mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 07:12:16 +00:00
- removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
This commit is contained in:
parent
3148496f57
commit
2fcffd1fc1
18 changed files with 62 additions and 107 deletions
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@ -721,7 +721,7 @@ public:
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// Finds the first item of a particular type.
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// Finds the first item of a particular type.
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AInventory *FindInventory (PClassActor *type, bool subclass=false);
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AInventory *FindInventory (PClassActor *type, bool subclass=false);
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AInventory *FindInventory (FName type);
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AInventory *FindInventory (FName type, bool subclass = false);
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template<class T> T *FindInventory ()
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template<class T> T *FindInventory ()
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{
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{
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return static_cast<T *> (FindInventory (RUNTIME_TEMPLATE_CLASS(T)));
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return static_cast<T *> (FindInventory (RUNTIME_TEMPLATE_CLASS(T)));
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@ -3048,7 +3048,7 @@ void AM_Drawer ()
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return;
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return;
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bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
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bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
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bool allthings = allmap && players[consoleplayer].mo->FindInventory(PClass::FindActor(NAME_PowerScanner), true) != nullptr;
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bool allthings = allmap && players[consoleplayer].mo->FindInventory(NAME_PowerScanner, true) != nullptr;
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if (am_portaloverlay)
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if (am_portaloverlay)
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{
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{
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@ -434,7 +434,7 @@ static bool DoSubstitution (FString &out, const char *in)
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{
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{
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if (strnicmp(a, "armor", 5) == 0)
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if (strnicmp(a, "armor", 5) == 0)
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{
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{
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AInventory *armor = player->mo->FindInventory<ABasicArmor>();
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AInventory *armor = player->mo->FindInventory(NAME_BasicArmor);
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out.AppendFormat("%d", armor != NULL ? armor->Amount : 0);
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out.AppendFormat("%d", armor != NULL ? armor->Amount : 0);
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}
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}
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}
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}
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@ -447,7 +447,7 @@ CCMD (use)
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{
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{
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if (argv.argc() > 1 && who != NULL)
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if (argv.argc() > 1 && who != NULL)
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{
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{
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SendItemUse = who->FindInventory(PClass::FindActor(argv[1]));
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SendItemUse = who->FindInventory(argv[1]);
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}
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}
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}
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}
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@ -468,7 +468,7 @@ CCMD (drop)
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{
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{
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if (argv.argc() > 1 && who != NULL)
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if (argv.argc() > 1 && who != NULL)
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{
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{
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SendItemDrop = who->FindInventory(PClass::FindActor(argv[1]));
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SendItemDrop = who->FindInventory(argv[1]);
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}
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}
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}
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}
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@ -513,7 +513,7 @@ CCMD (select)
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{
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{
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if (argv.argc() > 1)
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if (argv.argc() > 1)
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{
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{
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AInventory *item = who->FindInventory(PClass::FindActor(argv[1]));
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AInventory *item = who->FindInventory(argv[1]);
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if (item != NULL)
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if (item != NULL)
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{
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{
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who->InvSel = item;
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who->InvSel = item;
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@ -46,44 +46,8 @@
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#include "cmdlib.h"
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#include "cmdlib.h"
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IMPLEMENT_CLASS(AArmor, false, false)
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IMPLEMENT_CLASS(AArmor, false, false)
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IMPLEMENT_CLASS(ABasicArmor, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false)
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//===========================================================================
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//
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//
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// BasicArmor
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//
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//
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//===========================================================================
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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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// ABasicArmor :: Serialize
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//
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//===========================================================================
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void ABasicArmor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (ABasicArmor *)GetDefault();
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arc("savepercent", SavePercent, def->SavePercent)
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("bonuscount", BonusCount, def->BonusCount)
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("maxabsorb", MaxAbsorb, def->MaxAbsorb)
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("maxfullabsorb", MaxFullAbsorb, def->MaxFullAbsorb)
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("absorbcount", AbsorbCount, def->AbsorbCount)
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("armortype", ArmorType, def->ArmorType)
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("actualsaveamount", ActualSaveAmount, def->ActualSaveAmount);
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}
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//===========================================================================
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//===========================================================================
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//
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//
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//
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//
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@ -8,25 +8,6 @@ class AArmor : public AInventory
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DECLARE_CLASS (AArmor, AInventory)
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DECLARE_CLASS (AArmor, AInventory)
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};
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};
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// Basic armor absorbs a specific percent of the damage. You should
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// never pickup a BasicArmor. Instead, you pickup a BasicArmorPickup
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// or BasicArmorBonus and those gives you BasicArmor when it activates.
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class ABasicArmor : public AArmor
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{
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DECLARE_CLASS (ABasicArmor, AArmor)
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public:
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virtual void Serialize(FSerializer &arc) override;
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int AbsorbCount;
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double SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int BonusCount;
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FNameNoInit ArmorType;
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int ActualSaveAmount;
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};
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// Hexen armor consists of four separate armor types plus a conceptual armor
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// Hexen armor consists of four separate armor types plus a conceptual armor
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// type (the player himself) that work together as a single armor.
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// type (the player himself) that work together as a single armor.
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class AHexenArmor : public AArmor
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class AHexenArmor : public AArmor
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@ -1067,7 +1067,7 @@ public:
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//prepare ammo counts
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//prepare ammo counts
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GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
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GetCurrentAmmo(ammo1, ammo2, ammocount1, ammocount2);
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armor = CPlayer->mo->FindInventory<ABasicArmor>();
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armor = CPlayer->mo->FindInventory(NAME_BasicArmor);
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if(state != HUD_AltHud)
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if(state != HUD_AltHud)
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{
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{
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@ -1517,7 +1517,7 @@ public:
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AInventory *ammo1, *ammo2;
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AInventory *ammo1, *ammo2;
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int ammocount1, ammocount2;
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int ammocount1, ammocount2;
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ABasicArmor *armor;
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AInventory *armor;
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FImageCollection Images;
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FImageCollection Images;
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unsigned int invBarOffset;
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unsigned int invBarOffset;
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@ -268,7 +268,7 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
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}
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}
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else if(type == SIGIL)
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else if(type == SIGIL)
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{
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{
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auto item = statusBar->CPlayer->mo->FindInventory(PClass::FindActor(NAME_Sigil));
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auto item = statusBar->CPlayer->mo->FindInventory(NAME_Sigil);
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if (item != NULL)
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if (item != NULL)
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texture = TexMan(item->Icon);
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texture = TexMan(item->Icon);
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}
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}
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@ -592,11 +592,11 @@ class CommandDrawSwitchableImage : public CommandDrawImage
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}
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}
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else if(condition == ARMORTYPE)
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else if(condition == ARMORTYPE)
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{
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{
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ABasicArmor *armor = (ABasicArmor *) statusBar->CPlayer->mo->FindInventory(NAME_BasicArmor);
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auto armor = statusBar->CPlayer->mo->FindInventory(NAME_BasicArmor);
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if(armor != NULL)
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if(armor != NULL)
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{
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{
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bool matches1 = armor->ArmorType.GetIndex() == armorType[0] && EvaluateOperation(conditionalOperator[0], conditionalValue[0], armor->Amount);
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bool matches1 = armor->NameVar(NAME_ArmorType).GetIndex() == armorType[0] && EvaluateOperation(conditionalOperator[0], conditionalValue[0], armor->Amount);
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bool matches2 = armor->ArmorType.GetIndex() == armorType[1] && EvaluateOperation(conditionalOperator[1], conditionalValue[1], armor->Amount);
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bool matches2 = armor->NameVar(NAME_ArmorType).GetIndex() == armorType[1] && EvaluateOperation(conditionalOperator[1], conditionalValue[1], armor->Amount);
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drawAlt = 1;
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drawAlt = 1;
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if(conditionAnd)
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if(conditionAnd)
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@ -614,12 +614,12 @@ class CommandDrawSwitchableImage : public CommandDrawImage
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}
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}
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else //check the inventory items and draw selected sprite
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else //check the inventory items and draw selected sprite
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{
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{
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AInventory* item = statusBar->CPlayer->mo->FindInventory(PClass::FindActor(inventoryItem[0]));
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AInventory* item = statusBar->CPlayer->mo->FindInventory(inventoryItem[0]);
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if(item == NULL || !EvaluateOperation(conditionalOperator[0], conditionalValue[0], item->Amount))
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if(item == NULL || !EvaluateOperation(conditionalOperator[0], conditionalValue[0], item->Amount))
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drawAlt = 1;
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drawAlt = 1;
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if(conditionAnd)
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if(conditionAnd)
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{
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{
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item = statusBar->CPlayer->mo->FindInventory(PClass::FindActor(inventoryItem[1]));
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item = statusBar->CPlayer->mo->FindInventory(inventoryItem[1]);
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bool secondCondition = item != NULL && EvaluateOperation(conditionalOperator[1], conditionalValue[1], item->Amount);
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bool secondCondition = item != NULL && EvaluateOperation(conditionalOperator[1], conditionalValue[1], item->Amount);
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if((item != NULL && secondCondition) && drawAlt == 0) //both
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if((item != NULL && secondCondition) && drawAlt == 0) //both
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{
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{
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@ -1418,7 +1418,7 @@ class CommandDrawNumber : public CommandDrawString
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//Hexen counts basic armor also so we should too.
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//Hexen counts basic armor also so we should too.
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if(statusBar->armor != NULL)
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if(statusBar->armor != NULL)
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{
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{
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add += statusBar->armor->SavePercent * 100;
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add += statusBar->armor->FloatVar(NAME_SavePercent) * 100;
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}
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}
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if(value == ARMORCLASS)
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if(value == ARMORCLASS)
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add /= 5;
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add /= 5;
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@ -2851,7 +2851,7 @@ class CommandDrawBar : public SBarInfoCommand
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//Hexen counts basic armor also so we should too.
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//Hexen counts basic armor also so we should too.
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if(statusBar->armor != NULL)
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if(statusBar->armor != NULL)
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{
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{
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add += statusBar->armor->SavePercent * 100;
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add += statusBar->armor->FloatVar(NAME_SavePercent) * 100;
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}
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}
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value = int(add);
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value = int(add);
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max = 100;
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max = 100;
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@ -297,7 +297,7 @@ static void DrawHealth(player_t *CPlayer, int x, int y)
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const bool haveBerserk = hud_berserk_health
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const bool haveBerserk = hud_berserk_health
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&& nullptr != berserkpic
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&& nullptr != berserkpic
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&& nullptr != CPlayer->mo->FindInventory(PClass::FindActor(NAME_PowerStrength));
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&& nullptr != CPlayer->mo->FindInventory(NAME_PowerStrength);
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawImageToBox(haveBerserk ? berserkpic : healthpic, x, y, 31, 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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DrawHudNumber(HudFont, fontcolor, health, x + 33, y + 17);
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@ -310,7 +310,7 @@ static void DrawHealth(player_t *CPlayer, int x, int y)
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//
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//
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//===========================================================================
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//===========================================================================
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static void DrawArmor(ABasicArmor * barmor, AHexenArmor * harmor, int x, int y)
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static void DrawArmor(AInventory * barmor, AHexenArmor * harmor, int x, int y)
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{
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{
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int ap = 0;
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int ap = 0;
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int bestslot = 4;
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int bestslot = 4;
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@ -1141,7 +1141,7 @@ void DrawHUD()
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DrawFrags(CPlayer, 5, hudheight-70);
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DrawFrags(CPlayer, 5, hudheight-70);
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}
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}
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DrawHealth(CPlayer, 5, hudheight-45);
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DrawHealth(CPlayer, 5, hudheight-45);
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DrawArmor(CPlayer->mo->FindInventory<ABasicArmor>(),
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DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor),
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CPlayer->mo->FindInventory<AHexenArmor>(), 5, hudheight-20);
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CPlayer->mo->FindInventory<AHexenArmor>(), 5, hudheight-20);
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i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
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i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
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i=DrawAmmo(CPlayer, hudwidth-5, i);
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i=DrawAmmo(CPlayer, hudwidth-5, i);
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DrawImage (&HealthBar, 49, 7);
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DrawImage (&HealthBar, 49, 7);
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// Armor
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// Armor
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item = CPlayer->mo->FindInventory<ABasicArmor>();
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item = CPlayer->mo->FindInventory(NAME_BasicArmor);
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if (item != NULL && item->Amount > 0)
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if (item != NULL && item->Amount > 0)
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{
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{
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DrawImage (TexMan(item->Icon), 2, 9);
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DrawImage (TexMan(item->Icon), 2, 9);
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@ -436,7 +436,7 @@ private:
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}
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}
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// Sigil
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// Sigil
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item = CPlayer->mo->FindInventory(PClass::FindActor(NAME_Sigil));
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item = CPlayer->mo->FindInventory(NAME_Sigil);
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if (item != NULL)
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if (item != NULL)
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{
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{
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DrawImage (TexMan(item->Icon), 253, 7);
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DrawImage (TexMan(item->Icon), 253, 7);
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@ -473,7 +473,7 @@ private:
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TAG_DONE);
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TAG_DONE);
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// Draw armor
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// Draw armor
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ABasicArmor *armor = CPlayer->mo->FindInventory<ABasicArmor>();
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auto armor = CPlayer->mo->FindInventory(NAME_BasicArmor);
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if (armor != NULL && armor->Amount != 0)
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if (armor != NULL && armor->Amount != 0)
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{
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{
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DrINumberOuter (armor->Amount, 35, -10, false, 7);
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DrINumberOuter (armor->Amount, 35, -10, false, 7);
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@ -266,7 +266,7 @@ void cht_DoCheat (player_t *player, int cheat)
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}
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}
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else if (player->mo != NULL && player->health >= 0)
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else if (player->mo != NULL && player->health >= 0)
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{
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{
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item = player->mo->FindInventory(PClass::FindActor(BeholdPowers[i]));
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item = player->mo->FindInventory(BeholdPowers[i]);
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if (item == NULL)
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if (item == NULL)
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{
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{
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if (i != 0)
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if (i != 0)
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@ -487,7 +487,7 @@ void cht_DoCheat (player_t *player, int cheat)
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int oldpieces = 1;
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int oldpieces = 1;
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ret.IntAt(&oldpieces);
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ret.IntAt(&oldpieces);
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GlobalVMStack.Call(gsp, params, 1, &ret, 1, nullptr);
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GlobalVMStack.Call(gsp, params, 1, &ret, 1, nullptr);
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item = player->mo->FindInventory(PClass::FindActor(NAME_Sigil));
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item = player->mo->FindInventory(NAME_Sigil);
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if (item != NULL)
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if (item != NULL)
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{
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{
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@ -89,6 +89,10 @@ xx(SaveAmount)
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xx(SavePercent)
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xx(SavePercent)
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xx(MaxAbsorb)
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xx(MaxAbsorb)
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xx(MaxFullAbsorb)
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xx(MaxFullAbsorb)
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xx(MaxAmount)
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xx(ActualSaveAmount)
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xx(ArmorType)
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xx(BulletPuff)
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xx(BulletPuff)
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xx(StrifePuff)
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xx(StrifePuff)
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@ -4955,8 +4955,8 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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else
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else
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{
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{
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FName p(FBehavior::StaticLookupString(args[0]));
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FName p(FBehavior::StaticLookupString(args[0]));
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ABasicArmor * armor = (ABasicArmor *) players[args[1]].mo->FindInventory(NAME_BasicArmor);
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auto armor = players[args[1]].mo->FindInventory(NAME_BasicArmor);
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if (armor && armor->ArmorType == p) return armor->Amount;
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if (armor && armor->NameVar(NAME_ArmorType) == p) return armor->Amount;
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}
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}
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return 0;
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return 0;
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}
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}
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@ -4965,29 +4965,29 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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{
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{
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if (activator == NULL || activator->player == NULL) return 0;
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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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auto equippedarmor = activator->FindInventory(NAME_BasicArmor);
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|
||||||
if (equippedarmor && equippedarmor->Amount != 0)
|
if (equippedarmor && equippedarmor->Amount != 0)
|
||||||
{
|
{
|
||||||
switch(args[0])
|
switch(args[0])
|
||||||
{
|
{
|
||||||
case ARMORINFO_CLASSNAME:
|
case ARMORINFO_CLASSNAME:
|
||||||
return GlobalACSStrings.AddString(equippedarmor->ArmorType.GetChars());
|
return GlobalACSStrings.AddString(equippedarmor->NameVar(NAME_ArmorType).GetChars());
|
||||||
|
|
||||||
case ARMORINFO_SAVEAMOUNT:
|
case ARMORINFO_SAVEAMOUNT:
|
||||||
return equippedarmor->MaxAmount;
|
return equippedarmor->IntVar(NAME_MaxAmount);
|
||||||
|
|
||||||
case ARMORINFO_SAVEPERCENT:
|
case ARMORINFO_SAVEPERCENT:
|
||||||
return DoubleToACS(equippedarmor->SavePercent);
|
return DoubleToACS(equippedarmor->FloatVar(NAME_SavePercent));
|
||||||
|
|
||||||
case ARMORINFO_MAXABSORB:
|
case ARMORINFO_MAXABSORB:
|
||||||
return equippedarmor->MaxAbsorb;
|
return equippedarmor->IntVar(NAME_MaxAbsorb);
|
||||||
|
|
||||||
case ARMORINFO_MAXFULLABSORB:
|
case ARMORINFO_MAXFULLABSORB:
|
||||||
return equippedarmor->MaxFullAbsorb;
|
return equippedarmor->IntVar(NAME_MaxFullAbsorb);
|
||||||
|
|
||||||
case ARMORINFO_ACTUALSAVEAMOUNT:
|
case ARMORINFO_ACTUALSAVEAMOUNT:
|
||||||
return equippedarmor->ActualSaveAmount;
|
return equippedarmor->IntVar(NAME_ActualSaveAmount);
|
||||||
|
|
||||||
default:
|
default:
|
||||||
return 0;
|
return 0;
|
||||||
|
@ -8235,7 +8235,7 @@ scriptwait:
|
||||||
case PCD_PLAYERARMORPOINTS:
|
case PCD_PLAYERARMORPOINTS:
|
||||||
if (activator)
|
if (activator)
|
||||||
{
|
{
|
||||||
ABasicArmor *armor = activator->FindInventory<ABasicArmor>();
|
auto armor = activator->FindInventory(NAME_BasicArmor);
|
||||||
PushToStack (armor ? armor->Amount : 0);
|
PushToStack (armor ? armor->Amount : 0);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
|
@ -8682,7 +8682,7 @@ scriptwait:
|
||||||
{
|
{
|
||||||
AInventory *sigil;
|
AInventory *sigil;
|
||||||
|
|
||||||
if (activator == NULL || (sigil = activator->FindInventory(PClass::FindActor(NAME_Sigil))) == NULL)
|
if (activator == NULL || (sigil = activator->FindInventory(NAME_Sigil)) == NULL)
|
||||||
{
|
{
|
||||||
PushToStack (0);
|
PushToStack (0);
|
||||||
}
|
}
|
||||||
|
|
|
@ -2883,7 +2883,7 @@ FUNC(LS_SetPlayerProperty)
|
||||||
{ // Take power from activator
|
{ // Take power from activator
|
||||||
if (power != 4)
|
if (power != 4)
|
||||||
{
|
{
|
||||||
AInventory *item = it->FindInventory(PClass::FindActor(powers[power]), true);
|
AInventory *item = it->FindInventory(powers[power], true);
|
||||||
if (item != NULL)
|
if (item != NULL)
|
||||||
{
|
{
|
||||||
item->Destroy ();
|
item->Destroy ();
|
||||||
|
|
|
@ -1093,9 +1093,9 @@ AInventory *AActor::FindInventory (PClassActor *type, bool subclass)
|
||||||
return item;
|
return item;
|
||||||
}
|
}
|
||||||
|
|
||||||
AInventory *AActor::FindInventory (FName type)
|
AInventory *AActor::FindInventory (FName type, bool subclass)
|
||||||
{
|
{
|
||||||
return FindInventory(PClass::FindActor(type));
|
return FindInventory(PClass::FindActor(type), subclass);
|
||||||
}
|
}
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION(AActor, FindInventory)
|
DEFINE_ACTION_FUNCTION(AActor, FindInventory)
|
||||||
|
|
|
@ -233,7 +233,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
|
||||||
{
|
{
|
||||||
if (mo != nullptr)
|
if (mo != nullptr)
|
||||||
{
|
{
|
||||||
newcaller = mo->FindInventory(PClass::FindActor(NAME_PowerTargeter), true);
|
newcaller = mo->FindInventory(NAME_PowerTargeter, true);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (layer == PSP_STRIFEHANDS)
|
else if (layer == PSP_STRIFEHANDS)
|
||||||
|
|
|
@ -1148,9 +1148,9 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
|
||||||
{
|
{
|
||||||
item->Destroy();
|
item->Destroy();
|
||||||
}
|
}
|
||||||
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
|
else if (item->IsKindOf(PClass::FindActor(NAME_BasicArmor)))
|
||||||
{
|
{
|
||||||
static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
|
item->IntVar(NAME_SavePercent) = defitem->IntVar(NAME_SavePercent);
|
||||||
item->Amount = defitem->Amount;
|
item->Amount = defitem->Amount;
|
||||||
}
|
}
|
||||||
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||||||
|
@ -1375,10 +1375,8 @@ void APlayerPawn::GiveDefaultInventory ()
|
||||||
// BasicArmor must come right after that. It should not affect any
|
// BasicArmor must come right after that. It should not affect any
|
||||||
// other protection item as well but needs to process the damage
|
// other protection item as well but needs to process the damage
|
||||||
// before the HexenArmor does.
|
// before the HexenArmor does.
|
||||||
ABasicArmor *barmor = Spawn<ABasicArmor> ();
|
auto barmor = (AInventory*)Spawn(NAME_BasicArmor);
|
||||||
barmor->BecomeItem ();
|
barmor->BecomeItem ();
|
||||||
barmor->SavePercent = 0;
|
|
||||||
barmor->Amount = 0;
|
|
||||||
AddInventory (barmor);
|
AddInventory (barmor);
|
||||||
|
|
||||||
// Now add the items from the DECORATE definition
|
// Now add the items from the DECORATE definition
|
||||||
|
|
|
@ -46,22 +46,27 @@ class Armor : Inventory native
|
||||||
//
|
//
|
||||||
// BasicArmor
|
// BasicArmor
|
||||||
//
|
//
|
||||||
|
// Basic armor absorbs a specific percent of the damage. You should
|
||||||
|
// never pickup a BasicArmor. Instead, you pickup a BasicArmorPickup
|
||||||
|
// or BasicArmorBonus and those gives you BasicArmor when it activates.
|
||||||
|
//
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
class BasicArmor : Armor native
|
class BasicArmor : Armor
|
||||||
{
|
{
|
||||||
|
|
||||||
native int AbsorbCount;
|
int AbsorbCount;
|
||||||
native double SavePercent;
|
double SavePercent;
|
||||||
native int MaxAbsorb;
|
int MaxAbsorb;
|
||||||
native int MaxFullAbsorb;
|
int MaxFullAbsorb;
|
||||||
native int BonusCount;
|
int BonusCount;
|
||||||
native Name ArmorType;
|
Name ArmorType;
|
||||||
native int ActualSaveAmount;
|
int ActualSaveAmount;
|
||||||
|
|
||||||
Default
|
Default
|
||||||
{
|
{
|
||||||
|
Inventory.Amount 0;
|
||||||
+Inventory.KEEPDEPLETED
|
+Inventory.KEEPDEPLETED
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -441,6 +446,9 @@ class BasicArmorPickup : Armor
|
||||||
//
|
//
|
||||||
// HexenArmor
|
// HexenArmor
|
||||||
//
|
//
|
||||||
|
// Hexen armor consists of four separate armor types plus a conceptual armor
|
||||||
|
// type (the player himself) that work together as a single armor.
|
||||||
|
//
|
||||||
//
|
//
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue