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- scriptified RemoveInventory and Inventory.OnDestroy.
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parent
eb47fb9adc
commit
023efc7685
10 changed files with 122 additions and 120 deletions
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@ -746,9 +746,6 @@ public:
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// APlayerPawn for some specific handling for players. None of this
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// should ever be overridden by custom classes.
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// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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// Take the amount value of an item from the inventory list.
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// If nothing is left, the item may be destroyed.
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// Returns true if the initial item count is positive.
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@ -89,7 +89,6 @@ public:
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virtual void PostBeginPlay() override;
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virtual void Tick() override;
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virtual void RemoveInventory (AInventory *item) override;
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virtual bool UseInventory (AInventory *item) override;
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virtual void BeginPlay () override;
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virtual bool UpdateWaterLevel (bool splash) override;
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@ -180,26 +180,6 @@ DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage)
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return 0;
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}
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//===========================================================================
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//
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// AInventory :: Destroy
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//
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//===========================================================================
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void AInventory::OnDestroy ()
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{
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if (Owner != NULL)
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{
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Owner->RemoveInventory (this);
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}
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Inventory = NULL;
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Super::OnDestroy();
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// Although contrived it can theoretically happen that these variables still got a pointer to this item
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if (SendItemUse == this) SendItemUse = NULL;
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if (SendItemDrop == this) SendItemDrop = NULL;
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}
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//===========================================================================
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//
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// AInventory :: DepleteOrDestroy
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@ -71,7 +71,6 @@ class AInventory : public AActor
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public:
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virtual void Serialize(FSerializer &arc) override;
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virtual void OnDestroy() override;
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virtual void Tick() override;
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virtual bool Massacre() override;
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@ -753,48 +753,6 @@ DEFINE_ACTION_FUNCTION(AActor, SetState)
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ACTION_RETURN_BOOL(self->SetState(state, nofunction));
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};
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//============================================================================
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//
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// AActor :: RemoveInventory
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//
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//============================================================================
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void AActor::RemoveInventory(AInventory *item)
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{
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AInventory *inv, **invp;
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if (item != NULL && item->Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state.
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{
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invp = &item->Owner->Inventory;
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for (inv = *invp; inv != NULL; invp = &inv->Inventory, inv = *invp)
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{
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if (inv == item)
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{
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*invp = item->Inventory;
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IFVIRTUALPTR(item, AInventory, DetachFromOwner)
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{
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VMValue params[1] = { item };
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VMCall(func, params, 1, nullptr, 0);
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}
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item->Owner = NULL;
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item->Inventory = NULL;
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break;
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}
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}
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, RemoveInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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self->RemoveInventory(item);
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return 0;
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}
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//============================================================================
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//
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// AActor :: TakeInventory
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@ -938,58 +938,6 @@ void APlayerPawn::PostBeginPlay()
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: RemoveInventory
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//
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//===========================================================================
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void APlayerPawn::RemoveInventory (AInventory *item)
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{
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bool pickWeap = false;
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// Since voodoo dolls aren't supposed to have an inventory, there should be
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// no need to redirect them to the real player here as there is with AddInventory.
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// If the item removed is the selected one, select something else, either the next
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// item, if there is one, or the previous item.
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if (player != NULL)
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{
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if (InvSel == item)
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{
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InvSel = item->NextInv ();
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if (InvSel == NULL)
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{
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InvSel = item->PrevInv ();
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}
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}
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if (InvFirst == item)
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{
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InvFirst = item->NextInv ();
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if (InvFirst == NULL)
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{
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InvFirst = item->PrevInv ();
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}
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}
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if (item == player->PendingWeapon)
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{
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player->PendingWeapon = WP_NOCHANGE;
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}
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if (item == player->ReadyWeapon)
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{
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// If the current weapon is removed, clear the refire counter and pick a new one.
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pickWeap = true;
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player->ReadyWeapon = NULL;
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player->refire = 0;
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}
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}
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Super::RemoveInventory (item);
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if (pickWeap && player->mo == this && player->PendingWeapon == WP_NOCHANGE)
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{
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PickNewWeapon (NULL);
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: UseInventory
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@ -741,7 +741,6 @@ class Actor : Thinker native
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native clearscope int GetAge() const;
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native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
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native void RemoveInventory(Inventory inv);
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native void ClearInventory();
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protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
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native bool SetInventory(class<Inventory> itemclass, int amount, bool beyondMax = false);
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@ -80,4 +80,34 @@ extend class Actor
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return result;
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}
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//============================================================================
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//
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// AActor :: RemoveInventory
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//
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//============================================================================
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virtual void RemoveInventory(Inventory item)
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{
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Inventory invp;
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if (item != NULL && item.Owner != NULL) // can happen if the owner was destroyed by some action from an item's use state.
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{
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if (Inv == item) Inv = item.Inv;
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else
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{
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for (invp = Inv; invp != null; invp = invp.Inv)
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{
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if (invp.Inv == item)
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{
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invp.Inv = item.Inv;
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item.DetachFromOwner();
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break;
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}
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}
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}
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item.Owner = NULL;
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item.Inv = NULL;
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}
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}
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}
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@ -98,6 +98,22 @@ class Inventory : Actor native
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bDropped = true; // [RH] Items are dropped by default
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}
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//===========================================================================
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//
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// AInventory :: Destroy
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//
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//===========================================================================
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override void OnDestroy ()
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{
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if (Owner != NULL)
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{
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Owner.RemoveInventory (self);
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}
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Inv = NULL;
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Super.OnDestroy();
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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@ -990,6 +1006,30 @@ class Inventory : Actor native
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}
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//===========================================================================
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//
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// AInventory :: PrevInv
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//
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// Returns the previous item with IF_INVBAR set.
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//
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//===========================================================================
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Inventory PrevInv ()
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{
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Inventory lastgood = NULL;
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Inventory item = Owner.Inv;
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while (item != NULL && item != self)
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{
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if (item.bInvBar)
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{
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lastgood = item;
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}
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item = item.Inv;
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}
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return lastgood;
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}
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//===========================================================================
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//
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// AInventory :: OnDrop
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@ -23,4 +23,56 @@ extend class PlayerPawn
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: RemoveInventory
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//
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//===========================================================================
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override void RemoveInventory (Inventory item)
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{
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bool pickWeap = false;
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// Since voodoo dolls aren't supposed to have an inventory, there should be
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// no need to redirect them to the real player here as there is with AddInventory.
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// If the item removed is the selected one, select something else, either the next
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// item, if there is one, or the previous item.
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if (player != NULL)
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{
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if (InvSel == item)
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{
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InvSel = item.NextInv ();
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if (InvSel == NULL)
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{
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InvSel = item.PrevInv ();
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}
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}
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if (InvFirst == item)
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{
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InvFirst = item.NextInv ();
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if (InvFirst == NULL)
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{
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InvFirst = item.PrevInv ();
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}
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}
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if (item == player.PendingWeapon)
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{
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player.PendingWeapon = WP_NOCHANGE;
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}
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if (item == player.ReadyWeapon)
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{
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// If the current weapon is removed, clear the refire counter and pick a new one.
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pickWeap = true;
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player.ReadyWeapon = NULL;
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player.refire = 0;
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}
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}
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Super.RemoveInventory (item);
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if (pickWeap && player.mo == self && player.PendingWeapon == WP_NOCHANGE)
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{
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PickNewWeapon (NULL);
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}
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}
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}
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