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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- scriptified the AutoUseHealth feature.
This again is a piece of code that reads and even writes to inventory items' properties, so better have it on the script side.
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3182569fb8
commit
2e383073e8
2 changed files with 150 additions and 115 deletions
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@ -757,89 +757,14 @@ void AActor::CallDie(AActor *source, AActor *inflictor, int dmgflags, FName Mean
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// PROC P_AutoUseHealth
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//
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//---------------------------------------------------------------------------
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static int CountHealth(TArray<AInventory *> &Items)
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{
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int counted = 0;
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for(unsigned i = 0; i < Items.Size(); i++)
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{
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counted += Items[i]->Amount * Items[i]->health;
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}
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return counted;
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}
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static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
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{
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int saved = 0;
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while (Items.Size() > 0 && saveHealth > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(unsigned i = 0; i < Items.Size(); i++)
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{
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if (Items[i]->health > maxhealth)
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{
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index = i;
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maxhealth = Items[i]->health;
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}
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}
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// Now apply the health items, using the same logic as Heretic and Hexen.
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int count = (saveHealth + maxhealth-1) / maxhealth;
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for(int i = 0; i < count; i++)
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{
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saved += maxhealth;
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saveHealth -= maxhealth;
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if (--Items[index]->Amount == 0)
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{
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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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}
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}
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return saved;
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}
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void P_AutoUseHealth(player_t *player, int saveHealth)
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{
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TArray<AInventory *> NormalHealthItems;
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TArray<AInventory *> LargeHealthItems;
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auto hptype = PClass::FindActor(NAME_HealthPickup);
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for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
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IFVM(PlayerPawn, AutoUseHealth)
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{
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if (inv->Amount > 0 && inv->IsKindOf(hptype))
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{
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int mode = inv->IntVar(NAME_autousemode);
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if (mode == 1) NormalHealthItems.Push(inv);
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else if (mode == 2) LargeHealthItems.Push(inv);
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}
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VMValue params[] = { player->mo, saveHealth };
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VMCall(func, params, 2, nullptr, 0);
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}
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int normalhealth = CountHealth(NormalHealthItems);
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int largehealth = CountHealth(LargeHealthItems);
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bool skilluse = !!G_SkillProperty(SKILLP_AutoUseHealth);
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if (skilluse && normalhealth >= saveHealth)
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{ // Use quartz flasks
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player->health += UseHealthItems(NormalHealthItems, saveHealth);
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}
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else if (largehealth >= saveHealth)
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{
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// Use mystic urns
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player->health += UseHealthItems(LargeHealthItems, saveHealth);
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}
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else if (skilluse && normalhealth + largehealth >= saveHealth)
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{ // Use mystic urns and quartz flasks
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player->health += UseHealthItems(NormalHealthItems, saveHealth);
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if (saveHealth > 0) player->health += UseHealthItems(LargeHealthItems, saveHealth);
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}
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player->mo->health = player->health;
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}
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//============================================================================
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@ -851,44 +776,10 @@ CVAR(Bool, sv_disableautohealth, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
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void P_AutoUseStrifeHealth (player_t *player)
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{
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TArray<AInventory *> Items;
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auto hptype = PClass::FindActor(NAME_HealthPickup);
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for(AInventory *inv = player->mo->Inventory; inv != NULL; inv = inv->Inventory)
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IFVM(PlayerPawn, AutoUseStrifeHealth)
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{
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if (inv->Amount > 0 && inv->IsKindOf(hptype))
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{
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int mode = inv->IntVar(NAME_autousemode);
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if (mode == 3) Items.Push(inv);
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}
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}
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if (!sv_disableautohealth)
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{
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while (Items.Size() > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(unsigned i = 0; i < Items.Size(); i++)
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{
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if (Items[i]->health > maxhealth)
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{
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index = i;
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maxhealth = Items[i]->Amount;
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}
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}
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while (player->health < 50)
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{
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if (!player->mo->UseInventory (Items[index]))
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break;
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}
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if (player->health >= 50) return;
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// Using all of this item was not enough so delete it and restart with the next best one
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Items.Delete(index);
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}
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VMValue params[] = { player->mo };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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@ -1,3 +1,56 @@
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struct AutoUseHealthInfo play
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{
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Array<Inventory> collectedItems[2];
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int collectedHealth[2];
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void AddItemToList(Inventory item, int list)
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{
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collectedItems[list].Push(item);
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collectedHealth[list] += Item.Amount * Item.health;
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}
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int UseHealthItems(int list, in out int saveHealth)
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{
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int saved = 0;
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while (collectedItems[list].Size() > 0 && saveHealth > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(int i = 0; i < collectedItems[list].Size(); i++)
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{
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// Workaround for a deficiency in the expression resolver.
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let item = list == 0? collectedItems[0][i] : collectedItems[1][i];
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if (Item.health > maxhealth)
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{
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index = i;
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maxhealth = Item.health;
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}
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}
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// Now apply the health items, using the same logic as Heretic and Hexen.
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int count = (saveHealth + maxhealth-1) / maxhealth;
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for(int i = 0; i < count; i++)
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{
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saved += maxhealth;
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saveHealth -= maxhealth;
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let item = list == 0? collectedItems[0][index] : collectedItems[1][index];
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if (--item.Amount == 0)
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{
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item.DepleteOrDestroy ();
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collectedItems[list].Delete(index);
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break;
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}
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}
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}
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return saved;
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}
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}
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extend class PlayerPawn
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{
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@ -176,4 +229,95 @@ extend class PlayerPawn
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}
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return true;
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}
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//---------------------------------------------------------------------------
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//
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// PROC P_AutoUseHealth
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//
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//---------------------------------------------------------------------------
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void AutoUseHealth(int saveHealth)
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{
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AutoUseHealthInfo collector;
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for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
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{
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let hp = HealthPickup(inv);
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if (hp && hp.Amount > 0)
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{
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int mode = hp.autousemode;
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if (mode == 1 || mode == 2) collector.AddItemToList(inv, mode-1);
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}
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}
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bool skilluse = !!G_SkillPropertyInt(SKILLP_AutoUseHealth);
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if (skilluse && collector.collectedHealth[0] >= saveHealth)
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{
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// Use quartz flasks
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player.health += collector.UseHealthItems(0, saveHealth);
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}
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else if (collector.collectedHealth[1] >= saveHealth)
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{
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// Use mystic urns
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player.health += collector.UseHealthItems(1, saveHealth);
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}
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else if (skilluse && collector.collectedHealth[0] + collector.collectedHealth[1] >= saveHealth)
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{
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// Use mystic urns and quartz flasks
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player.health += collector.UseHealthItems(0, saveHealth);
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if (saveHealth > 0) player.health += collector.UseHealthItems(1, saveHealth);
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}
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health = player.health;
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}
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//============================================================================
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//
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// P_AutoUseStrifeHealth
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//
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//============================================================================
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void AutoUseStrifeHealth ()
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{
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Array<Inventory> Items;
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for(Inventory inv = self.Inv; inv != NULL; inv = inv.Inv)
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{
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let hp = HealthPickup(inv);
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if (hp && hp.Amount > 0)
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{
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if (hp.autousemode == 3) Items.Push(inv);
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}
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}
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if (!sv_disableautohealth)
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{
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while (Items.Size() > 0)
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{
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int maxhealth = 0;
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int index = -1;
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// Find the largest item in the list
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for(int i = 0; i < Items.Size(); i++)
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{
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if (Items[i].health > maxhealth)
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{
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index = i;
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maxhealth = Items[i].Amount;
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}
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}
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while (player.health < 50)
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{
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if (!UseInventory (Items[index]))
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break;
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}
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if (player.health >= 50) return;
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// Using all of this item was not enough so delete it and restart with the next best one
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Items.Delete(index);
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}
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}
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}
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}
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