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- removed duplicate health definitions.
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1 changed files with 0 additions and 125 deletions
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@ -16,131 +16,6 @@ class ScoreItem : Inventory
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}
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}
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class Health : Inventory native
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{
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native int PrevHealth;
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native meta int LowHealth;
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native meta String LowHealthMessage;
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Default
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{
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Inventory.Amount 1;
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Inventory.MaxAmount 0;
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Inventory.PickupSound "misc/health_pkup";
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}
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//===========================================================================
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//
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// AHealth :: PickupMessage
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//
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//===========================================================================
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override String PickupMessage ()
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{
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if (PrevHealth < LowHealth)
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{
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String message = LowHealthMessage;
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if (message.Length() != 0)
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{
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return message;
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}
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}
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return Super.PickupMessage();
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}
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//===========================================================================
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//
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// TryPickup
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//
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//===========================================================================
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override bool TryPickup (in out Actor other)
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{
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PrevHealth = other.player != NULL ? other.player.health : other.health;
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// P_GiveBody adds one new feature, applied only if it is possible to pick up negative health:
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// Negative values are treated as positive percentages, ie Amount -100 means 100% health, ignoring max amount.
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if (other.GiveBody(Amount, MaxAmount))
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{
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GoAwayAndDie();
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return true;
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}
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return false;
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}
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}
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class HealthPickup : Inventory native
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{
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native int autousemode;
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Default
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{
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Inventory.DefMaxAmount;
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+INVENTORY.INVBAR
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}
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//===========================================================================
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//
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// CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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Inventory copy = Super.CreateCopy (other);
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copy.health = health;
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return copy;
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}
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//===========================================================================
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//
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// CreateTossable
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//
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//===========================================================================
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override Inventory CreateTossable ()
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{
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Inventory copy = Super.CreateTossable ();
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if (copy != NULL)
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{
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copy.health = health;
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}
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return copy;
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}
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//===========================================================================
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//
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// HandlePickup
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//
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//===========================================================================
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override bool HandlePickup (Inventory item)
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{
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// HealthPickups that are the same type but have different health amounts
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// do not count as the same item.
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if (item.health == health)
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{
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return Super.HandlePickup (item);
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}
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return false;
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}
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//===========================================================================
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//
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// Use
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//
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//===========================================================================
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override bool Use (bool pickup)
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{
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return Owner.GiveBody (health, 0);
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}
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}
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class Key : Inventory native
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{
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native uint8 KeyNumber;
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