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- exported one FraggleScript function for testing.
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2 changed files with 48 additions and 41 deletions
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@ -2599,50 +2599,11 @@ void FParser::SF_PlayerAmmo(void)
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void FParser::SF_MaxPlayerAmmo()
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{
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int playernum, amount;
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PClassActor * ammotype;
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if (CheckArgs(2))
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{
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playernum=T_GetPlayerNum(t_argv[0]);
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if (playernum==-1) return;
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ammotype=T_GetAmmo(t_argv[1]);
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if (!ammotype) return;
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if(t_argc == 2)
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{
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}
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else if(t_argc >= 3)
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{
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auto iammo = players[playernum].mo->FindInventory(ammotype);
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amount = intvalue(t_argv[2]);
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if(amount < 0) amount = 0;
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if (!iammo)
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{
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players[playernum].mo->GiveAmmo(ammotype, 1);
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iammo = players[playernum].mo->FindInventory(ammotype);
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iammo->Amount = 0;
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}
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iammo->MaxAmount = amount;
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for (AInventory *item = players[playernum].mo->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf(NAME_BackpackItem))
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{
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if (t_argc>=4) amount = intvalue(t_argv[3]);
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else amount*=2;
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break;
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}
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}
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iammo->IntVar("BackpackMaxAmount") = amount;
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}
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t_return.type = svt_int;
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AInventory * iammo = players[playernum].mo->FindInventory(ammotype);
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if (iammo) t_return.value.i = iammo->MaxAmount;
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else t_return.value.i = ((AInventory*)GetDefaultByType(ammotype))->MaxAmount;
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t_return.value.i = ScriptUtil::Exec("MaxPlayerAmmo", ScriptUtil::Pointer, T_GetPlayerActor(t_argv[0]), ScriptUtil::Class, T_ClassType(t_argv[1]),
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ScriptUtil::Int, t_argc >= 3? intvalue(t_argv[2]) : INT_MIN, ScriptUtil::Int, t_argc >= 4 ? intvalue(t_argv[3]) : INT_MIN, ScriptUtil::End);
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}
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}
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@ -102,4 +102,50 @@ class ScriptUtil play
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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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//==========================================================================
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static int PlayerMaxAmmo(Actor activator, class<Actor> type, int newmaxamount = int.min, int newbpmaxamount = int.min)
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{
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if (activator == null) return 0;
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let ammotype = (class<Ammo>)(type);
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if (ammotype == null) return 0;
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if (newmaxamount != int.min)
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{
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let iammo = Ammo(activator.FindInventory(ammotype));
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if(newmaxamount < 0) newmaxamount = 0;
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if (!iammo)
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{
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activator.GiveAmmo(ammotype, 1);
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iammo = Ammo(activator.FindInventory(ammotype));
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if (iammo)
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iammo.Amount = 0;
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}
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for (Inventory item = activator.Inv; item != NULL; item = item.Inv)
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{
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if (item is 'BackpackItem')
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{
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if (newbpmaxamount == int.min) newbpmaxamount = newmaxamount * 2;
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break;
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}
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}
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if (iammo)
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{
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iammo.MaxAmount = newmaxamount;
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iammo.BackpackMaxAmount = newbpmaxamount;
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}
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}
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let rammo = activator.FindInventory(ammotype);
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if (rammo) return rammo.maxamount;
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else return GetDefaultByType(ammotype).MaxAmount;
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}
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}
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