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- took the last methods aside from Tick and Serialize out of AInventory.
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parent
db814dc333
commit
2cb0b2db87
6 changed files with 33 additions and 55 deletions
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@ -1328,7 +1328,7 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
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{
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if (!(it->ObjectFlags & OF_EuthanizeMe))
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{
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it->DepleteOrDestroy();
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DepleteOrDestroy(item);
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}
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}
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}
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@ -174,57 +174,15 @@ DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage)
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//
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//===========================================================================
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void AInventory::DepleteOrDestroy ()
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void DepleteOrDestroy (AInventory *item)
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{
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IFVIRTUAL(AInventory, DepleteOrDestroy)
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IFVIRTUALPTR(item, AInventory, DepleteOrDestroy)
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{
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VMValue params[1] = { (DObject*)this };
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VMValue params[1] = { item };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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//===========================================================================
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//
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// AInventory :: PrevInv
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//
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// Returns the previous item with IF_INVBAR set.
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//
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//===========================================================================
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AInventory *AInventory::PrevInv ()
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{
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AInventory *lastgood = NULL;
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AInventory *item = Owner->Inventory;
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while (item != NULL && item != this)
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{
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if (item->ItemFlags & IF_INVBAR)
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{
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lastgood = item;
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}
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item = item->Inventory;
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}
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return lastgood;
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}
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//===========================================================================
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//
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// AInventory :: NextInv
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//
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// Returns the next item with IF_INVBAR set.
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//
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//===========================================================================
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AInventory *AInventory::NextInv ()
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{
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AInventory *item = Inventory;
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while (item != NULL && !(item->ItemFlags & IF_INVBAR))
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{
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item = item->Inventory;
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}
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return item;
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}
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//===========================================================================
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//
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// AInventory :: CallTryPickup
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@ -73,11 +73,6 @@ public:
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virtual void Serialize(FSerializer &arc) override;
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virtual void Tick() override;
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void DepleteOrDestroy (); // virtual on the script side.
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AInventory *PrevInv(); // Returns the previous item with IF_INVBAR set.
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AInventory *NextInv(); // Returns the next item with IF_INVBAR set.
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TObjPtr<AActor*> Owner; // Who owns this item? NULL if it's still a pickup.
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int Amount; // Amount of item this instance has
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int MaxAmount; // Max amount of item this instance can have
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@ -95,5 +90,6 @@ public:
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};
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bool CallTryPickup(AInventory *item, AActor *toucher, AActor **toucher_return = nullptr);
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void DepleteOrDestroy(AInventory *item); // virtual on the script side.
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#endif //__A_PICKUPS_H__
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@ -2085,6 +2085,30 @@ class CommandDrawInventoryBar : public SBarInfoCommand
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}
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}
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AInventory *PrevInv(AInventory *item)
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{
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AInventory *retval = nullptr;
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IFVM(Inventory, PrevInv)
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{
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VMValue param = item;
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VMReturn ret((void**)&retval);
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VMCall(func, ¶m, 1, &ret, 1);
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}
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return retval;
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}
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AInventory *NextInv(AInventory *item)
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{
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AInventory *retval = nullptr;
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IFVM(Inventory, NextInv)
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{
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VMValue param = item;
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VMReturn ret((void**)&retval);
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VMCall(func, ¶m, 1, &ret, 1);
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}
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return retval;
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}
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void Draw(const SBarInfoMainBlock *block, const DSBarInfo *statusBar)
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{
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int spacing = GetCounterSpacing(statusBar);
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@ -2099,7 +2123,7 @@ class CommandDrawInventoryBar : public SBarInfoCommand
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statusBar->CPlayer->mo->InvFirst = statusBar->wrapper->ValidateInvFirst(size);
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if(statusBar->CPlayer->mo->InvFirst != NULL || alwaysShow)
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{
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for(item = statusBar->CPlayer->mo->InvFirst, i = 0; item != NULL && i < size; item = item->NextInv(), ++i)
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for(item = statusBar->CPlayer->mo->InvFirst, i = 0; item != NULL && i < size; item = NextInv(item), ++i)
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{
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SBarInfoCoordinate rx = x + (!vertical ? i*spacing : 0);
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SBarInfoCoordinate ry = y + (vertical ? i*spacing : 0);
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@ -2133,7 +2157,7 @@ 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->InvFirst->PrevInv())
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if (!noArrows && PrevInv(statusBar->CPlayer->mo->InvFirst))
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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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@ -794,7 +794,7 @@ static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
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saveHealth -= maxhealth;
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if (--Items[index]->Amount == 0)
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{
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Items[index]->DepleteOrDestroy ();
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DepleteOrDestroy (Items[index]);
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Items.Delete(index);
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break;
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}
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@ -950,7 +950,7 @@ void AActor::ClearInventory()
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AInventory *inv = *invp;
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if (!(inv->ItemFlags & IF_UNDROPPABLE))
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{
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inv->DepleteOrDestroy();
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DepleteOrDestroy(inv);
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if (!(inv->ObjectFlags & OF_EuthanizeMe)) invp = &inv->Inventory; // was only depleted so advance the pointer manually.
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}
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else
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