
|
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|
|
|
@ -41,7 +41,7 @@ void M_FindResponseFile (void);
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// Pass a NULL to get the original behavior.
|
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void M_ScreenShot (const char *filename);
|
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|
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void M_LoadDefaults (FIWadManager *iwad_man);
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void M_LoadDefaults ();
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|
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bool M_SaveDefaults (const char *filename);
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void M_SaveCustomKeys (FConfigFile *config, char *section, char *subsection, size_t sublen);
|
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|
|
|
@ -1131,40 +1131,6 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
|
|||
}
|
||||
}
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|
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//============================================================================
|
||||
//
|
||||
// DoTakeInv
|
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//
|
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// Takes an item from a single actor.
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
static void DoTakeInv (AActor *actor, const PClass *info, int amount)
|
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{
|
||||
AInventory *item = actor->FindInventory (info);
|
||||
if (item != NULL)
|
||||
{
|
||||
item->Amount -= amount;
|
||||
if (item->Amount <= 0)
|
||||
{
|
||||
// If it's not ammo or an internal armor, destroy it.
|
||||
// Ammo needs to stick around, even when it's zero for the benefit
|
||||
// of the weapons that use it and to maintain the maximum ammo
|
||||
// amounts a backpack might have given.
|
||||
// Armor shouldn't be removed because they only work properly when
|
||||
// they are the last items in the inventory.
|
||||
if (item->ItemFlags & IF_KEEPDEPLETED)
|
||||
{
|
||||
item->Amount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
item->Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// TakeInventory
|
||||
|
@ -1199,12 +1165,12 @@ static void TakeInventory (AActor *activator, const char *type, int amount)
|
|||
for (int i = 0; i < MAXPLAYERS; ++i)
|
||||
{
|
||||
if (playeringame[i])
|
||||
DoTakeInv (players[i].mo, info, amount);
|
||||
players[i].mo->TakeInventory(info, amount);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
DoTakeInv (activator, info, amount);
|
||||
activator->TakeInventory(info, amount);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2302,8 +2268,8 @@ void FBehavior::LoadScriptsDirectory ()
|
|||
}
|
||||
|
||||
// [EP] Clang 3.5.0 optimizer miscompiles this function and causes random
|
||||
// crashes in the program. I hope that Clang 3.5.x will fix this.
|
||||
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ >= 5
|
||||
// crashes in the program. This is fixed in 3.5.1 onwards.
|
||||
#if defined(__clang__) && __clang_major__ == 3 && __clang_minor__ == 5 && __clang_patchlevel__ == 0
|
||||
asm("" : "+g" (NumScripts));
|
||||
#endif
|
||||
for (i = 0; i < NumScripts; ++i)
|
||||
|
@ -4789,8 +4755,8 @@ static void SetActorTeleFog(AActor *activator, int tid, FString telefogsrc, FStr
|
|||
FActorIterator iterator(tid);
|
||||
AActor *actor;
|
||||
|
||||
const PClass * const src = telefogsrc.IsNotEmpty() ? PClass::FindClass(telefogsrc) : NULL;
|
||||
const PClass * const dest = telefogdest.IsNotEmpty() ? PClass::FindClass(telefogdest) : NULL;
|
||||
const PClass *src = PClass::FindClass(telefogsrc);
|
||||
const PClass * dest = PClass::FindClass(telefogdest);
|
||||
while ((actor = iterator.Next()))
|
||||
{
|
||||
if (telefogsrc.IsNotEmpty())
|
||||
|
|
|
@ -649,22 +649,7 @@ static void TakeStrifeItem (player_t *player, const PClass *itemtype, int amount
|
|||
if (itemtype == RUNTIME_CLASS(ASigil))
|
||||
return;
|
||||
|
||||
AInventory *item = player->mo->FindInventory (itemtype);
|
||||
if (item != NULL)
|
||||
{
|
||||
item->Amount -= amount;
|
||||
if (item->Amount <= 0)
|
||||
{
|
||||
if (item->ItemFlags & IF_KEEPDEPLETED)
|
||||
{
|
||||
item->Amount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
item->Destroy ();
|
||||
}
|
||||
}
|
||||
}
|
||||
player->mo->TakeInventory(itemtype, amount);
|
||||
}
|
||||
|
||||
CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
|
||||
|
|
|
@ -944,13 +944,13 @@ bool P_LoadGLNodes(MapData * map)
|
|||
result=true;
|
||||
for(unsigned i=0; i<4;i++)
|
||||
{
|
||||
if (strnicmp(f_gwa->GetLump(i+1)->Name, check[i], 8))
|
||||
if (strnicmp(f_gwa->GetLump(li+i+1)->Name, check[i], 8))
|
||||
{
|
||||
result=false;
|
||||
break;
|
||||
}
|
||||
else
|
||||
gwalumps[i] = f_gwa->GetLump(i+1)->NewReader();
|
||||
gwalumps[i] = f_gwa->GetLump(li+i+1)->NewReader();
|
||||
}
|
||||
if (result) result = DoLoadGLNodes(gwalumps);
|
||||
}
|
||||
|
|
|
@ -804,10 +804,7 @@ static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
|
|||
saveHealth -= maxhealth;
|
||||
if (--Items[index]->Amount == 0)
|
||||
{
|
||||
if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
|
||||
{
|
||||
Items[index]->Destroy ();
|
||||
}
|
||||
Items[index]->DepleteOrDestroy ();
|
||||
Items.Delete(index);
|
||||
break;
|
||||
}
|
||||
|
|
|
@ -1034,7 +1034,7 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
|
|||
// Both things overlap in x or y direction
|
||||
bool unblocking = false;
|
||||
|
||||
if (tm.FromPMove || tm.thing->player != NULL)
|
||||
if ((tm.FromPMove || tm.thing->player != NULL) && thing->flags&MF_SOLID)
|
||||
{
|
||||
// Both actors already overlap. To prevent them from remaining stuck allow the move if it
|
||||
// takes them further apart or the move does not change the position (when called from P_ChangeSector.)
|
||||
|
@ -1042,7 +1042,9 @@ bool PIT_CheckThing(AActor *thing, FCheckPosition &tm)
|
|||
{
|
||||
unblocking = true;
|
||||
}
|
||||
else
|
||||
else if (abs(thing->x - tm.thing->x) < (thing->radius+tm.thing->radius)/2 &&
|
||||
abs(thing->y - tm.thing->y) < (thing->radius+tm.thing->radius)/2)
|
||||
|
||||
{
|
||||
fixed_t newdist = P_AproxDistance(thing->x - tm.x, thing->y - tm.y);
|
||||
fixed_t olddist = P_AproxDistance(thing->x - tm.thing->x, thing->y - tm.thing->y);
|
||||
|
|
|
@ -591,6 +591,57 @@ void AActor::RemoveInventory(AInventory *item)
|
|||
}
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: TakeInventory
|
||||
//
|
||||
//============================================================================
|
||||
|
||||
bool AActor::TakeInventory(const PClass *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
|
||||
{
|
||||
AInventory *item = FindInventory(itemclass);
|
||||
|
||||
if (item == NULL)
|
||||
return false;
|
||||
|
||||
if (!fromdecorate)
|
||||
{
|
||||
item->Amount -= amount;
|
||||
if (item->Amount <= 0)
|
||||
{
|
||||
item->DepleteOrDestroy();
|
||||
}
|
||||
// It won't be used in non-decorate context, so return false here
|
||||
return false;
|
||||
}
|
||||
|
||||
bool result = false;
|
||||
if (item->Amount > 0)
|
||||
{
|
||||
result = true;
|
||||
}
|
||||
|
||||
if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||||
return false;
|
||||
|
||||
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
|
||||
// and infinite ammo is on
|
||||
if (notakeinfinite &&
|
||||
((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
|
||||
item->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||||
{
|
||||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||||
}
|
||||
else if (!amount || amount>=item->Amount)
|
||||
{
|
||||
item->DepleteOrDestroy();
|
||||
}
|
||||
else item->Amount-=amount;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: DestroyAllInventory
|
||||
|
@ -658,9 +709,9 @@ bool AActor::UseInventory (AInventory *item)
|
|||
if (dmflags2 & DF2_INFINITE_INVENTORY)
|
||||
return true;
|
||||
|
||||
if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
|
||||
if (--item->Amount <= 0)
|
||||
{
|
||||
item->Destroy ();
|
||||
item->DepleteOrDestroy ();
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -1833,6 +1833,11 @@ void P_LoadThings2 (MapData * map)
|
|||
mti[i].SkillFilter = MakeSkill(mti[i].flags);
|
||||
mti[i].ClassFilter = (mti[i].flags & MTF_CLASS_MASK) >> MTF_CLASS_SHIFT;
|
||||
mti[i].flags &= ~(MTF_SKILLMASK|MTF_CLASS_MASK);
|
||||
if (level.flags2 & LEVEL2_HEXENHACK)
|
||||
{
|
||||
mti[i].flags &= 0x7ff; // mask out Strife flags if playing an original Hexen map.
|
||||
}
|
||||
|
||||
mti[i].gravity = FRACUNIT;
|
||||
mti[i].RenderStyle = STYLE_Count;
|
||||
mti[i].alpha = -1;
|
||||
|
|
|
@ -314,7 +314,7 @@ int FSectorTagIterator::Next()
|
|||
while (start >= 0 && tagManager.allTags[start].tag != searchtag) start = tagManager.allTags[start].nexttag;
|
||||
if (start == -1) return -1;
|
||||
ret = tagManager.allTags[start].target;
|
||||
start = start = tagManager.allTags[start].nexttag;
|
||||
start = tagManager.allTags[start].nexttag;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -348,6 +348,6 @@ int FLineIdIterator::Next()
|
|||
while (start >= 0 && tagManager.allIDs[start].tag != searchtag) start = tagManager.allIDs[start].nexttag;
|
||||
if (start == -1) return -1;
|
||||
int ret = tagManager.allIDs[start].target;
|
||||
start = start = tagManager.allIDs[start].nexttag;
|
||||
start = tagManager.allIDs[start].nexttag;
|
||||
return ret;
|
||||
}
|
||||
|
|
|
@ -304,7 +304,7 @@ class FMODStreamCapsule : public SoundStream
|
|||
public:
|
||||
FMODStreamCapsule(FMOD::Sound *stream, FMODSoundRenderer *owner, const char *url)
|
||||
: Owner(owner), Stream(NULL), Channel(NULL),
|
||||
UserData(NULL), Callback(NULL), URL(url), Reader(NULL), Ended(false)
|
||||
UserData(NULL), Callback(NULL), Reader(NULL), URL(url), Ended(false)
|
||||
{
|
||||
SetStream(stream);
|
||||
}
|
||||
|
|
|
@ -1783,31 +1783,7 @@ void DoTakeInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
|
|||
COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
|
||||
}
|
||||
|
||||
bool res = false;
|
||||
|
||||
AInventory * inv = receiver->FindInventory(item);
|
||||
|
||||
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||||
{
|
||||
if (inv->Amount > 0)
|
||||
{
|
||||
res = true;
|
||||
}
|
||||
// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
|
||||
// and infinite ammo is on
|
||||
if (flags & TIF_NOTAKEINFINITE &&
|
||||
((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
|
||||
inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
|
||||
{
|
||||
// Nothing to do here, except maybe res = false;? Would it make sense?
|
||||
}
|
||||
else if (!amount || amount>=inv->Amount)
|
||||
{
|
||||
if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
|
||||
else inv->Destroy();
|
||||
}
|
||||
else inv->Amount-=amount;
|
||||
}
|
||||
bool res = receiver->TakeInventory(item, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
|
||||
ACTION_SET_RESULT(res);
|
||||
}
|
||||
|
||||
|
|
|
@ -1410,8 +1410,7 @@ DEFINE_PROPERTY(stamina, I, Actor)
|
|||
DEFINE_PROPERTY(telefogsourcetype, S, Actor)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "") || !stricmp(str, "none")) defaults->TeleFogSourceType = NULL;
|
||||
else defaults->TeleFogSourceType = FindClassTentative(str,"TeleportFog");
|
||||
defaults->TeleFogSourceType = FindClassTentative(str,"Actor");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1420,8 +1419,7 @@ DEFINE_PROPERTY(telefogsourcetype, S, Actor)
|
|||
DEFINE_PROPERTY(telefogdesttype, S, Actor)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
if (!stricmp(str, "") || !stricmp(str, "none")) defaults->TeleFogDestType = NULL;
|
||||
else defaults->TeleFogDestType = FindClassTentative(str, "TeleportFog");
|
||||
defaults->TeleFogDestType = FindClassTentative(str, "Actor");
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
|
Loading…
Reference in a new issue