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- Since GetParentAmmo is now virtual, BackpackItem and the "give ammo" cheat should call GetParentAmmo to determine base ammo classes.
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parent
cea97e5cc6
commit
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2 changed files with 14 additions and 13 deletions
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@ -249,11 +249,10 @@ class BackpackItem : Inventory
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uint end = AllActorClasses.Size();
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uint end = AllActorClasses.Size();
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for (uint i = 0; i < end; ++i)
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for (uint i = 0; i < end; ++i)
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{
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{
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let type = AllActorClasses[i];
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let ammotype = (class<Ammo>)(AllActorClasses[i]);
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if (type.GetParentClass() == 'Ammo')
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if (ammotype && GetDefaultByType(ammotype).GetParentAmmo() == ammotype)
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{
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{
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let ammotype = (class<Ammo>)(type);
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let ammoitem = Ammo(other.FindInventory(ammotype));
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let ammoitem = Ammo(other.FindInventory(ammotype));
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int amount = GetDefaultByType(ammotype).BackpackAmount;
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int amount = GetDefaultByType(ammotype).BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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// extra ammo in baby mode and nightmare mode
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@ -314,20 +313,22 @@ class BackpackItem : Inventory
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{
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{
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for (let probe = Owner.Inv; probe != NULL; probe = probe.Inv)
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for (let probe = Owner.Inv; probe != NULL; probe = probe.Inv)
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{
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{
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if (probe.GetParentClass() == 'Ammo')
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let ammoitem = Ammo(probe);
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if (ammoitem && ammoitem.GetParentAmmo() == ammoitem.GetClass())
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{
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{
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if (probe.Amount < probe.MaxAmount || sv_unlimited_pickup)
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if (ammoitem.Amount < ammoitem.MaxAmount || sv_unlimited_pickup)
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{
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{
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int amount = Ammo(probe).Default.BackpackAmount;
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int amount = ammoitem.Default.BackpackAmount;
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// extra ammo in baby mode and nightmare mode
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// extra ammo in baby mode and nightmare mode
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if (!bIgnoreSkill)
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if (!bIgnoreSkill)
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{
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{
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor));
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}
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}
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probe.Amount += amount;
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ammoitem.Amount += amount;
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if (probe.Amount > probe.MaxAmount && !sv_unlimited_pickup)
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if (ammoitem.Amount > ammoitem.MaxAmount && !sv_unlimited_pickup)
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{
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{
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probe.Amount = probe.MaxAmount;
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ammoitem.Amount = ammoitem.MaxAmount;
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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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@ -99,14 +99,14 @@ extend class PlayerPawn
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// he doesn't have it already, and set each to its maximum.
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// he doesn't have it already, and set each to its maximum.
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for (i = 0; i < AllActorClasses.Size(); ++i)
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for (i = 0; i < AllActorClasses.Size(); ++i)
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{
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{
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type = (class<Inventory>)(AllActorClasses[i]);
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let ammotype = (class<Ammo>)(AllActorClasses[i]);
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if (type != null && type.GetParentClass() == "Ammo")
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if (ammotype && GetDefaultByType(ammotype).GetParentAmmo() == ammotype)
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{
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{
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let ammoitem = FindInventory(type);
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let ammoitem = FindInventory(ammotype);
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if (ammoitem == NULL)
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if (ammoitem == NULL)
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{
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{
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ammoitem = Inventory(Spawn (type));
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ammoitem = Inventory(Spawn (ammotype));
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ammoitem.AttachToOwner (self);
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ammoitem.AttachToOwner (self);
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ammoitem.Amount = ammoitem.MaxAmount;
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ammoitem.Amount = ammoitem.MaxAmount;
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}
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}
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