class Weapon : StateProvider { enum EFireMode { PrimaryFire, AltFire, EitherFire }; const ZOOM_INSTANT = 1; const ZOOM_NOSCALETURNING = 2; deprecated("3.7") uint WeaponFlags; // not to be used directly. class AmmoType1, AmmoType2; // Types of ammo used by self weapon int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon deprecated("3.7") int MinAmmo1, MinAmmo2; // not used anywhere and thus deprecated. int AmmoUse1, AmmoUse2; // How much ammo to use with each shot int Kickback; double YAdjust; // For viewing the weapon fullscreen sound UpSound, ReadySound; // Sounds when coming up and idle class SisterWeaponType; // Another weapon to pick up with self one int SelectionOrder; // Lower-numbered weapons get picked first int MinSelAmmo1, MinSelAmmo2; // Ignore in BestWeapon() if inadequate ammo int ReloadCounter; // For A_CheckForReload int BobStyle; // [XA] Bobbing style. Defines type of bobbing (e.g. Normal, Alpha) (visual only so no need to be a double) float BobSpeed; // [XA] Bobbing speed. Defines how quickly a weapon bobs. float BobRangeX, BobRangeY; // [XA] Bobbing range. Defines how far a weapon bobs in either direction. Ammo Ammo1, Ammo2; // In-inventory instance variables Weapon SisterWeapon; double FOVScale; int Crosshair; // 0 to use player's crosshair bool GivenAsMorphWeapon; bool bAltFire; // Set when this weapon's alternate fire is used. readonly bool bDehAmmo; // Uses Doom's original amount of ammo for the respective attack functions so that old DEHACKED patches work as intended. // AmmoUse1 will be set to the first attack's ammo use so that checking for empty weapons still works meta int SlotNumber; meta int SlotPriority; property AmmoGive: AmmoGive1; property AmmoGive1: AmmoGive1; property AmmoGive2: AmmoGive2; property AmmoUse: AmmoUse1; property AmmoUse1: AmmoUse1; property AmmoUse2: AmmoUse2; property AmmoType: AmmoType1; property AmmoType1: AmmoType1; property AmmoType2: AmmoType2; property Kickback: Kickback; property ReadySound: ReadySound; property SelectionOrder: SelectionOrder; property MinSelectionAmmo1: MinSelAmmo1; property MinSelectionAmmo2: MinSelAmmo2; property SisterWeapon: SisterWeaponType; property UpSound: UpSound; property YAdjust: YAdjust; property BobSpeed: BobSpeed; property BobRangeX: BobRangeX; property BobRangeY: BobRangeY; property SlotNumber: SlotNumber; property SlotPriority: SlotPriority; flagdef NoAutoFire: WeaponFlags, 0; // weapon does not autofire flagdef ReadySndHalf: WeaponFlags, 1; // ready sound is played ~1/2 the time flagdef DontBob: WeaponFlags, 2; // don't bob the weapon flagdef AxeBlood: WeaponFlags, 3; // weapon makes axe blood on impact flagdef NoAlert: WeaponFlags, 4; // weapon does not alert monsters flagdef Ammo_Optional: WeaponFlags, 5; // weapon can use ammo but does not require it flagdef Alt_Ammo_Optional: WeaponFlags, 6; // alternate fire can use ammo but does not require it flagdef Primary_Uses_Both: WeaponFlags, 7; // primary fire uses both ammo flagdef Alt_Uses_Both: WeaponFlags, 8; // alternate fire uses both ammo flagdef Wimpy_Weapon:WeaponFlags, 9; // change away when ammo for another weapon is replenished flagdef Powered_Up: WeaponFlags, 10; // this is a tome-of-power'ed version of its sister flagdef Ammo_CheckBoth: WeaponFlags, 11; // check for both primary and secondary fire before switching it off flagdef No_Auto_Switch: WeaponFlags, 12; // never switch to this weapon when it's picked up flagdef Staff2_Kickback: WeaponFlags, 13; // the powered-up Heretic staff has special kickback flagdef NoAutoaim: WeaponFlags, 14; // this weapon never uses autoaim (useful for ballistic projectiles) flagdef MeleeWeapon: WeaponFlags, 15; // melee weapon. Used by monster AI with AVOIDMELEE. flagdef NoDeathDeselect: WeaponFlags, 16; // Don't jump to the Deselect state when the player dies flagdef NoDeathInput: WeaponFlags, 17; // The weapon cannot be fired/reloaded/whatever when the player is dead flagdef CheatNotWeapon: WeaponFlags, 18; // Give cheat considers this not a weapon (used by Sigil) // no-op flags flagdef NoLMS: none, 0; flagdef Allow_With_Respawn_Invul: none, 0; flagdef BFG: none, 0; flagdef Explosive: none, 0; Default { Inventory.PickupSound "misc/w_pkup"; Weapon.DefaultKickback; Weapon.BobSpeed 1.0; Weapon.BobRangeX 1.0; Weapon.BobRangeY 1.0; Weapon.SlotNumber -1; Weapon.SlotPriority 32767; +WEAPONSPAWN DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_WEAPON; } States { LightDone: SHTG E 0 A_Light0; Stop; } //=========================================================================== // // Weapon :: MarkPrecacheSounds // //=========================================================================== override void MarkPrecacheSounds() { Super.MarkPrecacheSounds(); MarkSound(UpSound); MarkSound(ReadySound); } virtual int, int CheckAddToSlots() { if (GetReplacement(GetClass()) == null && !bPowered_Up) { return SlotNumber, SlotPriority*65536; } return -1, 0; } virtual State GetReadyState () { return FindState('Ready'); } virtual State GetUpState () { return FindState('Select'); } virtual State GetDownState () { return FindState('Deselect'); } virtual State GetAtkState (bool hold) { State s = null; if (hold) s = FindState('Hold'); if (s == null) s = FindState('Fire'); return s; } virtual State GetAltAtkState (bool hold) { State s = null; if (hold) s = FindState('AltHold'); if (s == null) s = FindState('AltFire'); return s; } virtual void PlayUpSound(Actor origin) { if (UpSound) { origin.A_PlaySound(UpSound, CHAN_WEAPON); } } override String GetObituary(Actor victim, Actor inflictor, Name mod, bool playerattack) { // Weapons may never return HitObituary by default. Override this if it is needed. return Obituary; } action void A_GunFlash(statelabel flashlabel = null, int flags = 0) { let player = player; if (null == player || player.ReadyWeapon == null) { return; } if (!(flags & GFF_NOEXTCHANGE)) { player.mo.PlayAttacking2 (); } Weapon weapon = player.ReadyWeapon; state flashstate = null; if (flashlabel == null) { if (weapon.bAltFire) { flashstate = weapon.FindState('AltFlash'); } if (flashstate == null) { flashstate = weapon.FindState('Flash'); } } else { flashstate = weapon.FindState(flashlabel); } player.SetPsprite(PSP_FLASH, flashstate); } //--------------------------------------------------------------------------- // // PROC A_Lower // //--------------------------------------------------------------------------- action void A_Lower(int lowerspeed = 6) { let player = player; if (null == player) { return; } if (null == player.ReadyWeapon) { player.mo.BringUpWeapon(); return; } let psp = player.GetPSprite(PSP_WEAPON); if (player.morphTics || player.cheats & CF_INSTANTWEAPSWITCH) { psp.y = WEAPONBOTTOM; } else { psp.y += lowerspeed; } if (psp.y < WEAPONBOTTOM) { // Not lowered all the way yet return; } if (player.playerstate == PST_DEAD) { // Player is dead, so don't bring up a pending weapon // Player is dead, so keep the weapon off screen player.SetPsprite(PSP_FLASH, null); psp.SetState(player.ReadyWeapon.FindState('DeadLowered')); return; } // [RH] Clear the flash state. Only needed for Strife. player.SetPsprite(PSP_FLASH, null); player.mo.BringUpWeapon (); return; } //--------------------------------------------------------------------------- // // PROC A_Raise // //--------------------------------------------------------------------------- action void A_Raise(int raisespeed = 6) { let player = player; if (null == player) { return; } if (player.PendingWeapon != WP_NOCHANGE) { player.mo.DropWeapon(); return; } if (player.ReadyWeapon == null) { return; } let psp = player.GetPSprite(PSP_WEAPON); psp.y -= raisespeed; if (psp.y > WEAPONTOP) { // Not raised all the way yet return; } psp.y = WEAPONTOP; psp.SetState(player.ReadyWeapon.GetReadyState()); return; } //============================================================================ // // PROC A_WeaponReady // // Readies a weapon for firing or bobbing with its three ancillary functions, // DoReadyWeaponToSwitch(), DoReadyWeaponToFire() and DoReadyWeaponToBob(). // [XA] Added DoReadyWeaponToReload() and DoReadyWeaponToZoom() // //============================================================================ static void DoReadyWeaponToSwitch (PlayerInfo player, bool switchable) { // Prepare for switching action. if (switchable) { player.WeaponState |= WF_WEAPONSWITCHOK | WF_REFIRESWITCHOK; } else { // WF_WEAPONSWITCHOK is automatically cleared every tic by P_SetPsprite(). player.WeaponState &= ~WF_REFIRESWITCHOK; } } static void DoReadyWeaponDisableSwitch (PlayerInfo player, int disable) { // Discard all switch attempts? if (disable) { player.WeaponState |= WF_DISABLESWITCH; player.WeaponState &= ~WF_REFIRESWITCHOK; } else { player.WeaponState &= ~WF_DISABLESWITCH; } } static void DoReadyWeaponToFire (PlayerPawn pawn, bool prim, bool alt) { let player = pawn.player; let weapon = player.ReadyWeapon; if (!weapon) { return; } // Change player from attack state if (pawn.InStateSequence(pawn.curstate, pawn.MissileState) || pawn.InStateSequence(pawn.curstate, pawn.MeleeState)) { pawn.PlayIdle (); } // Play ready sound, if any. if (weapon.ReadySound && player.GetPSprite(PSP_WEAPON).curState == weapon.FindState('Ready')) { if (!weapon.bReadySndHalf || random[WpnReadySnd]() < 128) { pawn.A_PlaySound(weapon.ReadySound, CHAN_WEAPON); } } // Prepare for firing action. player.WeaponState |= ((prim ? WF_WEAPONREADY : 0) | (alt ? WF_WEAPONREADYALT : 0)); return; } static void DoReadyWeaponToBob (PlayerInfo player) { if (player.ReadyWeapon) { // Prepare for bobbing action. player.WeaponState |= WF_WEAPONBOBBING; let pspr = player.GetPSprite(PSP_WEAPON); pspr.x = 0; pspr.y = WEAPONTOP; } } static int GetButtonStateFlags(int flags) { // Rewritten for efficiency and clarity int outflags = 0; if (flags & WRF_AllowZoom) outflags |= WF_WEAPONZOOMOK; if (flags & WRF_AllowReload) outflags |= WF_WEAPONRELOADOK; if (flags & WRF_AllowUser1) outflags |= WF_USER1OK; if (flags & WRF_AllowUser2) outflags |= WF_USER2OK; if (flags & WRF_AllowUser3) outflags |= WF_USER3OK; if (flags & WRF_AllowUser4) outflags |= WF_USER4OK; return outflags; } action void A_WeaponReady(int flags = 0) { if (!player) return; DoReadyWeaponToSwitch(player, !(flags & WRF_NoSwitch)); if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(player.mo, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary)); if (!(flags & WRF_NoBob)) DoReadyWeaponToBob(player); player.WeaponState |= GetButtonStateFlags(flags); DoReadyWeaponDisableSwitch(player, flags & WRF_DisableSwitch); } //--------------------------------------------------------------------------- // // PROC A_CheckReload // // Present in Doom, but unused. Also present in Strife, and actually used. // //--------------------------------------------------------------------------- action void A_CheckReload() { let player = self.player; if (player != NULL) { player.ReadyWeapon.CheckAmmo (player.ReadyWeapon.bAltFire ? Weapon.AltFire : Weapon.PrimaryFire, true); } } //=========================================================================== // // A_ZoomFactor // //=========================================================================== action void A_ZoomFactor(double zoom = 1, int flags = 0) { let player = self.player; if (player != NULL && player.ReadyWeapon != NULL) { zoom = 1 / clamp(zoom, 0.1, 50.0); if (flags & 1) { // Make the zoom instant. player.FOV = player.DesiredFOV * zoom; } if (flags & 2) { // Disable pitch/yaw scaling. zoom = -zoom; } player.ReadyWeapon.FOVScale = zoom; } } //=========================================================================== // // A_SetCrosshair // //=========================================================================== action void A_SetCrosshair(int xhair) { let player = self.player; if (player != NULL && player.ReadyWeapon != NULL) { player.ReadyWeapon.Crosshair = xhair; } } //=========================================================================== // // Weapon :: TryPickup // // If you can't see the weapon when it's active, then you can't pick it up. // //=========================================================================== override bool TryPickupRestricted (in out Actor toucher) { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } bool gaveSome = (NULL != AddAmmo (toucher, AmmoType1, AmmoGive1)); gaveSome |= (NULL != AddAmmo (toucher, AmmoType2, AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } //=========================================================================== // // Weapon :: TryPickup // //=========================================================================== override bool TryPickup (in out Actor toucher) { State ReadyState = FindState('Ready'); if (ReadyState != NULL && ReadyState.ValidateSpriteFrame()) { return Super.TryPickup (toucher); } return false; } //=========================================================================== // // Weapon :: Use // // Make the player switch to self weapon. // //=========================================================================== override bool Use (bool pickup) { Weapon useweap = self; // Powered up weapons cannot be used directly. if (bPowered_Up) return false; // If the player is powered-up, use the alternate version of the // weapon, if one exists. if (SisterWeapon != NULL && SisterWeapon.bPowered_Up && Owner.FindInventory ("PowerWeaponLevel2", true)) { useweap = SisterWeapon; } if (Owner.player != NULL && Owner.player.ReadyWeapon != useweap) { Owner.player.PendingWeapon = useweap; } // Return false so that the weapon is not removed from the inventory. return false; } //=========================================================================== // // Weapon :: Destroy // //=========================================================================== override void OnDestroy() { let sister = SisterWeapon; if (sister != NULL) { // avoid recursion sister.SisterWeapon = NULL; if (sister != self) { // In case we are our own sister, don't crash. sister.Destroy(); } } Super.OnDestroy(); } //=========================================================================== // // Weapon :: HandlePickup // // Try to leach ammo from the weapon if you have it already. // //=========================================================================== override bool HandlePickup (Inventory item) { if (item.GetClass() == GetClass()) { if (Weapon(item).PickupForAmmo (self)) { item.bPickupGood = true; } if (MaxAmount > 1) //[SP] If amount 0) gotstuff = AddExistingAmmo (ownedWeapon.Ammo1, AmmoGive1); if (AmmoGive2 > 0) gotstuff |= AddExistingAmmo (ownedWeapon.Ammo2, AmmoGive2); let Owner = ownedWeapon.Owner; if (gotstuff && Owner != NULL && Owner.player != NULL) { if (ownedWeapon.Ammo1 != NULL && oldamount1 == 0) { PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo1.GetClass()); } else if (ownedWeapon.Ammo2 != NULL && oldamount2 == 0) { PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo2.GetClass()); } } } return gotstuff; } //=========================================================================== // // Weapon :: CreateCopy // //=========================================================================== override Inventory CreateCopy (Actor other) { let copy = Weapon(Super.CreateCopy (other)); if (copy != self && copy != null) { copy.AmmoGive1 = AmmoGive1; copy.AmmoGive2 = AmmoGive2; } return copy; } //=========================================================================== // // Weapon :: CreateTossable // // A weapon that's tossed out should contain no ammo, so you can't cheat // by dropping it and then picking it back up. // //=========================================================================== override Inventory CreateTossable (int amt) { // Only drop the weapon that is meant to be placed in a level. That is, // only drop the weapon that normally gives you ammo. if (SisterWeapon != NULL && Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 && (SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0)) { return SisterWeapon.CreateTossable (amt); } let copy = Weapon(Super.CreateTossable (-1)); if (copy != NULL) { // If self weapon has a sister, remove it from the inventory too. if (SisterWeapon != NULL) { SisterWeapon.SisterWeapon = NULL; SisterWeapon.Destroy (); } // To avoid exploits, the tossed weapon must not have any ammo. copy.AmmoGive1 = 0; copy.AmmoGive2 = 0; } return copy; } //=========================================================================== // // Weapon :: AttachToOwner // //=========================================================================== override void AttachToOwner (Actor other) { Super.AttachToOwner (other); Ammo1 = AddAmmo (Owner, AmmoType1, AmmoGive1); Ammo2 = AddAmmo (Owner, AmmoType2, AmmoGive2); SisterWeapon = AddWeapon (SisterWeaponType); if (Owner.player != NULL) { if (!Owner.player.GetNeverSwitch() && !bNo_Auto_Switch) { Owner.player.PendingWeapon = self; } if (Owner.player.mo == players[consoleplayer].camera) { StatusBar.ReceivedWeapon (self); } } GivenAsMorphWeapon = false; // will be set explicitly by morphing code } //=========================================================================== // // Weapon :: AddAmmo // // Give some ammo to the owner, even if it's just 0. // //=========================================================================== protected Ammo AddAmmo (Actor other, Class ammotype, int amount) { Ammo ammoitem; if (ammotype == NULL) { return NULL; } // [BC] This behavior is from the original Doom. Give 5/2 times as much ammoitem when // we pick up a weapon in deathmatch. if (( deathmatch ) && ( gameinfo.gametype & GAME_DoomChex )) amount = amount * 5 / 2; // extra ammoitem in baby mode and nightmare mode if (!bIgnoreSkill) { amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor)); } ammoitem = Ammo(other.FindInventory (ammotype)); if (ammoitem == NULL) { ammoitem = Ammo(Spawn (ammotype)); ammoitem.Amount = MIN (amount, ammoitem.MaxAmount); ammoitem.AttachToOwner (other); } else if (ammoitem.Amount < ammoitem.MaxAmount) { ammoitem.Amount += amount; if (ammoitem.Amount > ammoitem.MaxAmount) { ammoitem.Amount = ammoitem.MaxAmount; } } return ammoitem; } //=========================================================================== // // Weapon :: AddExistingAmmo // // Give the owner some more ammo he already has. // //=========================================================================== protected bool AddExistingAmmo (Inventory ammo, int amount) { if (ammo != NULL && (ammo.Amount < ammo.MaxAmount || sv_unlimited_pickup)) { // extra ammo in baby mode and nightmare mode if (!bIgnoreSkill) { amount = int(amount * G_SkillPropertyFloat(SKILLP_AmmoFactor)); } ammo.Amount += amount; if (ammo.Amount > ammo.MaxAmount && !sv_unlimited_pickup) { ammo.Amount = ammo.MaxAmount; } return true; } return false; } //=========================================================================== // // Weapon :: AddWeapon // // Give the owner a weapon if they don't have it already. // //=========================================================================== protected Weapon AddWeapon (Class weapontype) { Weapon weap; if (weapontype == NULL) { return NULL; } weap = Weapon(Owner.FindInventory (weapontype)); if (weap == NULL) { weap = Weapon(Spawn (weapontype)); weap.AttachToOwner (Owner); } return weap; } //=========================================================================== // // Weapon :: ShouldStay // //=========================================================================== override bool ShouldStay () { if (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped) { return true; } return false; } //=========================================================================== // // Weapon :: EndPowerUp // // The Tome of Power just expired. // //=========================================================================== virtual void EndPowerup () { let player = Owner.player; if (SisterWeapon != NULL && bPowered_Up) { if (GetReadyState() != SisterWeapon.GetReadyState()) { if (player.PendingWeapon == NULL || player.PendingWeapon == WP_NOCHANGE) player.PendingWeapon = SisterWeapon; } else { let psp = player.FindPSprite(PSP_WEAPON); if (psp != null && psp.Caller == player.ReadyWeapon) { // If the weapon changes but the state does not, we have to manually change the PSprite's caller here. psp.Caller = SisterWeapon; player.ReadyWeapon = SisterWeapon; } else { // Something went wrong. Initiate a regular weapon change. player.PendingWeapon = SisterWeapon; } } } } //=========================================================================== // // Weapon :: PostMorphWeapon // // Bring this weapon up after a player unmorphs. // //=========================================================================== void PostMorphWeapon () { if (Owner == null) { return; } let p = owner.player; p.PendingWeapon = WP_NOCHANGE; p.ReadyWeapon = self; p.refire = 0; let pspr = p.GetPSprite(PSP_WEAPON); pspr.y = WEAPONBOTTOM; pspr.ResetInterpolation(); pspr.SetState(GetUpState()); } //=========================================================================== // // Weapon :: CheckAmmo // // Returns true if there is enough ammo to shoot. If not, selects the // next weapon to use. // //=========================================================================== virtual bool CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo = false, int ammocount = -1) { int count1, count2; int enough, enoughmask; int lAmmoUse1; if (sv_infiniteammo || (Owner.FindInventory ('PowerInfiniteAmmo', true) != null)) { return true; } if (fireMode == EitherFire) { bool gotSome = CheckAmmo (PrimaryFire, false) || CheckAmmo (AltFire, false); if (!gotSome && autoSwitch) { PlayerPawn(Owner).PickNewWeapon (null); } return gotSome; } let altFire = (fireMode == AltFire); let optional = (altFire? bAlt_Ammo_Optional : bAmmo_Optional); let useboth = (altFire? bPrimary_Uses_Both : bAlt_Uses_Both); if (!requireAmmo && optional) { return true; } count1 = (Ammo1 != null) ? Ammo1.Amount : 0; count2 = (Ammo2 != null) ? Ammo2.Amount : 0; if (bDehAmmo && Ammo1 == null) { lAmmoUse1 = 0; } else if (ammocount >= 0 && bDehAmmo) { lAmmoUse1 = ammocount; } else { lAmmoUse1 = AmmoUse1; } enough = (count1 >= lAmmoUse1) | ((count2 >= AmmoUse2) << 1); if (useboth) { enoughmask = 3; } else { enoughmask = 1 << altFire; } if (altFire && FindState('AltFire') == null) { // If this weapon has no alternate fire, then there is never enough ammo for it enough &= 1; } if (((enough & enoughmask) == enoughmask) || (enough && bAmmo_CheckBoth)) { return true; } // out of ammo, pick a weapon to change to if (autoSwitch) { PlayerPawn(Owner).PickNewWeapon (null); } return false; } //=========================================================================== // // Weapon :: DepleteAmmo // // Use up some of the weapon's ammo. Returns true if the ammo was successfully // depleted. If checkEnough is false, then the ammo will always be depleted, // even if it drops below zero. // //=========================================================================== virtual bool DepleteAmmo(bool altFire, bool checkEnough = true, int ammouse = -1) { if (!(sv_infiniteammo || (Owner.FindInventory ('PowerInfiniteAmmo', true) != null))) { if (checkEnough && !CheckAmmo (altFire ? AltFire : PrimaryFire, false, false, ammouse)) { return false; } if (!altFire) { if (Ammo1 != null) { if (ammouse >= 0 && bDehAmmo) { Ammo1.Amount -= ammouse; } else { Ammo1.Amount -= AmmoUse1; } } if (bPRIMARY_USES_BOTH && Ammo2 != null) { Ammo2.Amount -= AmmoUse2; } } else { if (Ammo2 != null) { Ammo2.Amount -= AmmoUse2; } if (bALT_USES_BOTH && Ammo1 != null) { Ammo1.Amount -= AmmoUse1; } } if (Ammo1 != null && Ammo1.Amount < 0) Ammo1.Amount = 0; if (Ammo2 != null && Ammo2.Amount < 0) Ammo2.Amount = 0; } return true; } //--------------------------------------------------------------------------- // // Modifies the drop amount of this item according to the current skill's // settings (also called by ADehackedPickup::TryPickup) // //--------------------------------------------------------------------------- override void ModifyDropAmount(int dropamount) { bool ignoreskill = true; double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor); // Default drop amount is half of regular amount * regular ammo multiplication if (dropammofactor == -1) { dropammofactor = 0.5; ignoreskill = false; } if (dropamount > 0) { self.Amount = dropamount; } // Adjust the ammo given by this weapon AmmoGive1 = int(AmmoGive1 * dropammofactor); AmmoGive2 = int(AmmoGive2 * dropammofactor); bIgnoreSkill = ignoreskill; } } class WeaponGiver : Weapon { double AmmoFactor; Default { Weapon.AmmoGive1 -1; Weapon.AmmoGive2 -1; } override bool TryPickup(in out Actor toucher) { DropItem di = GetDropItems(); Weapon weap; if (di != NULL) { Class ti = di.Name; if (ti != NULL) { if (master == NULL) { // save the spawned weapon in 'master' to avoid constant respawning if it cannot be picked up. master = weap = Weapon(Spawn(di.Name)); if (weap != NULL) { weap.bAlwaysPickup = false; // use the flag of self item only. weap.bDropped = bDropped; // If our ammo gives are non-negative, transfer them to the real weapon. if (AmmoGive1 >= 0) weap.AmmoGive1 = AmmoGive1; if (AmmoGive2 >= 0) weap.AmmoGive2 = AmmoGive2; // If AmmoFactor is non-negative, modify the given ammo amounts. if (AmmoFactor > 0) { weap.AmmoGive1 = int(weap.AmmoGive1 * AmmoFactor); weap.AmmoGive2 = int(weap.AmmoGive2 * AmmoFactor); } weap.BecomeItem(); } else return false; } weap = Weapon(master); bool res = false; if (weap != null) { res = weap.CallTryPickup(toucher); if (res) { GoAwayAndDie(); master = NULL; } } return res; } } return false; } //--------------------------------------------------------------------------- // // Modifies the drop amount of this item according to the current skill's // settings (also called by ADehackedPickup::TryPickup) // //--------------------------------------------------------------------------- override void ModifyDropAmount(int dropamount) { bool ignoreskill = true; double dropammofactor = G_SkillPropertyFloat(SKILLP_DropAmmoFactor); // Default drop amount is half of regular amount * regular ammo multiplication if (dropammofactor == -1) { dropammofactor = 0.5; ignoreskill = false; } AmmoFactor = dropammofactor; bIgnoreSkill = ignoreskill; } } struct WeaponSlots native { native bool, int, int LocateWeapon(class weap) const; native static void SetupWeaponSlots(PlayerPawn pp); native class GetWeapon(int slot, int index) const; native int SlotSize(int slot) const; }