struct VisStyle { bool Invert; float Alpha; int RenderStyle; } class Inventory : Actor native { const BLINKTHRESHOLD = (4*32); native Actor Owner; // Who owns this item? NULL if it's still a pickup. native int Amount; // Amount of item this instance has native int MaxAmount; // Max amount of item this instance can have native int InterHubAmount; // Amount of item that can be kept between hubs or levels native int RespawnTics; // Tics from pickup time to respawn time native TextureID Icon; // Icon to show on status bar or HUD native int DropTime; // Countdown after dropping native Class SpawnPointClass; // For respawning like Heretic's mace native Class PickupFlash; // actor to spawn as pickup flash native Sound PickupSound; native bool bPickupGood; native bool bCreateCopyMoved; native bool bInitEffectFailed; Default { Inventory.Amount 1; Inventory.MaxAmount 1; Inventory.InterHubAmount 1; Inventory.UseSound "misc/invuse"; Inventory.PickupSound "misc/i_pkup"; Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG"; } virtual native bool Use (bool pickup); virtual native color GetBlend (); virtual native bool HandlePickup(Inventory item); virtual native Inventory CreateCopy(Actor other); virtual native Inventory CreateTossable(); virtual native bool SpecialDropAction (Actor dropper); virtual native String PickupMessage(); virtual native bool ShouldStay(); virtual native void PlayPickupSound(Actor user); virtual native void AttachToOwner(Actor user); virtual native void DetachFromOwner(); virtual native bool DrawPowerup(int x, int y); virtual native void AbsorbDamage (int damage, Name damageType, out int newdamage); //=========================================================================== // // AInventory :: Travelled // // Called when an item in somebody's inventory is carried over to another // map, in case it needs to do special reinitialization. // //=========================================================================== virtual void Travelled() {} //=========================================================================== // // AInventory :: DoEffect // // Handles any effect an item might apply to its owner // Normally only used by subclasses of Powerup // //=========================================================================== virtual void DoEffect() {} virtual double GetSpeedFactor() { return 1; } virtual bool GetNoTeleportFreeze() { return false; } virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {} virtual void AlterWeaponSprite(VisStyle vis, in out int changed) {} virtual void OwnerDied() {} native bool GoAway(); native void GoAwayAndDie(); native void BecomeItem(); native void BecomePickup(); // These are regular functions for the item itself. private native void A_RestoreSpecialDoomThing(); private native void A_RestoreSpecialThing1(); private native void A_RestoreSpecialThing2(); // In this case the caller function is more than a simple wrapper around the virtual method and // is what must be actually called to pick up an item. virtual protected native bool TryPickup(in out Actor toucher); virtual protected native bool TryPickupRestricted(in out Actor toucher); native bool, Actor CallTryPickup(Actor toucher); States(Actor, Overlay, Weapon, Item) { HideDoomish: TNT1 A 1050; TNT1 A 0 A_RestoreSpecialPosition; TNT1 A 1 A_RestoreSpecialDoomThing; Stop; HideSpecial: ACLO E 1400; ACLO A 0 A_RestoreSpecialPosition; ACLO A 4 A_RestoreSpecialThing1; ACLO BABCBCDC 4; ACLO D 4 A_RestoreSpecialThing2; Stop; Held: TNT1 A -1; Stop; HoldAndDestroy: TNT1 A 1; Stop; } } class StateProvider : Inventory native { action native state A_JumpIfNoAmmo(statelabel label); action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class pufftype = "BulletPuff", double range = 0, double lifesteal = 0, int lifestealmax = 0, class armorbonustype = "ArmorBonus", sound MeleeSound = 0, sound MissSound = ""); action native void A_FireBullets(double spread_xy, double spread_z, int numbullets, int damageperbullet, class pufftype = "BulletPuff", int flags = 1, double range = 0, class missile = null, double Spawnheight = 32, double Spawnofs_xy = 0); action native void A_FireProjectile(class missiletype, double angle = 0, bool useammo = true, double spawnofs_xy = 0, double spawnheight = 0, int flags = 0, double pitch = 0); action native void A_RailAttack(int damage, int spawnofs_xy = 0, bool useammo = true, color color1 = 0, color color2 = 0, int flags = 0, double maxdiff = 0, class pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class spawnclass = "none", double spawnofs_z = 0, int spiraloffset = 270, int limit = 0); action native void A_WeaponReady(int flags = 0); action native void A_Lower(); action native void A_Raise(); action native void A_ReFire(statelabel flash = null); action native void A_ClearReFire(); action native void A_CheckReload(); action native void A_GunFlash(statelabel flash = null, int flags = 0); action native state A_CheckForReload(int counter, statelabel label, bool dontincrement = false); action native void A_ResetReloadCounter(); } class DehackedPickup : Inventory native { } class FakeInventory : Inventory native { native bool Respawnable; } class CustomInventory : StateProvider native { Default { DefaultStateUsage SUF_ACTOR|SUF_OVERLAY|SUF_ITEM; } }