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So far 3 functions for testing implemented. # Conflicts: # src/p_acs.cpp
105 lines
2.2 KiB
Text
105 lines
2.2 KiB
Text
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// Container for utility functions used by ACS and FraggleScript.
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class ScriptUtil play
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{
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static int SetWeapon(Actor activator, class<Inventory> cls)
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{
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if(activator != NULL && activator.player != NULL && cls != null)
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{
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let item = Weapon(activator.FindInventory(cls));
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if(item != NULL)
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{
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if(activator.player.ReadyWeapon == item)
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{
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// The weapon is already selected, so setweapon succeeds by default,
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// but make sure the player isn't switching away from it.
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activator.player.PendingWeapon = WP_NOCHANGE;
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return 1;
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}
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else
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{
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if(item.CheckAmmo(Weapon.EitherFire, false))
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{
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// There's enough ammo, so switch to it.
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activator.player.PendingWeapon = item;
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return 1;
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}
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}
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}
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}
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return 0;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void SetMarineWeapon(Actor activator, int tid, int marineweapontype)
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{
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if (tid != 0)
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{
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let it = ActorIterator.Create(tid, 'ScriptedMarine');
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ScriptedMarine marine;
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while ((marine = ScriptedMarine(it.Next())) != NULL)
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{
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marine.SetWeapon(marineweapontype);
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}
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}
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else
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{
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let marine = ScriptedMarine(activator);
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if (marine != null)
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{
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marine.SetWeapon(marineweapontype);
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}
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}
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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static void SetMarineSprite(Actor activator, int tid, class<Actor> type)
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{
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if (type != NULL)
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{
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if (tid != 0)
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{
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let it = ActorIterator.Create(tid, 'ScriptedMarine');
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ScriptedMarine marine;
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while ((marine = ScriptedMarine(it.Next())) != NULL)
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{
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marine.SetSprite(type);
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}
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}
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else
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{
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let marine = ScriptedMarine(activator);
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if (marine != null)
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{
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marine.SetSprite(type);
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}
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}
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}
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else
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{
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Console.Printf ("Unknown actor type: %s\n", type.GetClassName());
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}
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}
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}
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