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- scriptified AActor::ClearInventory
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2cb0b2db87
commit
719598aae4
3 changed files with 54 additions and 45 deletions
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@ -925,54 +925,13 @@ DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
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void AActor::ClearInventory()
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{
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// In case destroying an inventory item causes another to be destroyed
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// (e.g. Weapons destroy their sisters), keep track of the pointer to
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// the next inventory item rather than the next inventory item itself.
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// For example, if a weapon is immediately followed by its sister, the
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// next weapon we had tracked would be to the sister, so it is now
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// invalid and we won't be able to find the complete inventory by
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// following it.
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//
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// When we destroy an item, we leave invp alone, since the destruction
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// process will leave it pointing to the next item we want to check. If
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// we don't destroy an item, then we move invp to point to its Inventory
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// pointer.
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//
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// It should be safe to assume that an item being destroyed will only
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// destroy items further down in the chain, because if it was going to
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// destroy something we already processed, we've already destroyed it,
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// so it won't have anything to destroy.
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AInventory **invp = &Inventory;
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while (*invp != NULL)
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IFVIRTUAL(AActor, ClearInventory)
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{
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AInventory *inv = *invp;
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if (!(inv->ItemFlags & IF_UNDROPPABLE))
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{
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DepleteOrDestroy(inv);
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if (!(inv->ObjectFlags & OF_EuthanizeMe)) invp = &inv->Inventory; // was only depleted so advance the pointer manually.
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}
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else
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{
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invp = &inv->Inventory;
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}
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}
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if (player != nullptr)
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{
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player->ReadyWeapon = nullptr;
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player->PendingWeapon = WP_NOCHANGE;
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VMValue params[] = { this };
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VMCall(func, params, 1, nullptr, 0);
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, ClearInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->ClearInventory();
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return 0;
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}
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//============================================================================
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//
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// AActor :: CopyFriendliness
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@ -741,7 +741,6 @@ class Actor : Thinker native
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native clearscope int GetAge() const;
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native void ClearInventory();
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protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
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native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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@ -305,6 +305,57 @@ extend class Actor
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}
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//============================================================================
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//
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// AActor :: ClearInventory
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//
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// Clears the inventory of a single actor.
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//
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//============================================================================
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virtual void ClearInventory()
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{
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// In case destroying an inventory item causes another to be destroyed
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// (e.g. Weapons destroy their sisters), keep track of the pointer to
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// the next inventory item rather than the next inventory item itself.
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// For example, if a weapon is immediately followed by its sister, the
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// next weapon we had tracked would be to the sister, so it is now
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// invalid and we won't be able to find the complete inventory by
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// following it.
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//
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// When we destroy an item, we leave last alone, since the destruction
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// process will leave it pointing to the next item we want to check. If
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// we don't destroy an item, then we move last to point to its Inventory
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// pointer.
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//
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// It should be safe to assume that an item being destroyed will only
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// destroy items further down in the chain, because if it was going to
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// destroy something we already processed, we've already destroyed it,
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// so it won't have anything to destroy.
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let last = self;
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while (last.inv != NULL)
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{
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let inv = last.inv;
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if (!inv.bUndroppable)
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{
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inv.DepleteOrDestroy();
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if (!inv.bDestroyed) last = inv; // was only depleted so advance the pointer manually.
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}
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else
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{
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last = inv;
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}
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}
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if (player != null)
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{
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player.ReadyWeapon = null;
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player.PendingWeapon = WP_NOCHANGE;
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}
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}
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//============================================================================
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//
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// AActor :: GiveAmmo
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