mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 13:11:33 +00:00
- Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid confusion. They still don't need a separate base class as in Skulltag though. - Added Skulltag-type armor bonus that increases the max amount that can be given by other armor items. - Separated all armor related code from a_pickups.cpp into a_armor.cpp. SVN r427 (trunk)
This commit is contained in:
parent
c89dd1de57
commit
3eeef7af77
15 changed files with 1193 additions and 1179 deletions
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@ -1,3 +1,11 @@
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December 25, 2006 (Changes by Graf Zahl)
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- Converted the Communicator to DECORATE.
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- Renamed the new armor properties to use the same names as Skulltag to avoid
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confusion. They still don't need a separate base class as in Skulltag though.
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- Added Skulltag-type armor bonus that increases the max amount that can be given
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by other armor items.
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- Separated all armor related code from a_pickups.cpp into a_armor.cpp.
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December 24, 2006 (Changes by Graf Zahl)
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- Replaced several calls to S_GetSoundPlayingInfo with S_IsActorPlayingSomething
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because S_GetSoundPlayingInfo cannot properly resolve player and random sounds.
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@ -550,6 +550,7 @@ public:
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// Finds the first item of a particular type.
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AInventory *FindInventory (const PClass *type) const;
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AInventory *FindInventory (FName type) const;
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template<class T> T *FindInventory () const
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{
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return static_cast<T *> (FindInventory (RUNTIME_CLASS(T)));
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@ -417,9 +417,8 @@ CCMD (useflechette)
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for (j = 0; j < 3; ++j)
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{
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const PClass *type = PClass::FindClass (bagnames[(i+j)%3]);
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AInventory *item;
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if (type != NULL && (item = who->FindInventory (type)))
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if (item = who->FindInventory (bagnames[(i+j)%3]))
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{
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SendItemUse = item;
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break;
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486
src/g_shared/a_armor.cpp
Normal file
486
src/g_shared/a_armor.cpp
Normal file
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@ -0,0 +1,486 @@
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#include <assert.h>
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#include "info.h"
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#include "gi.h"
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#include "r_data.h"
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#include "a_pickups.h"
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#include "templates.h"
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IMPLEMENT_STATELESS_ACTOR (AArmor, Any, -1, 0)
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PROP_Inventory_PickupSound ("misc/armor_pkup")
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmor, Any, -1, 0)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmorPickup, Any, -1, 0)
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PROP_Inventory_MaxAmount (0)
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PROP_Inventory_FlagsSet (IF_AUTOACTIVATE)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmorBonus, Any, -1, 0)
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PROP_Inventory_MaxAmount (0)
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PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
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PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (AHexenArmor, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
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END_DEFAULTS
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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 (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << SavePercent << BonusCount;
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}
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//===========================================================================
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//
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// ABasicArmor :: Tick
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//
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// If BasicArmor is given to the player by means other than a
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// BasicArmorPickup, then it may not have an icon set. Fix that here.
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//
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//===========================================================================
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void ABasicArmor::Tick ()
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{
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Super::Tick ();
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if (Icon == 0)
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{
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switch (gameinfo.gametype)
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{
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case GAME_Doom:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "ARM1A0" : "ARM2A0", FTexture::TEX_Any);
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break;
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case GAME_Heretic:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/2 ? "SHLDA0" : "SHD2A0", FTexture::TEX_Any);
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break;
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case GAME_Strife:
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Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
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break;
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default:
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break;
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}
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}
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}
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//===========================================================================
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//
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// ABasicArmor :: CreateCopy
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//
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//===========================================================================
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AInventory *ABasicArmor::CreateCopy (AActor *other)
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{
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// BasicArmor that is in use is stored in the inventory as BasicArmor.
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// BasicArmor that is in reserve is not.
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ABasicArmor *copy = Spawn<ABasicArmor> (0, 0, 0, NO_REPLACE);
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copy->SavePercent = SavePercent != 0 ? SavePercent : FRACUNIT/3;
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copy->Amount = Amount;
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copy->MaxAmount = MaxAmount;
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copy->Icon = Icon;
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copy->BonusCount = BonusCount;
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GoAwayAndDie ();
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmor :: HandlePickup
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//
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//===========================================================================
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bool ABasicArmor::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == RUNTIME_CLASS(ABasicArmor))
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{
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// You shouldn't be picking up BasicArmor anyway.
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return true;
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}
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if (Inventory != NULL)
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{
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return Inventory->HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// ABasicArmor :: AbsorbDamage
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//
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//===========================================================================
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void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (damageType != NAME_Water)
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{
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int saved = FixedMul (damage, SavePercent);
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if (Amount < saved)
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{
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saved = Amount;
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}
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newdamage -= saved;
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Amount -= saved;
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if (Amount == 0)
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{
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// The armor has become useless
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SavePercent = 0;
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// Now see if the player has some more armor in their inventory
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// and use it if so. As in Strife, the best armor is used up first.
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ABasicArmorPickup *best = NULL;
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AInventory *probe = Owner->Inventory;
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while (probe != NULL)
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{
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if (probe->IsKindOf (RUNTIME_CLASS(ABasicArmorPickup)))
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{
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ABasicArmorPickup *inInv = static_cast<ABasicArmorPickup*>(probe);
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if (best == NULL || best->SavePercent < inInv->SavePercent)
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{
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best = inInv;
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}
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}
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probe = probe->Inventory;
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}
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if (best != NULL)
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{
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Owner->UseInventory (best);
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}
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}
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}
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if (Inventory != NULL)
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{
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Inventory->AbsorbDamage (damage, damageType, newdamage);
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}
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: Serialize
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//
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//===========================================================================
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void ABasicArmorPickup::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << SavePercent << SaveAmount;
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arc << DropTime;
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: CreateCopy
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//
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//===========================================================================
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AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
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{
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ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
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copy->SavePercent = SavePercent;
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copy->SaveAmount = SaveAmount;
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmorPickup :: Use
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//
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// Either gives you new armor or replaces the armor you already have (if
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// the SaveAmount is greater than the amount of armor you own). When the
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// item is auto-activated, it will only be activated if its max amount is 0
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// or if you have no armor active already.
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//
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//===========================================================================
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bool ABasicArmorPickup::Use (bool pickup)
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{
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ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
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if (armor == NULL)
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{
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armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
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armor->BecomeItem ();
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Owner->AddInventory (armor);
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}
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else
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{
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// If you already have more armor than this item gives you, you can't
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// use it.
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if (armor->Amount >= SaveAmount + armor->BonusCount)
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{
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return false;
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}
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// Don't use it if you're picking it up and already have some.
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if (pickup && armor->Amount > 0 && MaxAmount > 0)
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{
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return false;
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}
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}
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armor->SavePercent = SavePercent;
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armor->Amount = SaveAmount + armor->BonusCount;
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armor->MaxAmount = SaveAmount;
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armor->Icon = Icon;
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return true;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: Serialize
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//
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//===========================================================================
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void ABasicArmorBonus::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << SavePercent << SaveAmount << MaxSaveAmount << BonusCount << BonusMax;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: CreateCopy
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//
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//===========================================================================
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AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
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{
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ABasicArmorBonus *copy = static_cast<ABasicArmorBonus *> (Super::CreateCopy (other));
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copy->SavePercent = SavePercent;
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copy->SaveAmount = SaveAmount;
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copy->MaxSaveAmount = MaxSaveAmount;
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copy->BonusCount = BonusCount;
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copy->BonusMax = BonusMax;
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return copy;
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}
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//===========================================================================
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//
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// ABasicArmorBonus :: Use
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//
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// Tries to add to the amount of BasicArmor a player has.
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//
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//===========================================================================
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bool ABasicArmorBonus::Use (bool pickup)
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{
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ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
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bool result = false;
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if (armor == NULL)
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{
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armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
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armor->BecomeItem ();
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armor->Amount = 0;
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armor->MaxAmount = MaxSaveAmount;
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Owner->AddInventory (armor);
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}
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if (BonusCount > 0 && armor->BonusCount < BonusMax)
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{
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armor->BonusCount = MIN (armor->BonusCount + BonusCount, BonusMax);
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result = true;
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}
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int saveAmount = MIN (SaveAmount, MaxSaveAmount);
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if (saveAmount <= 0)
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{ // If it can't give you anything, it's as good as used.
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return BonusCount > 0 ? result : true;
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}
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// If you already have more armor than this item can give you, you can't
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// use it.
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if (armor->Amount >= MaxSaveAmount + armor->BonusCount)
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{
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return result;
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}
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|
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if (armor->Amount <= 0)
|
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{ // Should never be less than 0, but might as well check anyway
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armor->Amount = 0;
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armor->Icon = Icon;
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armor->SavePercent = SavePercent;
|
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}
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|
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armor->Amount = MIN(armor->Amount + saveAmount, MaxSaveAmount + armor->BonusCount);
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armor->MaxAmount = MAX (armor->MaxAmount, MaxSaveAmount);
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return true;
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}
|
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|
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//===========================================================================
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//
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// AHexenArmor :: Serialize
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//
|
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//===========================================================================
|
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|
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void AHexenArmor::Serialize (FArchive &arc)
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{
|
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Super::Serialize (arc);
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arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
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<< Slots[4]
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<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
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<< SlotsIncrement[3];
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}
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|
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//===========================================================================
|
||||
//
|
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// AHexenArmor :: CreateCopy
|
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//
|
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//===========================================================================
|
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|
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AInventory *AHexenArmor::CreateCopy (AActor *other)
|
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{
|
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// Like BasicArmor, HexenArmor is used in the inventory but not the map.
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// health is the slot this armor occupies.
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// Amount is the quantity to give (0 = normal max).
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AHexenArmor *copy = Spawn<AHexenArmor> (0, 0, 0, NO_REPLACE);
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copy->AddArmorToSlot (other, health, Amount);
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GoAwayAndDie ();
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return copy;
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}
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|
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//===========================================================================
|
||||
//
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// AHexenArmor :: CreateTossable
|
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//
|
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// Since this isn't really a single item, you can't drop it. Ever.
|
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//
|
||||
//===========================================================================
|
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|
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AInventory *AHexenArmor::CreateTossable ()
|
||||
{
|
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return NULL;
|
||||
}
|
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|
||||
//===========================================================================
|
||||
//
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// AHexenArmor :: HandlePickup
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//
|
||||
//===========================================================================
|
||||
|
||||
bool AHexenArmor::HandlePickup (AInventory *item)
|
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{
|
||||
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
|
||||
{
|
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if (AddArmorToSlot (Owner, item->health, item->Amount))
|
||||
{
|
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item->ItemFlags |= IF_PICKUPGOOD;
|
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}
|
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return true;
|
||||
}
|
||||
else if (Inventory != NULL)
|
||||
{
|
||||
return Inventory->HandlePickup (item);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: AddArmorToSlot
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
|
||||
{
|
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APlayerPawn *ppawn;
|
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int hits;
|
||||
|
||||
if (actor->player != NULL)
|
||||
{
|
||||
ppawn = static_cast<APlayerPawn *>(actor);
|
||||
}
|
||||
else
|
||||
{
|
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ppawn = NULL;
|
||||
}
|
||||
|
||||
if (slot < 0 || slot > 3)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (amount <= 0)
|
||||
{
|
||||
hits = SlotsIncrement[slot];
|
||||
if (Slots[slot] < hits)
|
||||
{
|
||||
Slots[slot] = hits;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hits = amount * 5 * FRACUNIT;
|
||||
fixed_t total = Slots[0]+Slots[1]+Slots[2]+Slots[3]+Slots[4];
|
||||
fixed_t max = SlotsIncrement[0]+SlotsIncrement[1]+SlotsIncrement[2]+SlotsIncrement[3]+Slots[4]+4*5*FRACUNIT;
|
||||
if (total < max)
|
||||
{
|
||||
Slots[slot] += hits;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: AbsorbDamage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
||||
{
|
||||
if (damageType != NAME_Water)
|
||||
{
|
||||
fixed_t savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
|
||||
|
||||
if (savedPercent)
|
||||
{ // armor absorbed some damage
|
||||
if (savedPercent > 100*FRACUNIT)
|
||||
{
|
||||
savedPercent = 100*FRACUNIT;
|
||||
}
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (Slots[i])
|
||||
{
|
||||
// 300 damage always wipes out the armor unless some was added
|
||||
// with the dragon skin bracers.
|
||||
if (damage < 10000)
|
||||
{
|
||||
Slots[i] -= Scale (damage, SlotsIncrement[i], 300);
|
||||
if (Slots[i] < 2*FRACUNIT)
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
int saved = Scale (damage, savedPercent, 100*FRACUNIT);
|
||||
if (saved > savedPercent >> (FRACBITS-1))
|
||||
{
|
||||
saved = savedPercent >> (FRACBITS-1);
|
||||
}
|
||||
newdamage -= saved;
|
||||
}
|
||||
}
|
||||
if (Inventory != NULL)
|
||||
{
|
||||
Inventory->AbsorbDamage (damage, damageType, newdamage);
|
||||
}
|
||||
}
|
||||
|
|
@ -165,8 +165,6 @@ AInventory *AAmmo::CreateCopy (AActor *other)
|
|||
return copy;
|
||||
}
|
||||
|
||||
/* Keys *******************************************************************/
|
||||
|
||||
//---------------------------------------------------------------------------
|
||||
//
|
||||
// FUNC P_GiveBody
|
||||
|
@ -1270,472 +1268,6 @@ bool ACustomInventory::TryPickup (AActor *toucher)
|
|||
return useok;
|
||||
}
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AArmor, Any, -1, 0)
|
||||
PROP_Inventory_PickupSound ("misc/armor_pkup")
|
||||
END_DEFAULTS
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ABasicArmor, Any, -1, 0)
|
||||
PROP_SpawnState (S_HELD)
|
||||
END_DEFAULTS
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ABasicArmorPickup, Any, -1, 0)
|
||||
PROP_Inventory_MaxAmount (0)
|
||||
PROP_Inventory_FlagsSet (IF_AUTOACTIVATE)
|
||||
END_DEFAULTS
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (ABasicArmorBonus, Any, -1, 0)
|
||||
PROP_Inventory_MaxAmount (0)
|
||||
PROP_Inventory_FlagsSet (IF_AUTOACTIVATE|IF_ALWAYSPICKUP)
|
||||
PROP_BasicArmorBonus_SavePercent (FRACUNIT/3)
|
||||
END_DEFAULTS
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHexenArmor, Any, -1, 0)
|
||||
PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
|
||||
END_DEFAULTS
|
||||
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorPickup :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABasicArmorPickup::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << SavePercent << SaveAmount;
|
||||
arc << DropTime;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorPickup :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABasicArmorPickup::CreateCopy (AActor *other)
|
||||
{
|
||||
ABasicArmorPickup *copy = static_cast<ABasicArmorPickup *> (Super::CreateCopy (other));
|
||||
copy->SavePercent = SavePercent;
|
||||
copy->SaveAmount = SaveAmount;
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorPickup :: Use
|
||||
//
|
||||
// Either gives you new armor or replaces the armor you already have (if
|
||||
// the SaveAmount is greater than the amount of armor you own). When the
|
||||
// item is auto-activated, it will only be activated if its max amount is 0
|
||||
// or if you have no armor active already.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool ABasicArmorPickup::Use (bool pickup)
|
||||
{
|
||||
ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
|
||||
|
||||
if (armor == NULL)
|
||||
{
|
||||
armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
|
||||
armor->BecomeItem ();
|
||||
armor->SavePercent = SavePercent;
|
||||
armor->Amount = armor->MaxAmount = SaveAmount;
|
||||
armor->Icon = Icon;
|
||||
Owner->AddInventory (armor);
|
||||
return true;
|
||||
}
|
||||
// If you already have more armor than this item gives you, you can't
|
||||
// use it.
|
||||
if (armor->Amount >= SaveAmount)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
// Don't use it if you're picking it up and already have some.
|
||||
if (pickup && armor->Amount > 0 && MaxAmount > 0)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
armor->SavePercent = SavePercent;
|
||||
armor->Amount = armor->MaxAmount = SaveAmount;
|
||||
armor->Icon = Icon;
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorBonus :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABasicArmorBonus::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << SavePercent << SaveAmount << MaxSaveAmount;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorBonus :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABasicArmorBonus::CreateCopy (AActor *other)
|
||||
{
|
||||
ABasicArmorBonus *copy = static_cast<ABasicArmorBonus *> (Super::CreateCopy (other));
|
||||
copy->SavePercent = SavePercent;
|
||||
copy->SaveAmount = SaveAmount;
|
||||
copy->MaxSaveAmount = MaxSaveAmount;
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmorBonus :: Use
|
||||
//
|
||||
// Tries to add to the amount of BasicArmor a player has.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool ABasicArmorBonus::Use (bool pickup)
|
||||
{
|
||||
ABasicArmor *armor = Owner->FindInventory<ABasicArmor> ();
|
||||
int saveAmount = MIN (SaveAmount, MaxSaveAmount);
|
||||
|
||||
if (saveAmount <= 0)
|
||||
{ // If it can't give you anything, it's as good as used.
|
||||
return true;
|
||||
}
|
||||
if (armor == NULL)
|
||||
{
|
||||
armor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
|
||||
armor->BecomeItem ();
|
||||
armor->SavePercent = SavePercent;
|
||||
armor->Amount = saveAmount;
|
||||
armor->MaxAmount = MaxSaveAmount;
|
||||
armor->Icon = Icon;
|
||||
Owner->AddInventory (armor);
|
||||
return true;
|
||||
}
|
||||
// If you already have more armor than this item can give you, you can't
|
||||
// use it.
|
||||
if (armor->Amount >= MaxSaveAmount)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (armor->Amount <= 0)
|
||||
{ // Should never be less than 0, but might as well check anyway
|
||||
armor->Amount = 0;
|
||||
armor->Icon = Icon;
|
||||
armor->SavePercent = SavePercent;
|
||||
}
|
||||
armor->Amount += saveAmount;
|
||||
armor->MaxAmount = MAX (armor->MaxAmount, MaxSaveAmount);
|
||||
return true;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmor :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABasicArmor::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << SavePercent;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmor :: Tick
|
||||
//
|
||||
// If BasicArmor is given to the player by means other than a
|
||||
// BasicArmorPickup, then it may not have an icon set. Fix that here.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABasicArmor::Tick ()
|
||||
{
|
||||
Super::Tick ();
|
||||
if (Icon == 0)
|
||||
{
|
||||
switch (gameinfo.gametype)
|
||||
{
|
||||
case GAME_Doom:
|
||||
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "ARM1A0" : "ARM2A0", FTexture::TEX_Any);
|
||||
break;
|
||||
|
||||
case GAME_Heretic:
|
||||
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/2 ? "SHLDA0" : "SHD2A0", FTexture::TEX_Any);
|
||||
break;
|
||||
|
||||
case GAME_Strife:
|
||||
Icon = TexMan.CheckForTexture (SavePercent == FRACUNIT/3 ? "I_ARM2" : "I_ARM1", FTexture::TEX_Any);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmor :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *ABasicArmor::CreateCopy (AActor *other)
|
||||
{
|
||||
// BasicArmor that is in use is stored in the inventory as BasicArmor.
|
||||
// BasicArmor that is in reserve is not.
|
||||
ABasicArmor *copy = Spawn<ABasicArmor> (0, 0, 0, NO_REPLACE);
|
||||
copy->SavePercent = SavePercent != 0 ? SavePercent : FRACUNIT/3;
|
||||
copy->Amount = Amount;
|
||||
copy->MaxAmount = MaxAmount;
|
||||
copy->Icon = Icon;
|
||||
GoAwayAndDie ();
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmor :: HandlePickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool ABasicArmor::HandlePickup (AInventory *item)
|
||||
{
|
||||
if (item->GetClass() == RUNTIME_CLASS(ABasicArmor))
|
||||
{
|
||||
// You shouldn't be picking up BasicArmor anyway.
|
||||
return true;
|
||||
}
|
||||
if (Inventory != NULL)
|
||||
{
|
||||
return Inventory->HandlePickup (item);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// ABasicArmor :: AbsorbDamage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void ABasicArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
||||
{
|
||||
if (damageType != NAME_Water)
|
||||
{
|
||||
int saved = FixedMul (damage, SavePercent);
|
||||
if (Amount < saved)
|
||||
{
|
||||
saved = Amount;
|
||||
}
|
||||
newdamage -= saved;
|
||||
Amount -= saved;
|
||||
if (Amount == 0)
|
||||
{
|
||||
// The armor has become useless
|
||||
SavePercent = 0;
|
||||
// Now see if the player has some more armor in their inventory
|
||||
// and use it if so. As in Strife, the best armor is used up first.
|
||||
ABasicArmorPickup *best = NULL;
|
||||
AInventory *probe = Owner->Inventory;
|
||||
while (probe != NULL)
|
||||
{
|
||||
if (probe->IsKindOf (RUNTIME_CLASS(ABasicArmorPickup)))
|
||||
{
|
||||
ABasicArmorPickup *inInv = static_cast<ABasicArmorPickup*>(probe);
|
||||
if (best == NULL || best->SavePercent < inInv->SavePercent)
|
||||
{
|
||||
best = inInv;
|
||||
}
|
||||
}
|
||||
probe = probe->Inventory;
|
||||
}
|
||||
if (best != NULL)
|
||||
{
|
||||
Owner->UseInventory (best);
|
||||
}
|
||||
}
|
||||
}
|
||||
if (Inventory != NULL)
|
||||
{
|
||||
Inventory->AbsorbDamage (damage, damageType, newdamage);
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: Serialize
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AHexenArmor::Serialize (FArchive &arc)
|
||||
{
|
||||
Super::Serialize (arc);
|
||||
arc << Slots[0] << Slots[1] << Slots[2] << Slots[3]
|
||||
<< Slots[4]
|
||||
<< SlotsIncrement[0] << SlotsIncrement[1] << SlotsIncrement[2]
|
||||
<< SlotsIncrement[3];
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: CreateCopy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *AHexenArmor::CreateCopy (AActor *other)
|
||||
{
|
||||
// Like BasicArmor, HexenArmor is used in the inventory but not the map.
|
||||
// health is the slot this armor occupies.
|
||||
// Amount is the quantity to give (0 = normal max).
|
||||
AHexenArmor *copy = Spawn<AHexenArmor> (0, 0, 0, NO_REPLACE);
|
||||
copy->AddArmorToSlot (other, health, Amount);
|
||||
GoAwayAndDie ();
|
||||
return copy;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: CreateTossable
|
||||
//
|
||||
// Since this isn't really a single item, you can't drop it. Ever.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
AInventory *AHexenArmor::CreateTossable ()
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: HandlePickup
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AHexenArmor::HandlePickup (AInventory *item)
|
||||
{
|
||||
if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
|
||||
{
|
||||
if (AddArmorToSlot (Owner, item->health, item->Amount))
|
||||
{
|
||||
item->ItemFlags |= IF_PICKUPGOOD;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
else if (Inventory != NULL)
|
||||
{
|
||||
return Inventory->HandlePickup (item);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: AddArmorToSlot
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
|
||||
{
|
||||
APlayerPawn *ppawn;
|
||||
int hits;
|
||||
|
||||
if (actor->player != NULL)
|
||||
{
|
||||
ppawn = static_cast<APlayerPawn *>(actor);
|
||||
}
|
||||
else
|
||||
{
|
||||
ppawn = NULL;
|
||||
}
|
||||
|
||||
if (slot < 0 || slot > 3)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (amount <= 0)
|
||||
{
|
||||
hits = SlotsIncrement[slot];
|
||||
if (Slots[slot] < hits)
|
||||
{
|
||||
Slots[slot] = hits;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hits = amount * 5 * FRACUNIT;
|
||||
fixed_t total = Slots[0]+Slots[1]+Slots[2]+Slots[3]+Slots[4];
|
||||
fixed_t max = SlotsIncrement[0]+SlotsIncrement[1]+SlotsIncrement[2]+SlotsIncrement[3]+Slots[4]+4*5*FRACUNIT;
|
||||
if (total < max)
|
||||
{
|
||||
Slots[slot] += hits;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: AbsorbDamage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
|
||||
{
|
||||
if (damageType != NAME_Water)
|
||||
{
|
||||
fixed_t savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
|
||||
|
||||
if (savedPercent)
|
||||
{ // armor absorbed some damage
|
||||
if (savedPercent > 100*FRACUNIT)
|
||||
{
|
||||
savedPercent = 100*FRACUNIT;
|
||||
}
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (Slots[i])
|
||||
{
|
||||
// 300 damage always wipes out the armor unless some was added
|
||||
// with the dragon skin bracers.
|
||||
if (damage < 10000)
|
||||
{
|
||||
Slots[i] -= Scale (damage, SlotsIncrement[i], 300);
|
||||
if (Slots[i] < 2*FRACUNIT)
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
int saved = Scale (damage, savedPercent, 100*FRACUNIT);
|
||||
if (saved > savedPercent >> (FRACBITS-1))
|
||||
{
|
||||
saved = savedPercent >> (FRACBITS-1);
|
||||
}
|
||||
newdamage -= saved;
|
||||
}
|
||||
}
|
||||
if (Inventory != NULL)
|
||||
{
|
||||
Inventory->AbsorbDamage (damage, damageType, newdamage);
|
||||
}
|
||||
}
|
||||
|
||||
IMPLEMENT_STATELESS_ACTOR (AHealth, Any, -1, 0)
|
||||
PROP_Inventory_Amount (1)
|
||||
PROP_Inventory_MaxAmount (0)
|
||||
|
@ -2086,20 +1618,3 @@ bool AMapRevealer::TryPickup (AActor *toucher)
|
|||
return true;
|
||||
}
|
||||
|
||||
FState ACommunicator::States[] =
|
||||
{
|
||||
S_NORMAL (COMM, 'A', -1, NULL, NULL)
|
||||
};
|
||||
|
||||
IMPLEMENT_ACTOR (ACommunicator, Strife, 206, 0)
|
||||
PROP_Flags (MF_SPECIAL|MF_NOTDMATCH)
|
||||
PROP_SpawnState (0)
|
||||
PROP_StrifeType (176)
|
||||
PROP_StrifeTeaserType (168)
|
||||
PROP_StrifeTeaserType2 (172)
|
||||
PROP_Inventory_Icon ("I_COMM")
|
||||
PROP_Tag ("Communicator")
|
||||
PROP_Inventory_PickupSound ("misc/p_pkup")
|
||||
PROP_Inventory_PickupMessage("$TXT_COMMUNICATOR")
|
||||
END_DEFAULTS
|
||||
|
||||
|
|
|
@ -320,6 +320,7 @@ public:
|
|||
virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
|
||||
|
||||
fixed_t SavePercent;
|
||||
int BonusCount;
|
||||
};
|
||||
|
||||
// BasicArmorPickup replaces the armor you have.
|
||||
|
@ -347,6 +348,8 @@ public:
|
|||
fixed_t SavePercent; // The default, for when you don't already have armor
|
||||
int MaxSaveAmount;
|
||||
int SaveAmount;
|
||||
int BonusCount;
|
||||
int BonusMax;
|
||||
};
|
||||
|
||||
// Hexen armor consists of four separate armor types plus a conceptual armor
|
||||
|
@ -404,11 +407,4 @@ public:
|
|||
bool bDepleted;
|
||||
};
|
||||
|
||||
// When the communicator is in a player's inventory, the
|
||||
// SendToCommunicator special can work.
|
||||
class ACommunicator : public AInventory
|
||||
{
|
||||
DECLARE_ACTOR (ACommunicator, AInventory)
|
||||
};
|
||||
|
||||
#endif //__A_PICKUPS_H__
|
||||
|
|
|
@ -672,7 +672,7 @@ private:
|
|||
DrINumber2 (i, left+268*xscale, top+76*yscale, 7*xscale, imgFONY0);
|
||||
|
||||
// Does the player have a communicator?
|
||||
item = CPlayer->mo->FindInventory (RUNTIME_CLASS(ACommunicator));
|
||||
item = CPlayer->mo->FindInventory (NAME_Communicator);
|
||||
if (item != NULL)
|
||||
{
|
||||
screen->DrawTexture (TexMan(item->Icon),
|
||||
|
@ -730,7 +730,7 @@ private:
|
|||
};
|
||||
for (i = 0; i < 6; ++i)
|
||||
{
|
||||
item = CPlayer->mo->FindInventory (PClass::FindClass (WeaponList[i].TypeName));
|
||||
item = CPlayer->mo->FindInventory (WeaponList[i].TypeName);
|
||||
|
||||
if (item != NULL)
|
||||
{
|
||||
|
|
|
@ -217,3 +217,4 @@ xx(MomZ)
|
|||
xx(MapSpot)
|
||||
xx(PatrolPoint)
|
||||
xx(PatrolSpecial)
|
||||
xx(Communicator)
|
||||
|
|
|
@ -2557,9 +2557,9 @@ FUNC(LS_SendToCommunicator)
|
|||
if (arg1 && backSide)
|
||||
return false;
|
||||
|
||||
if (it != NULL && it->player != NULL && it->FindInventory<ACommunicator>())
|
||||
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
|
||||
{
|
||||
char name[32];
|
||||
char name[32];
|
||||
sprintf (name, "svox/voc%d", arg0);
|
||||
|
||||
if (!arg3)
|
||||
|
|
|
@ -795,6 +795,11 @@ AInventory *AActor::FindInventory (const PClass *type) const
|
|||
return item;
|
||||
}
|
||||
|
||||
AInventory *AActor::FindInventory (FName type) const
|
||||
{
|
||||
return FindInventory(PClass::FindClass(type));
|
||||
}
|
||||
|
||||
//============================================================================
|
||||
//
|
||||
// AActor :: GiveInventoryType
|
||||
|
|
|
@ -2035,7 +2035,7 @@ void P_PlayerThink (player_t *player)
|
|||
}
|
||||
else if (cmd->ucmd.upmove > 0 && !(player->cheats & CF_PREDICTING))
|
||||
{
|
||||
AInventory *fly = player->mo->FindInventory (PClass::FindClass (NAME_ArtiFly));
|
||||
AInventory *fly = player->mo->FindInventory (NAME_ArtiFly);
|
||||
if (fly != NULL)
|
||||
{
|
||||
player->mo->UseInventory (fly);
|
||||
|
|
|
@ -3347,7 +3347,25 @@ static void AmmoDropAmount (AAmmo *defaults, Baggage &bag)
|
|||
static void ArmorMaxSaveAmount (ABasicArmorBonus *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetNumber();
|
||||
defaults->MaxSaveAmount=sc_Number;
|
||||
defaults->MaxSaveAmount = sc_Number;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ArmorMaxBonus (ABasicArmorBonus *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetNumber();
|
||||
defaults->BonusCount = sc_Number;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
static void ArmorMaxBonusMax (ABasicArmorBonus *defaults, Baggage &bag)
|
||||
{
|
||||
SC_MustGetNumber();
|
||||
defaults->BonusMax = sc_Number;
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -4025,6 +4043,8 @@ static const ActorProps props[] =
|
|||
{ "ammo.backpackmaxamount", (apf)AmmoBackpackMaxAmount, RUNTIME_CLASS(AAmmo) },
|
||||
{ "ammo.dropamount", (apf)AmmoDropAmount, RUNTIME_CLASS(AAmmo) },
|
||||
{ "args", ActorArgs, RUNTIME_CLASS(AActor) },
|
||||
{ "armor.maxbonus", (apf)ArmorMaxBonus, RUNTIME_CLASS(ABasicArmorBonus) },
|
||||
{ "armor.maxbonusmax", (apf)ArmorMaxBonusMax, RUNTIME_CLASS(ABasicArmorBonus) },
|
||||
{ "armor.maxsaveamount", (apf)ArmorMaxSaveAmount, RUNTIME_CLASS(ABasicArmorBonus) },
|
||||
{ "armor.saveamount", (apf)ArmorSaveAmount, RUNTIME_CLASS(AActor) },
|
||||
{ "armor.savepercent", (apf)ArmorSavePercent, RUNTIME_CLASS(AActor) },
|
||||
|
|
|
@ -1260,23 +1260,19 @@ void DoTakeInventory(AActor * self, AActor * receiver)
|
|||
ENamedName item =(ENamedName)StateParameters[index];
|
||||
int amount=EvalExpressionI (StateParameters[index+1], self);
|
||||
|
||||
const PClass * mi=PClass::FindClass(item);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false;
|
||||
if (mi)
|
||||
{
|
||||
AInventory * inv = receiver->FindInventory(mi);
|
||||
|
||||
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||||
AInventory * inv = receiver->FindInventory(item);
|
||||
|
||||
if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
|
||||
{
|
||||
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
|
||||
if (!amount || amount>=inv->Amount)
|
||||
{
|
||||
if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
|
||||
if (!amount || amount>=inv->Amount)
|
||||
{
|
||||
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
|
||||
else inv->Destroy();
|
||||
}
|
||||
else inv->Amount-=amount;
|
||||
if (inv->IsKindOf(RUNTIME_CLASS(AAmmo))) inv->Amount=0;
|
||||
else inv->Destroy();
|
||||
}
|
||||
else inv->Amount-=amount;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1579,8 +1575,7 @@ void A_SelectWeapon(AActor * actor)
|
|||
int index=CheckIndex(1, NULL);
|
||||
if (index<0 || actor->player == NULL) return;
|
||||
|
||||
const PClass * weapon= PClass::FindClass((ENamedName)StateParameters[index]);
|
||||
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory(weapon));
|
||||
AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory((ENamedName)StateParameters[index]));
|
||||
|
||||
if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
|
||||
{
|
||||
|
@ -1802,14 +1797,11 @@ void A_DropInventory(AActor * self)
|
|||
{
|
||||
int index=CheckIndex(1, &CallingState);
|
||||
if (index<0) return;
|
||||
const PClass * ti = PClass::FindClass((ENamedName)StateParameters[index]);
|
||||
if (ti)
|
||||
|
||||
AInventory * inv = self->FindInventory((ENamedName)StateParameters[index]);
|
||||
if (inv)
|
||||
{
|
||||
AInventory * inv = self->FindInventory(ti);
|
||||
if (inv)
|
||||
{
|
||||
self->DropInventory(inv);
|
||||
}
|
||||
self->DropInventory(inv);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -352,3 +352,22 @@ ACTOR Targeter : PowerupGiver 207
|
|||
}
|
||||
}
|
||||
|
||||
// Communicator -----------------------------------------------------------------
|
||||
|
||||
ACTOR Communicator : Inventory 206
|
||||
{
|
||||
Game Strife
|
||||
ConversationID 176, 168, 172
|
||||
+NOTDMATCH
|
||||
Tag "Communicator"
|
||||
Inventory.Icon "I_COMM"
|
||||
Inventory.PickupSound "misc/p_pkup"
|
||||
Inventory.PickupMessage "$TXT_COMMUNICATOR"
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
COMM A -1
|
||||
Stop
|
||||
}
|
||||
}
|
||||
|
||||
|
|
1286
zdoom.vcproj
1286
zdoom.vcproj
File diff suppressed because it is too large
Load diff
Loading…
Reference in a new issue