mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-10 14:51:40 +00:00
- scriptified the rest of the weapon pieces.
This commit is contained in:
parent
30a8541a15
commit
1ce7b80158
12 changed files with 66 additions and 176 deletions
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@ -1148,7 +1148,6 @@ set (PCH_SOURCES
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g_inventory/a_armor.cpp
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g_inventory/a_keys.cpp
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g_inventory/a_pickups.cpp
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g_inventory/a_weaponpiece.cpp
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g_inventory/a_weapons.cpp
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g_strife/strife_sbar.cpp
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g_shared/a_action.cpp
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@ -571,7 +571,7 @@ DEFINE_ACTION_FUNCTION(DObject, GetClassName)
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void *DObject::ScriptVar(FName field, PType *type)
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{
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auto sym = dyn_cast<PField>(GetClass()->Symbols.FindSymbol(field, true));
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if (sym && sym->Type == type)
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if (sym && (sym->Type == type || type == nullptr))
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{
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return (((char*)this) + sym->Offset);
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}
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@ -482,6 +482,7 @@ public:
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PalEntry &ColorVar(FName field);
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FName &NameVar(FName field);
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double &FloatVar(FName field);
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template<class T> T*& PointerVar(FName field);
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// If you need to replace one object with another and want to
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// change any pointers from the old object to the new object,
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@ -45,7 +45,6 @@
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#include "autosegs.h"
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#include "v_text.h"
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#include "a_pickups.h"
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#include "a_weaponpiece.h"
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#include "d_player.h"
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#include "doomerrors.h"
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#include "fragglescript/t_fs.h"
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@ -1093,5 +1093,9 @@ inline double &DObject::FloatVar(FName field)
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return *(double*)ScriptVar(field, TypeFloat64);
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}
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template<class T>
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inline T *&DObject::PointerVar(FName field)
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{
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return *(T**)ScriptVar(field, nullptr); // pointer check is more tricky and for the handful of uses in the DECORATE parser not worth the hassle.
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}
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#endif
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@ -1,83 +0,0 @@
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/*
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** a_weaponpieces.cpp
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** Implements generic weapon pieces
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2016 Cheistoph Oelckers
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** Copyright 2006-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "a_pickups.h"
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#include "a_weaponpiece.h"
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#include "doomstat.h"
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#include "serializer.h"
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IMPLEMENT_CLASS(AWeaponHolder, false, false)
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DEFINE_FIELD(AWeaponHolder, PieceMask);
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DEFINE_FIELD(AWeaponHolder, PieceWeapon);
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void AWeaponHolder::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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arc("piecemask", PieceMask)
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("pieceweapon", PieceWeapon);
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}
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IMPLEMENT_CLASS(AWeaponPiece, false, true)
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IMPLEMENT_POINTERS_START(AWeaponPiece)
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IMPLEMENT_POINTER(FullWeapon)
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IMPLEMENT_POINTER(WeaponClass)
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IMPLEMENT_POINTERS_END
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//===========================================================================
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//
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//
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//
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//===========================================================================
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void AWeaponPiece::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AWeaponPiece*)GetDefault();
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arc("weaponclass", WeaponClass, def->WeaponClass)
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("fullweapon", FullWeapon)
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("piecevalue", PieceValue, def->PieceValue);
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}
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DEFINE_FIELD(AWeaponPiece, PieceValue);
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DEFINE_FIELD(AWeaponPiece, WeaponClass);
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DEFINE_FIELD(AWeaponPiece, FullWeapon);
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@ -1,32 +0,0 @@
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#pragma once
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#include "a_pickups.h"
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#include "a_weapons.h"
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class AWeaponPiece : public AInventory
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{
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DECLARE_CLASS (AWeaponPiece, AInventory)
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HAS_OBJECT_POINTERS
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protected:
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bool PrivateShouldStay ();
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public:
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virtual void Serialize(FSerializer &arc) override;
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int PieceValue;
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PClassActor *WeaponClass;
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TObjPtr<AWeapon> FullWeapon;
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};
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// an internal class to hold the information for player class independent weapon piece handling
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// [BL] Needs to be available for SBarInfo to check weaponpieces
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class AWeaponHolder : public AInventory
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{
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DECLARE_CLASS (AWeaponHolder, AInventory)
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public:
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int PieceMask;
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PClassActor * PieceWeapon;
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virtual void Serialize(FSerializer &arc) override;
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};
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@ -51,7 +51,6 @@
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#include "sbarinfo.h"
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#include "gi.h"
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#include "r_data/r_translate.h"
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#include "a_weaponpiece.h"
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#include "g_level.h"
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#include "v_palette.h"
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#include "p_acs.h"
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@ -3145,12 +3145,12 @@ class CommandHasWeaponPiece : public SBarInfoCommandFlowControl
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for(AInventory *inv = statusBar->CPlayer->mo->Inventory;inv != NULL;inv=inv->Inventory)
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{
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if(inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
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auto hc = PClass::FindActor("WeaponHolder");
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if(inv->IsKindOf(hc))
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{
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AWeaponHolder *hold = static_cast<AWeaponHolder*>(inv);
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if(hold->PieceWeapon == weapon)
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if(inv->PointerVar<PClass>("PieceWeapon") == weapon)
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{
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SetTruth(0 != (hold->PieceMask & (1 << (piece-1))), block, statusBar);
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SetTruth(0 != (inv->IntVar("PieceMask") & (1 << (piece-1))), block, statusBar);
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return;
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}
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}
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@ -56,7 +56,7 @@
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#include "m_argv.h"
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#include "p_local.h"
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#include "doomerrors.h"
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#include "a_weaponpiece.h"
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#include "a_weapons.h"
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#include "p_conversation.h"
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#include "v_text.h"
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#include "thingdef.h"
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@ -67,7 +67,6 @@
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#include "teaminfo.h"
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#include "v_video.h"
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#include "r_data/colormaps.h"
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#include "a_weaponpiece.h"
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#include "vmbuilder.h"
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#include "a_keys.h"
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#include "g_levellocals.h"
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@ -464,23 +463,6 @@ static bool PointerCheck(PType *symtype, PType *checktype)
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return symptype != nullptr && checkptype != nullptr && symptype->ClassRestriction->IsDescendantOf(checkptype->ClassRestriction);
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}
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static void *ScriptVar(DObject *obj, PClass *cls, FName field, PType *type)
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{
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auto sym = dyn_cast<PField>(cls->Symbols.FindSymbol(field, true));
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if (sym && (sym->Type == type || PointerCheck(sym->Type, type)))
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{
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return (((char*)obj) + sym->Offset);
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}
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I_Error("Variable %s of type %s not found in %s\n", field.GetChars(), type->DescriptiveName(), cls->TypeName.GetChars());
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return nullptr;
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}
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template<class T>
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T &TypedScriptVar(DObject *obj, PClass *cls, FName field, PType *type)
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{
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return *(T*)ScriptVar(obj, cls, field, type);
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}
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//==========================================================================
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//
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// Info Property handlers
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// NoOp - only for Skulltag compatibility
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(number, I, WeaponPiece)
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{
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PROP_INT_PARM(i, 0);
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defaults->PieceValue = 1 << (i-1);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(weapon, S, WeaponPiece)
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{
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PROP_STRING_PARM(str, 0);
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defaults->WeaponClass = FindClassTentativeWeapon(str);
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}
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//==========================================================================
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//
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//==========================================================================
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I_Error("Unknown powerup type %s", str);
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}
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}
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TypedScriptVar<PClassActor*>(defaults, info, NAME_PowerupType, NewClassPointer(RUNTIME_CLASS(AActor))) = cls;
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defaults->PointerVar<PClassActor>(NAME_PowerupType) = cls;
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}
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//==========================================================================
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DEFINE_SCRIPTED_PROPERTY(playerclass, S, PowerMorph)
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{
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PROP_STRING_PARM(str, 0);
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TypedScriptVar<PClassActor*>(defaults, bag.Info, NAME_PlayerClass, NewClassPointer(RUNTIME_CLASS(APlayerPawn))) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
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}
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//==========================================================================
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DEFINE_SCRIPTED_PROPERTY(morphstyle, M, PowerMorph)
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{
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PROP_INT_PARM(i, 0);
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TypedScriptVar<int>(defaults, bag.Info, NAME_MorphStyle, TypeSInt32) = i;
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defaults->IntVar(NAME_MorphStyle) = i;
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}
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//==========================================================================
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DEFINE_SCRIPTED_PROPERTY(morphflash, S, PowerMorph)
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{
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PROP_STRING_PARM(str, 0);
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TypedScriptVar<PClassActor*>(defaults, bag.Info, NAME_MorphFlash, NewClassPointer(RUNTIME_CLASS(AActor))) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
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//==========================================================================
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DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, PowerMorph)
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{
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PROP_STRING_PARM(str, 0);
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TypedScriptVar<PClassActor*>(defaults, bag.Info, NAME_UnMorphFlash, NewClassPointer(RUNTIME_CLASS(AActor))) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
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}
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@ -1,7 +1,42 @@
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class WeaponHolder : Inventory native
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/*
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** a_weaponpieces.cpp
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** Implements generic weapon pieces
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**
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**---------------------------------------------------------------------------
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** Copyright 2006-2016 Cheistoph Oelckers
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** Copyright 2006-2016 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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||||
**
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||||
** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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||||
** 2. Redistributions in binary form must reproduce the above copyright
|
||||
** notice, this list of conditions and the following disclaimer in the
|
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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||||
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
|
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
|
||||
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
|
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
|
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
|
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
|
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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class WeaponHolder : Inventory
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{
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native int PieceMask;
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native Class<Actor> PieceWeapon;
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int PieceMask;
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Class<Weapon> PieceWeapon;
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Default
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{
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}
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}
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class WeaponPiece : Inventory native
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class WeaponPiece : Inventory
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{
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Default
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{
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+WEAPONSPAWN;
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}
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native int PieceValue;
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native Class<Weapon> WeaponClass;
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native Weapon FullWeapon;
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int PieceValue;
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Class<Weapon> WeaponClass;
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Weapon FullWeapon;
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property number: PieceValue;
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property weapon: WeaponClass;
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//==========================================================================
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//
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hold.PieceWeapon = WeaponClass;
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}
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int pieceval = 1 << (PieceValue - 1);
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if (shouldStay)
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{
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// Cooperative net-game
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if (hold.PieceMask & PieceValue)
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if (hold.PieceMask & pieceval)
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{
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// Already has the piece
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return false;
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@ -100,7 +139,7 @@ class WeaponPiece : Inventory native
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gaveAmmo = toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) +
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toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2);
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if (hold.PieceMask & PieceValue)
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if (hold.PieceMask & pieceval)
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{
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// Already has the piece, check if mana needed
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if (!gaveAmmo) return false;
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@ -109,7 +148,7 @@ class WeaponPiece : Inventory native
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}
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}
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hold.PieceMask |= PieceValue;
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hold.PieceMask |= pieceval;
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// Check if weapon assembled
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if (hold.PieceMask == (1 << Defaults.health) - 1)
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