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Added A_SetInventory.
- Sets the absolute amount of an inventory actor. - Limits itself to the range [0, MaxAmount]. Setting beyondMax to true disregards the MaxAmount. Default is false.
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3 changed files with 89 additions and 0 deletions
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@ -634,6 +634,7 @@ void AActor::RemoveInventory(AInventory *item)
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bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
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{
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amount = abs(amount);
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AInventory *item = FindInventory(itemclass);
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if (item == NULL)
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@ -666,6 +667,7 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
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item->IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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// Nothing to do here, except maybe res = false;? Would it make sense?
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result = false;
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}
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else if (!amount || amount>=item->Amount)
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{
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@ -2622,6 +2622,92 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
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ACTION_RETURN_INT(count);
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}
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//===========================================================================
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//
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// A_SetInventory
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetInventory)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_CLASS(itemtype, AInventory);
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PARAM_INT(amount);
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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PARAM_BOOL_OPT(beyondMax) { beyondMax = false; }
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bool res = false;
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if (itemtype == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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AInventory *item = mobj->FindInventory(itemtype);
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if (item != nullptr)
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{
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// A_SetInventory sets the absolute amount.
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// Subtract or set the appropriate amount as necessary.
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if (amount == item->Amount)
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{
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// Nothing was changed.
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ACTION_RETURN_BOOL(false);
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}
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else if (amount <= 0)
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{
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//Remove it all.
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res = (mobj->TakeInventory(itemtype, item->Amount, true, false));
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ACTION_RETURN_BOOL(res);
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}
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else if (amount < item->Amount)
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{
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int amt = abs(item->Amount - amount);
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res = (mobj->TakeInventory(itemtype, amt, true, false));
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ACTION_RETURN_BOOL(res);
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}
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else
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{
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item->Amount = (beyondMax ? amount : clamp(amount, 0, item->MaxAmount));
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ACTION_RETURN_BOOL(true);
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}
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}
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else
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{
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if (amount <= 0)
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{
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ACTION_RETURN_BOOL(false);
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}
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item = static_cast<AInventory *>(Spawn(itemtype));
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if (item == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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else
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{
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item->Amount = amount;
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item->flags |= MF_DROPPED;
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item->ItemFlags |= IF_IGNORESKILL;
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item->ClearCounters();
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if (!item->CallTryPickup(mobj))
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{
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item->Destroy();
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ACTION_RETURN_BOOL(false);
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}
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ACTION_RETURN_BOOL(true);
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}
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}
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ACTION_RETURN_BOOL(false);
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}
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//===========================================================================
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//
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// A_TakeInventory
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@ -211,6 +211,7 @@ ACTOR Actor native //: Thinker
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native state A_JumpIfTargetInsideMeleeRange(state label);
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native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
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native state A_JumpIfArmorType(name Type, state label, int amount = 1);
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action native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
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native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
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native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
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action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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