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- Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
player's inventory even when they have been used up. If the item also has an inventory bar icon, it will be drawn darkened when it is depleted. SVN r497 (trunk)
This commit is contained in:
parent
560d4f8140
commit
e01ff5707c
12 changed files with 52 additions and 22 deletions
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@ -1,3 +1,9 @@
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March 6, 2007
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- Added an IF_KEEPDEPLETED flag for inventory items to keep them in the
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player's inventory even when they have been used up. If the item also
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has an inventory bar icon, it will be drawn darkened when it is
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depleted.
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March 5, 2007
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- Fixed: Thing_ProjectileAimed did not set the missile's speed correctly.
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@ -14,6 +14,9 @@
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#include "templates.h"
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#include "i_system.h"
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// The translation to use for depleted items
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#define DIM_MAP &NormalLight.Maps[NUMCOLORMAPS*2/3*256]
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#define ST_EVILGRINCOUNT (2*TICRATE)
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#define ST_STRAIGHTFACECOUNT (TICRATE/2)
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#define ST_TURNCOUNT (1*TICRATE)
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@ -476,7 +479,7 @@ private:
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}
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else
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{
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DrawImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0);
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DrawImage (TexMan(CPlayer->mo->InvSel->Icon), 144, 0, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP);
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if (CPlayer->mo->InvSel->Amount != 1)
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{
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DrSmallNumber (CPlayer->mo->InvSel->Amount, 165, 24);
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@ -562,7 +565,7 @@ private:
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for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
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{
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DrawImage (Images[imgARTIBOX], 50+i*31, 2);
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DrawImage (TexMan(item->Icon), 50+i*31, 2);
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DrawImage (TexMan(item->Icon), 50+i*31, 2, item->Amount > 0 ? NULL : DIM_MAP);
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if (item->Amount != 1)
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{
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DrSmallNumber (item->Amount, 66+i*31, 24);
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@ -705,6 +708,7 @@ private:
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screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -14, ammotop - 1/*-24*/,
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DTA_HUDRules, HUD_Normal,
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DTA_CenterBottomOffset, true,
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DTA_Translation, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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DrBNumberOuter (CPlayer->mo->InvSel->Amount, -68, ammotop - 18/*-41*/);
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}
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@ -723,6 +727,7 @@ private:
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TAG_DONE);
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screen->DrawTexture (TexMan(item->Icon), -105+i*31, -32,
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DTA_HUDRules, HUD_HorizCenter,
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DTA_Translation, item->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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if (item->Amount != 1)
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{
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@ -14,6 +14,9 @@
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#include "templates.h"
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#include "a_keys.h"
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// The translation to use for depleted items
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#define DIM_MAP &NormalLight.Maps[NUMCOLORMAPS*2/3*256]
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static FRandom pr_chainwiggle;
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// This texture is used to shade each end of the health chain
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@ -323,8 +326,7 @@ private:
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DrawImage (Images[imgBLACKSQ], 180, 3);
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if (oldarti != NULL)
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{
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assert (oldarti->Amount > 0);
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DrawImage (TexMan(oldarti->Icon), 179, 2);
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DrawImage (TexMan(oldarti->Icon), 179, 2, oldarti->Amount > 0 ? NULL : DIM_MAP);
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if (oldartiCount != 1)
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{
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DrSmallNumber (oldartiCount, 197, 24);
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@ -483,7 +485,7 @@ private:
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{
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for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
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{
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DrawImage (TexMan(item->Icon), 50+i*31, 2);
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DrawImage (TexMan(item->Icon), 50+i*31, 2, item->Amount > 0 ? NULL : DIM_MAP);
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if (item->Amount != 1)
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{
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DrSmallNumber (item->Amount, 65+i*31, 24);
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@ -638,6 +640,7 @@ private:
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TAG_DONE);
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screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -61, -31,
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DTA_HUDRules, HUD_Normal,
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DTA_Translation, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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if (CPlayer->mo->InvSel->Amount != 1)
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{
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@ -659,6 +662,7 @@ private:
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TAG_DONE);
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screen->DrawTexture (TexMan(item->Icon), -100+i*31, -32,
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DTA_HUDRules, HUD_HorizCenter,
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DTA_Translation, item->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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if (item->Amount != 1)
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{
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@ -15,6 +15,9 @@
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#include "a_hexenglobal.h"
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#include "a_keys.h"
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// The translation to use for depleted items
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#define DIM_MAP &NormalLight.Maps[NUMCOLORMAPS*2/3*256]
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class FManaBar : public FTexture
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{
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public:
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@ -402,8 +405,7 @@ private:
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DrawImage (Images[imgARTICLEAR], 144, -1);
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if (oldarti != NULL)
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{
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assert (oldarti->Amount > 0);
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DrawImage (TexMan(oldarti->Icon), 143, 2);
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DrawImage (TexMan(oldarti->Icon), 143, 2, oldarti->Amount > 0 ? NULL : DIM_MAP);
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if (oldartiCount != 1)
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{
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DrSmallNumber (oldartiCount, 162, 23);
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@ -713,7 +715,7 @@ private:
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{
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for (item = CPlayer->mo->InvFirst, i = 0; item != NULL && i < 7; item = item->NextInv(), ++i)
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{
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DrawImage (TexMan(item->Icon), 50+i*31, 1);
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DrawImage (TexMan(item->Icon), 50+i*31, 1, item->Amount > 0 ? NULL : DIM_MAP);
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if (item->Amount != 1)
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{
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DrSmallNumber (item->Amount, 68+i*31, 23);
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@ -912,6 +914,7 @@ private:
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TAG_DONE);
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screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -82, -31,
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DTA_HUDRules, HUD_Normal,
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DTA_Translation, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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if (CPlayer->mo->InvSel->Amount != 1)
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{
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@ -933,6 +936,7 @@ private:
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TAG_DONE);
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screen->DrawTexture (TexMan(item->Icon), -108+i*31, -33,
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DTA_HUDRules, HUD_HorizCenter,
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DTA_Translation, item->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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if (item->Amount != 1)
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{
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@ -12,6 +12,7 @@ IMPLEMENT_STATELESS_ACTOR (AArmor, Any, -1, 0)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmor, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_KEEPDEPLETED)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (ABasicArmorPickup, Any, -1, 0)
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END_DEFAULTS
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IMPLEMENT_STATELESS_ACTOR (AHexenArmor, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_UNDROPPABLE)
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PROP_Inventory_FlagsSet (IF_UNDROPPABLE | IF_KEEPDEPLETED)
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END_DEFAULTS
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@ -17,6 +17,7 @@
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static FRandom pr_restore ("RestorePos");
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IMPLEMENT_STATELESS_ACTOR (AAmmo, Any, -1, 0)
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PROP_Inventory_FlagsSet (IF_KEEPDEPLETED)
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PROP_Inventory_PickupSound ("misc/ammo_pkup")
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END_DEFAULTS
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@ -668,7 +669,7 @@ AInventory *AInventory::CreateTossable ()
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{
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return NULL;
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}
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if (Amount == 1 && !IsKindOf (RUNTIME_CLASS(AAmmo)))
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if (Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED))
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{
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BecomePickup ();
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DropTime = 30;
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@ -94,6 +94,7 @@ enum
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IF_ALWAYSPICKUP = 1<<10, // For IF_AUTOACTIVATE, MaxAmount=0 items: Always "pick up", even if it doesn't do anything
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IF_FANCYPICKUPSOUND = 1<<11, // Play pickup sound in "surround" mode
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IF_BIGPOWERUP = 1<<12, // Affected by RESPAWN_SUPER dmflag
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IF_KEEPDEPLETED = 1<<13, // Items with this flag are retained even when they run out.
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};
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struct vissprite_t;
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@ -197,12 +197,12 @@ AInventory *ACoin::CreateTossable ()
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Amount -= 10;
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tossed = Spawn<AGold10> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
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}
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else if (Amount > 1)
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else if (Amount > 1 || (ItemFlags & IF_KEEPDEPLETED))
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{
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Amount -= 1;
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tossed = Spawn<ACoin> (Owner->x, Owner->y, Owner->z, NO_REPLACE);
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}
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else
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else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)
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{
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BecomePickup ();
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tossed = this;
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#include "a_strifeglobal.h"
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#include "gi.h"
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// The translation to use for depleted items
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#define DIM_MAP &NormalLight.Maps[NUMCOLORMAPS*2/3*256]
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// Number of tics to move the popscreen up and down.
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#define POP_TIME (TICRATE/8)
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}
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if (item->Icon != 0)
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{
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DrawImage (TexMan(item->Icon), 48 + 35*i, 14);
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DrawImage (TexMan(item->Icon), 48 + 35*i, 14, item->Amount > 0 ? NULL : DIM_MAP);
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}
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DrINumber (item->Amount, 74 + 35*i, 23, imgFONY0);
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}
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screen->DrawTexture (TexMan(CPlayer->mo->InvSel->Icon), -42, -17,
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DTA_HUDRules, HUD_Normal,
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DTA_CenterBottomOffset, true,
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DTA_Translation, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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}
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}
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{
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screen->DrawTexture (TexMan(item->Icon), -94 + i*35, -19,
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DTA_HUDRules, HUD_HorizCenter,
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DTA_Translation, CPlayer->mo->InvSel->Amount > 0 ? NULL : DIM_MAP,
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TAG_DONE);
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}
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DrINumberOuter (item->Amount, -89 + i*35, -10, true, 7);
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@ -293,16 +293,13 @@ static void DoTakeInv (AActor *actor, const PClass *info, int amount)
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (item->GetClass()->ParentClass != RUNTIME_CLASS(AAmmo) &&
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item->GetClass() != RUNTIME_CLASS(ABasicArmor) &&
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item->GetClass() != RUNTIME_CLASS(AHexenArmor)
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)
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if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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item->Destroy ();
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item->Amount = 0;
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}
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else
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{
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item->Amount = 0;
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item->Destroy ();
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}
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}
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}
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@ -730,11 +730,16 @@ bool AActor::UseInventory (AInventory *item)
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{
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return false;
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}
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// Don't use it if you don't actually have any of it.
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if (item->Amount <= 0)
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{
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return false;
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}
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if (!item->Use (false))
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{
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return false;
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}
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if (--item->Amount <= 0)
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if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
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{
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item->Destroy ();
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}
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@ -4,8 +4,8 @@
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** Actor definitions
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**
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**---------------------------------------------------------------------------
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** Copyright 2002-2006 Christoph Oelckers
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** Copyright 2004-2006 Randy Heit
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** Copyright 2002-2007 Christoph Oelckers
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** Copyright 2004-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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@ -248,6 +248,7 @@ static flagdef InventoryFlags[] =
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DEFINE_FLAG(IF, ALWAYSPICKUP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, FANCYPICKUPSOUND, AInventory, ItemFlags),
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DEFINE_FLAG(IF, BIGPOWERUP, AInventory, ItemFlags),
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DEFINE_FLAG(IF, KEEPDEPLETED, AInventory, ItemFlags),
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};
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static flagdef WeaponFlags[] =
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