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4b723beddd
- changed weapon slots to be stored per player. Information is now transmitted across the network so that all machines know each player's current weapon configuration so that it can be used by cheats or HUD display routines. SVN r1430 (trunk)
459 lines
14 KiB
C++
459 lines
14 KiB
C++
#ifndef __A_PICKUPS_H__
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#define __A_PICKUPS_H__
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#include "actor.h"
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#include "info.h"
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#include "s_sound.h"
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#define MAX_MANA 200
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#define NUM_WEAPON_SLOTS 10
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class player_t;
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class FConfigFile;
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class AWeapon;
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class FWeaponSlot
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{
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public:
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FWeaponSlot &operator= (const FWeaponSlot &other) { Weapons = other.Weapons; return *this; }
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void Clear() { Weapons.Clear(); }
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bool AddWeapon (const char *type);
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bool AddWeapon (const PClass *type);
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void AddWeaponList (const char *list, bool clear);
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AWeapon *PickWeapon (player_t *player);
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int Size () { return (int)Weapons.Size(); }
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int LocateWeapon (const PClass *type);
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inline const PClass *GetWeapon (int index) const
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{
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if ((unsigned)index < Weapons.Size())
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{
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return Weapons[index].Type;
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}
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else
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{
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return NULL;
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}
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}
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friend struct FWeaponSlots;
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private:
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struct WeaponInfo
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{
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const PClass *Type;
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fixed_t Position;
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};
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void SetInitialPositions();
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void Sort();
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TArray<WeaponInfo> Weapons;
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};
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// FWeaponSlots::AddDefaultWeapon return codes
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enum ESlotDef
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{
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SLOTDEF_Exists, // Weapon was already assigned a slot
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SLOTDEF_Added, // Weapon was successfully added
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SLOTDEF_Full // The specifed slot was full
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};
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struct FWeaponSlots
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{
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FWeaponSlot Slots[NUM_WEAPON_SLOTS];
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AWeapon *PickNextWeapon (player_t *player);
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AWeapon *PickPrevWeapon (player_t *player);
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void Clear ();
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bool LocateWeapon (const PClass *type, int *const slot, int *const index);
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ESlotDef AddDefaultWeapon (int slot, const PClass *type);
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void AddExtraWeapons();
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void SetFromPlayer(const PClass *type);
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void CompleteSetup(const PClass *type);
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int RestoreSlots (FConfigFile *config, const char *section);
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void PrintSettings();
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void SetSlot(int slot, TArray<const char *> argv);
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void AddSlot(int slot, const char *name);
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void AddSlotDefault(int slot, const char *name);
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};
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void P_PlaybackKeyConfWeapons();
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void P_CompleteWeaponSetup(int playernum, const PClass *type);
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/************************************************************************/
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/* Class definitions */
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/************************************************************************/
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// A pickup is anything the player can pickup (i.e. weapons, ammo, powerups, etc)
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enum
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{
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AIMETA_BASE = 0x71000,
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AIMETA_PickupMessage, // string
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AIMETA_GiveQuest, // optionally give one of the quest items.
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AIMETA_DropAmount, // specifies the amount for a dropped ammo item
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AIMETA_LowHealth,
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AIMETA_LowHealthMessage,
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AIMETA_PuzzFailMessage,
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};
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enum
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{
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IF_ACTIVATABLE = 1<<0, // can be activated
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IF_ACTIVATED = 1<<1, // is currently activated
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IF_PICKUPGOOD = 1<<2, // HandlePickup wants normal pickup FX to happen
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IF_QUIET = 1<<3, // Don't give feedback when picking up
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IF_AUTOACTIVATE = 1<<4, // Automatically activate item on pickup
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IF_UNDROPPABLE = 1<<5, // The player cannot manually drop the item
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IF_INVBAR = 1<<6, // Item appears in the inventory bar
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IF_HUBPOWER = 1<<7, // Powerup is kept when moving in a hub
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IF_INTERHUBSTRIP = 1<<8, // Item is removed when travelling between hubs
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IF_ADDITIVETIME = 1<<9, // when picked up while another item is active, time is added instead of replaced.
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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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IF_IGNORESKILL = 1<<14, // Ignores any skill related multiplicators when giving this item.
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IF_CREATECOPYMOVED = 1<<15, // CreateCopy changed the owner (copy's Owner field holds new owner).
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IF_INITEFFECTFAILED = 1<<16, // CreateCopy tried to activate a powerup and activation failed (can happen with PowerMorph)
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IF_NOATTENPICKUPSOUND = 1<<17, // Play pickup sound with ATTN_NONE
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};
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struct vissprite_t;
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class AInventory : public AActor
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{
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DECLARE_CLASS (AInventory, AActor)
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HAS_OBJECT_POINTERS
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public:
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virtual void Touch (AActor *toucher);
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virtual void Serialize (FArchive &arc);
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virtual void BeginPlay ();
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virtual void Destroy ();
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virtual void Tick ();
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virtual bool ShouldRespawn ();
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virtual bool ShouldStay ();
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virtual void Hide ();
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bool CallTryPickup (AActor *toucher, AActor **toucher_return = NULL);
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virtual void DoPickupSpecial (AActor *toucher);
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virtual bool SpecialDropAction (AActor *dropper);
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virtual bool DrawPowerup (int x, int y);
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virtual void DoEffect ();
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virtual const char *PickupMessage ();
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virtual void PlayPickupSound (AActor *toucher);
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bool DoRespawn ();
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AInventory *PrevItem(); // Returns the item preceding this one in the list.
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AInventory *PrevInv(); // Returns the previous item with IF_INVBAR set.
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AInventory *NextInv(); // Returns the next item with IF_INVBAR set.
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TObjPtr<AActor> Owner; // Who owns this item? NULL if it's still a pickup.
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int Amount; // Amount of item this instance has
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int MaxAmount; // Max amount of item this instance can have
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int RespawnTics; // Tics from pickup time to respawn time
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FTextureID Icon; // Icon to show on status bar or HUD
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int DropTime; // Countdown after dropping
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const PClass *SpawnPointClass; // For respawning like Heretic's mace
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DWORD ItemFlags;
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const PClass *PickupFlash; // actor to spawn as pickup flash
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FSoundIDNoInit PickupSound;
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virtual void BecomeItem ();
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virtual void BecomePickup ();
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virtual void AttachToOwner (AActor *other);
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virtual void DetachFromOwner ();
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual bool GoAway ();
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virtual void GoAwayAndDie ();
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virtual bool HandlePickup (AInventory *item);
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virtual bool Use (bool pickup);
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virtual void Travelled ();
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virtual void OwnerDied ();
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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virtual void ModifyDamage (int damage, FName damageType, int &newdamage, bool passive);
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virtual fixed_t GetSpeedFactor();
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virtual int AlterWeaponSprite (vissprite_t *vis);
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virtual PalEntry GetBlend ();
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protected:
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virtual bool TryPickup (AActor *&toucher);
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void GiveQuest(AActor * toucher);
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private:
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static int StaticLastMessageTic;
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static const char *StaticLastMessage;
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};
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// CustomInventory: Supports the Use, Pickup, and Drop states from 96x
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class ACustomInventory : public AInventory
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{
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DECLARE_CLASS (ACustomInventory, AInventory)
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public:
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// This is used when an inventory item's use state sequence is executed.
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bool CallStateChain (AActor *actor, FState *state);
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bool TryPickup (AActor *&toucher);
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bool Use (bool pickup);
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bool SpecialDropAction (AActor *dropper);
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};
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// Ammo: Something a weapon needs to operate
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class AAmmo : public AInventory
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{
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DECLARE_CLASS (AAmmo, AInventory)
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public:
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void Serialize (FArchive &arc);
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AInventory *CreateCopy (AActor *other);
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bool HandlePickup (AInventory *item);
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const PClass *GetParentAmmo () const;
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AInventory *CreateTossable ();
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int BackpackAmount, BackpackMaxAmount;
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};
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// A weapon is just that.
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enum
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{
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AWMETA_BASE = 0x72000,
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AWMETA_SlotNumber,
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AWMETA_SlotPriority,
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};
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class AWeapon : public AInventory
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{
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DECLARE_CLASS (AWeapon, AInventory)
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HAS_OBJECT_POINTERS
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public:
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DWORD WeaponFlags;
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const PClass *AmmoType1, *AmmoType2; // Types of ammo used by this weapon
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int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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int MinAmmo1, MinAmmo2; // Minimum ammo needed to switch to this weapon
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int AmmoUse1, AmmoUse2; // How much ammo to use with each shot
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int Kickback;
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fixed_t YAdjust; // For viewing the weapon fullscreen
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FSoundIDNoInit UpSound, ReadySound; // Sounds when coming up and idle
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const PClass *SisterWeaponType; // Another weapon to pick up with this one
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const PClass *ProjectileType; // Projectile used by primary attack
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const PClass *AltProjectileType; // Projectile used by alternate attack
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int SelectionOrder; // Lower-numbered weapons get picked first
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fixed_t MoveCombatDist; // Used by bots, but do they *really* need it?
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int ReloadCounter; // For A_CheckForReload
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// In-inventory instance variables
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TObjPtr<AAmmo> Ammo1, Ammo2;
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TObjPtr<AWeapon> SisterWeapon;
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bool GivenAsMorphWeapon;
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bool bAltFire; // Set when this weapon's alternate fire is used.
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virtual void Serialize (FArchive &arc);
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virtual bool ShouldStay ();
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virtual void AttachToOwner (AActor *other);
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virtual bool HandlePickup (AInventory *item);
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual bool TryPickup (AActor *&toucher);
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virtual bool PickupForAmmo (AWeapon *ownedWeapon);
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virtual bool Use (bool pickup);
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virtual void Destroy();
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virtual FState *GetUpState ();
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virtual FState *GetDownState ();
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virtual FState *GetReadyState ();
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virtual FState *GetAtkState (bool hold);
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virtual FState *GetAltAtkState (bool hold);
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virtual void PostMorphWeapon ();
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virtual void EndPowerup ();
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enum
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{
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PrimaryFire,
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AltFire,
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EitherFire
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};
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bool CheckAmmo (int fireMode, bool autoSwitch, bool requireAmmo=false);
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bool DepleteAmmo (bool altFire, bool checkEnough=true);
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protected:
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AAmmo *AddAmmo (AActor *other, const PClass *ammotype, int amount);
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bool AddExistingAmmo (AAmmo *ammo, int amount);
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AWeapon *AddWeapon (const PClass *weapon);
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};
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enum
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{
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WIF_NOAUTOFIRE = 0x00000001, // weapon does not autofire
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WIF_READYSNDHALF = 0x00000002, // ready sound is played ~1/2 the time
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WIF_DONTBOB = 0x00000004, // don't bob the weapon
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WIF_AXEBLOOD = 0x00000008, // weapon makes axe blood on impact (Hexen only)
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WIF_NOALERT = 0x00000010, // weapon does not alert monsters
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WIF_AMMO_OPTIONAL = 0x00000020, // weapon can use ammo but does not require it
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WIF_ALT_AMMO_OPTIONAL = 0x00000040, // alternate fire can use ammo but does not require it
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WIF_PRIMARY_USES_BOTH = 0x00000080, // primary fire uses both ammo
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WIF_ALT_USES_BOTH = 0x00000100, // alternate fire uses both ammo
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WIF_WIMPY_WEAPON = 0x00000200, // change away when ammo for another weapon is replenished
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WIF_POWERED_UP = 0x00000400, // this is a tome-of-power'ed version of its sister
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WIF_NO_AUTO_SWITCH = 0x00001000, // never switch to this weapon when it's picked up
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WIF_STAFF2_KICKBACK = 0x00002000, // the powered-up Heretic staff has special kickba
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WIF_CHEATNOTWEAPON = 1<<27, // Give cheat considers this not a weapon (used by Sigil)
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// Flags used only by bot AI:
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WIF_BOT_REACTION_SKILL_THING = 1<<31, // I don't understand this
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WIF_BOT_EXPLOSIVE = 1<<30, // weapon fires an explosive
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WIF_BOT_MELEE = 1<<29, // melee weapon
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WIF_BOT_BFG = 1<<28, // this is a BFG
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};
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#define S_LIGHTDONE 0
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// Health is some item that gives the player health when picked up.
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class AHealth : public AInventory
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{
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DECLARE_CLASS (AHealth, AInventory)
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int PrevHealth;
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public:
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virtual bool TryPickup (AActor *&other);
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virtual const char *PickupMessage ();
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};
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// HealthPickup is some item that gives the player health when used.
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class AHealthPickup : public AInventory
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{
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DECLARE_CLASS (AHealthPickup, AInventory)
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public:
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual bool HandlePickup (AInventory *item);
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virtual bool Use (bool pickup);
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};
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// Armor absorbs some damage for the player.
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class AArmor : public AInventory
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{
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DECLARE_CLASS (AArmor, AInventory)
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};
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// Basic armor absorbs a specific percent of the damage. You should
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// never pickup a BasicArmor. Instead, you pickup a BasicArmorPickup
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// or BasicArmorBonus and those gives you BasicArmor when it activates.
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class ABasicArmor : public AArmor
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{
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DECLARE_CLASS (ABasicArmor, AArmor)
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public:
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virtual void Serialize (FArchive &arc);
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virtual void Tick ();
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool HandlePickup (AInventory *item);
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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int AbsorbCount;
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fixed_t SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int BonusCount;
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};
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// BasicArmorPickup replaces the armor you have.
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class ABasicArmorPickup : public AArmor
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{
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DECLARE_CLASS (ABasicArmorPickup, AArmor)
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public:
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virtual void Serialize (FArchive &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool Use (bool pickup);
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fixed_t SavePercent;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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};
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// BasicArmorBonus adds to the armor you have.
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class ABasicArmorBonus : public AArmor
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{
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DECLARE_CLASS (ABasicArmorBonus, AArmor)
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public:
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virtual void Serialize (FArchive &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual bool Use (bool pickup);
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fixed_t SavePercent; // The default, for when you don't already have armor
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int MaxSaveAmount;
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int MaxAbsorb;
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int MaxFullAbsorb;
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int SaveAmount;
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int BonusCount;
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int BonusMax;
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};
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// Hexen armor consists of four separate armor types plus a conceptual armor
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// type (the player himself) that work together as a single armor.
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class AHexenArmor : public AArmor
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{
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DECLARE_CLASS (AHexenArmor, AArmor)
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public:
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virtual void Serialize (FArchive &arc);
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual bool HandlePickup (AInventory *item);
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage);
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fixed_t Slots[5];
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fixed_t SlotsIncrement[4];
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protected:
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bool AddArmorToSlot (AActor *actor, int slot, int amount);
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};
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// PuzzleItems work in conjunction with the UsePuzzleItem special
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class APuzzleItem : public AInventory
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{
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DECLARE_CLASS (APuzzleItem, AInventory)
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public:
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void Serialize (FArchive &arc);
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bool ShouldStay ();
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bool Use (bool pickup);
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bool HandlePickup (AInventory *item);
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int PuzzleItemNumber;
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};
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// A MapRevealer reveals the whole map for the player who picks it up.
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class AMapRevealer : public AInventory
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{
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DECLARE_CLASS (AMapRevealer, AInventory)
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public:
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bool TryPickup (AActor *&toucher);
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};
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// A backpack gives you one clip of each ammo and doubles your
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// normal maximum ammo amounts.
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class ABackpackItem : public AInventory
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{
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DECLARE_CLASS (ABackpackItem, AInventory)
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public:
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void Serialize (FArchive &arc);
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bool HandlePickup (AInventory *item);
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AInventory *CreateCopy (AActor *other);
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AInventory *CreateTossable ();
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void DetachFromOwner ();
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bool bDepleted;
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};
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#endif //__A_PICKUPS_H__
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