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https://github.com/ZDoom/gzdoom-gles.git
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- scriptified PowerTargeter.
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parent
bf52ce19e4
commit
7503937a84
11 changed files with 147 additions and 147 deletions
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@ -1150,7 +1150,6 @@ set (PCH_SOURCES
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g_inventory/a_ammo.cpp
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g_inventory/a_armor.cpp
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g_inventory/a_artifacts.cpp
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g_inventory/a_health.cpp
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g_inventory/a_keys.cpp
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g_inventory/a_pickups.cpp
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g_inventory/a_weaponpiece.cpp
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@ -1307,121 +1307,6 @@ void APowerSpeed::DoEffect ()
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}
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}
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// Targeter powerup ---------------------------------------------------------
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IMPLEMENT_CLASS(APowerTargeter, false, false)
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void APowerTargeter::Travelled ()
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{
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CallInitEffect ();
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}
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void APowerTargeter::InitEffect ()
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{
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// Why is this called when the inventory isn't even attached yet
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// in APowerup::CreateCopy?
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if (!Owner->FindInventory(GetClass(), true))
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return;
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player_t *player;
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Super::InitEffect();
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if ((player = Owner->player) == nullptr)
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return;
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FState *state = FindState("Targeter");
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if (state != nullptr)
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{
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P_SetPsprite(player, PSP_TARGETCENTER, state + 0);
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P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
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P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
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}
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player->GetPSprite(PSP_TARGETCENTER)->x = (160-3);
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player->GetPSprite(PSP_TARGETCENTER)->y =
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player->GetPSprite(PSP_TARGETLEFT)->y =
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player->GetPSprite(PSP_TARGETRIGHT)->y = (100-3);
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PositionAccuracy ();
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}
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void APowerTargeter::AttachToOwner(AActor *other)
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{
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Super::AttachToOwner(other);
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// Let's actually properly call this for the targeters.
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CallInitEffect();
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}
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bool APowerTargeter::HandlePickup(AInventory *item)
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{
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if (Super::HandlePickup(item))
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{
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CallInitEffect(); // reset the HUD sprites
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return true;
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}
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return false;
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}
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void APowerTargeter::DoEffect ()
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{
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Super::DoEffect ();
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if (Owner != nullptr && Owner->player != nullptr)
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{
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player_t *player = Owner->player;
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PositionAccuracy ();
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if (EffectTics < 5*TICRATE)
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{
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FState *state = FindState("Targeter");
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if (state != nullptr)
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{
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if (EffectTics & 32)
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{
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P_SetPsprite(player, PSP_TARGETRIGHT, nullptr);
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P_SetPsprite(player, PSP_TARGETLEFT, state + 1);
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}
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else if (EffectTics & 16)
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{
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P_SetPsprite(player, PSP_TARGETRIGHT, state + 2);
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P_SetPsprite(player, PSP_TARGETLEFT, nullptr);
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}
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}
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}
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}
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}
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void APowerTargeter::EndEffect ()
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{
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Super::EndEffect();
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if (Owner != nullptr && Owner->player != nullptr)
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{
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// Calling GetPSprite here could crash if we're creating a new game.
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// This is because P_SetupLevel nulls the player's mo before destroying
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// every DThinker which in turn ends up calling this.
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// However P_SetupLevel is only called after G_NewInit which calls
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// every player's dtor which destroys all their psprites.
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DPSprite *pspr;
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETCENTER)) != nullptr) pspr->SetState(nullptr);
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETLEFT)) != nullptr) pspr->SetState(nullptr);
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if ((pspr = Owner->player->FindPSprite(PSP_TARGETRIGHT)) != nullptr) pspr->SetState(nullptr);
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}
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}
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void APowerTargeter::PositionAccuracy ()
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{
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player_t *player = Owner->player;
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if (player != nullptr)
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{
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player->GetPSprite(PSP_TARGETLEFT)->x = (160-3) - ((100 - player->mo->accuracy));
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player->GetPSprite(PSP_TARGETRIGHT)->x = (160-3)+ ((100 - player->mo->accuracy));
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}
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}
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// Morph powerup ------------------------------------------------------
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IMPLEMENT_CLASS(APowerMorph, false, true)
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@ -161,19 +161,6 @@ public:
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#define PSF_NOTRAIL 1
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class APowerTargeter : public APowerup
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{
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DECLARE_CLASS (APowerTargeter, APowerup)
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protected:
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virtual void InitEffect () override;
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virtual void DoEffect () override;
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virtual void EndEffect () override;
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void PositionAccuracy ();
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virtual void Travelled () override;
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virtual void AttachToOwner(AActor *other) override;
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virtual bool HandlePickup(AInventory *item) override;
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};
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class APowerMorph : public APowerup
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{
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DECLARE_CLASS( APowerMorph, APowerup )
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@ -368,19 +368,6 @@ void AInventory::CallDoEffect()
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}
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//===========================================================================
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//
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// AInventory :: Travelled
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//
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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//
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//===========================================================================
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void AInventory::Travelled ()
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{
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}
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//===========================================================================
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//
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// AInventory :: OwnerDied
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@ -1403,7 +1390,7 @@ bool AInventory::TryPickup (AActor *&toucher)
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copy->ItemFlags &= ~IF_CREATECOPYMOVED;
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}
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// Continue onwards with the rest
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copy->AttachToOwner (newtoucher);
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copy->CallAttachToOwner (newtoucher);
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if (ItemFlags & IF_AUTOACTIVATE)
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{
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if (copy->CallUse (true))
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@ -140,7 +140,6 @@ public:
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double GetSpeedFactor();
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bool GetNoTeleportFreeze();
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// Stuff for later when more features are exported.
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virtual void Travelled();
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virtual void OwnerDied();
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@ -84,6 +84,7 @@
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#include "r_utility.h"
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#include "p_spec.h"
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#include "serializer.h"
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#include "virtual.h"
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#include "gi.h"
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@ -1313,7 +1314,13 @@ void G_FinishTravel ()
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{
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inv->ChangeStatNum (STAT_INVENTORY);
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inv->LinkToWorld (nullptr);
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inv->Travelled ();
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IFVIRTUALPTR(inv, AInventory, Travelled)
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{
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VMValue params[1] = { inv };
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VMFrameStack stack;
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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if (ib_compatflags & BCOMPATF_RESETPLAYERSPEED)
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{
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@ -171,6 +171,7 @@ xx(PuzzleItemNumber)
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xx(HealthPickup)
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xx(autousemode)
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xx(Ammo)
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xx(PowerTargeter)
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xx(AcolyteBlue)
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xx(SpectralLightningV1)
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@ -233,7 +233,7 @@ DPSprite *player_t::GetPSprite(PSPLayers layer)
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{
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if (mo != nullptr)
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{
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newcaller = mo->FindInventory(RUNTIME_CLASS(APowerTargeter), true);
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newcaller = mo->FindInventory(PClass::FindActor(NAME_PowerTargeter), true);
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}
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}
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else if (layer == PSP_STRIFEHANDS)
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@ -38,6 +38,18 @@ class Inventory : Actor native
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virtual native void AttachToOwner(Actor user);
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virtual native void DetachFromOwner();
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//===========================================================================
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//
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// AInventory :: Travelled
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//
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// Called when an item in somebody's inventory is carried over to another
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// map, in case it needs to do special reinitialization.
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//
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//===========================================================================
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virtual void Travelled()
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{}
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virtual double GetSpeedFactor() { return 1; }
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virtual bool GetNoTeleportFreeze() { return false; }
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virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
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@ -179,7 +179,7 @@ class PowerMinotaur : Powerup
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}
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}
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class PowerTargeter : Powerup native
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class PowerTargeter : Powerup
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{
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Default
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{
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@ -196,6 +196,119 @@ class PowerTargeter : Powerup native
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TRGT C -1;
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Stop;
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}
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override void Travelled ()
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{
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InitEffect ();
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}
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override void InitEffect ()
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{
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// Why is this called when the inventory isn't even attached yet
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// in APowerup.CreateCopy?
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if (!Owner.FindInventory(GetClass(), true))
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return;
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let player = Owner.player;
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Super.InitEffect();
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if (player == null)
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return;
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let stat = FindState("Targeter");
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if (stat != null)
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{
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player.SetPsprite(PSprite.TARGETCENTER, stat);
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player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
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player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
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}
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player.GetPSprite(PSprite.TARGETCENTER).x = (160-3);
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player.GetPSprite(PSprite.TARGETCENTER).y =
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player.GetPSprite(PSprite.TARGETLEFT).y =
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player.GetPSprite(PSprite.TARGETRIGHT).y = (100-3);
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PositionAccuracy ();
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}
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override void AttachToOwner(Actor other)
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{
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Super.AttachToOwner(other);
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// Let's actually properly call this for the targeters.
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InitEffect();
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}
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override bool HandlePickup(Inventory item)
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{
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if (Super.HandlePickup(item))
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{
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InitEffect(); // reset the HUD sprites
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return true;
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}
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return false;
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}
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override void DoEffect ()
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{
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Super.DoEffect ();
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if (Owner != null && Owner.player != null)
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{
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let player = Owner.player;
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PositionAccuracy ();
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if (EffectTics < 5*TICRATE)
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{
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let stat = FindState("Targeter");
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if (stat != null)
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{
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if (EffectTics & 32)
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{
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player.SetPsprite(PSprite.TARGETRIGHT, null);
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player.SetPsprite(PSprite.TARGETLEFT, stat + 1);
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}
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else if (EffectTics & 16)
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{
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player.SetPsprite(PSprite.TARGETRIGHT, stat + 2);
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player.SetPsprite(PSprite.TARGETLEFT, null);
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}
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}
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}
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}
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}
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override void EndEffect ()
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{
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Super.EndEffect();
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if (Owner != null && Owner.player != null)
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{
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// Calling GetPSprite here could crash if we're creating a new game.
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// This is because P_SetupLevel nulls the player's mo before destroying
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// every DThinker which in turn ends up calling this.
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// However P_SetupLevel is only called after G_NewInit which calls
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// every player's dtor which destroys all their psprites.
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let player = Owner.player;
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PSprite pspr;
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if ((pspr = player.FindPSprite(PSprite.TARGETCENTER)) != null) pspr.SetState(null);
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if ((pspr = player.FindPSprite(PSprite.TARGETLEFT)) != null) pspr.SetState(null);
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if ((pspr = player.FindPSprite(PSprite.TARGETRIGHT)) != null) pspr.SetState(null);
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}
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}
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private void PositionAccuracy ()
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{
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let player = Owner.player;
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if (player != null)
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{
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player.GetPSprite(PSprite.TARGETLEFT).x = (160-3) - ((100 - player.mo.accuracy));
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player.GetPSprite(PSprite.TARGETRIGHT).x = (160-3)+ ((100 - player.mo.accuracy));
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}
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}
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}
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//===========================================================================
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@ -128,6 +128,16 @@ class PlayerChunk : PlayerPawn native
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class PSprite : Object native
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{
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enum PSPLayers
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{
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STRIFEHANDS = -1,
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WEAPON = 1,
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FLASH = 1000,
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TARGETCENTER = 0x7fffffff - 2,
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TARGETLEFT,
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TARGETRIGHT,
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};
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native readonly State CurState;
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native readonly Actor Caller;
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native readonly PSprite Next;
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