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- Moved weapon slot initialization into APlayerPawn::PostBeginPlay() so that
they can be initialized when players respawn in multiplayer. SVN r1476 (trunk)
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c65dc5bad4
commit
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6 changed files with 109 additions and 40 deletions
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@ -1,4 +1,8 @@
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March 11, 2009 (Changes by Graf Zahl)
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March 11, 2009
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- Moved weapon slot initialization into APlayerPawn::PostBeginPlay() so that
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they can be initialized when players respawn in multiplayer.
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March 11, 2009 (Changes by Graf Zahl)
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- Added a Check for the Vavoom namespace to the UDMF parser. Functionally
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it's 100% identical with ZDoom's own but needs to be checked for in
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case Vavoom compatible UDMF maps are released.
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@ -80,6 +80,7 @@ class APlayerPawn : public AActor
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public:
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virtual void Serialize (FArchive &arc);
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virtual void PostBeginPlay();
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virtual void Tick();
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virtual void AddInventory (AInventory *item);
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virtual void RemoveInventory (AInventory *item);
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@ -922,7 +922,6 @@ void G_DoLoadLevel (int position, bool autosave)
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}
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P_SetupLevel (level.mapname, position);
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P_CompleteWeaponSetup();
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AM_LevelInit();
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@ -16,13 +16,15 @@ class AWeapon;
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class FWeaponSlot
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{
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public:
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FWeaponSlot() { Clear(); }
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FWeaponSlot(const FWeaponSlot &other) { Weapons = other.Weapons; }
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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 Size () const { 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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@ -59,6 +61,9 @@ enum ESlotDef
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struct FWeaponSlots
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{
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FWeaponSlots() { Clear(); }
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FWeaponSlots(const FWeaponSlots &other);
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FWeaponSlot Slots[NUM_WEAPON_SLOTS];
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AWeapon *PickNextWeapon (player_t *player);
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@ -69,7 +74,9 @@ struct FWeaponSlots
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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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void StandardSetup(const PClass *type);
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void LocalSetup(const PClass *type);
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void SendDifferences(const FWeaponSlots &other);
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int RestoreSlots (FConfigFile *config, const char *section);
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void PrintSettings();
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@ -78,8 +85,7 @@ struct FWeaponSlots
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};
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void P_PlaybackKeyConfWeapons();
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void P_CompleteWeaponSetup();
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void P_PlaybackKeyConfWeapons(FWeaponSlots *slots);
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void Net_WriteWeapon(const PClass *type);
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const PClass *Net_ReadWeapon(BYTE **stream);
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@ -28,7 +28,7 @@ END_POINTERS
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FString WeaponSection;
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TArray<FString> KeyConfWeapons;
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bool PlayingKeyConf;
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FWeaponSlots *PlayingKeyConf;
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TArray<const PClass *> Weapons_ntoh;
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TMap<const PClass *, int> Weapons_hton;
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@ -642,8 +642,6 @@ bool AWeaponGiver::TryPickup(AActor *&toucher)
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/* Weapon slots ***********************************************************/
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FWeaponSlots LocalWeapons;
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//===========================================================================
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//
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// FWeaponSlot :: AddWeapon
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@ -844,6 +842,20 @@ void FWeaponSlot::Sort()
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}
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}
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//===========================================================================
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//
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// FWeaponSlots - Copy Constructor
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//
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//===========================================================================
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FWeaponSlots::FWeaponSlots(const FWeaponSlots &other)
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{
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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{
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Slots[i] = other.Slots[i];
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}
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}
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//===========================================================================
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//
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// FWeaponSlots :: Clear
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@ -1105,24 +1117,36 @@ void FWeaponSlots::AddExtraWeapons()
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//===========================================================================
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//
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// FWeaponSlots :: CompleteSetup
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// FWeaponSlots :: StandardSetup
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//
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// Sets up local weapon slots in this order:
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// Setup weapons in this order:
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// 1. Use slots from player class.
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// 2. Add extra weapons that specify their own slot.
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// 3. Run KEYCONF weapon commands, affecting slots accordingly.
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// 4. Read config slots, overriding current slots. If WeaponSection is set,
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// 2. Add extra weapons that specify their own slots.
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//
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//===========================================================================
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void FWeaponSlots::StandardSetup(const PClass *type)
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{
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SetFromPlayer(type);
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AddExtraWeapons();
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}
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//===========================================================================
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//
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// FWeaponSlots :: LocalSetup
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//
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// Setup weapons in this order:
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// 1. Run KEYCONF weapon commands, affecting slots accordingly.
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// 2. Read config slots, overriding current slots. If WeaponSection is set,
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// then [<WeaponSection>.<PlayerClass>.Weapons] is tried, followed by
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// [<WeaponSection>.Weapons] if that did not exist. If WeaponSection is
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// empty, then the slots are read from [<PlayerClass>.Weapons].
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//
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//===========================================================================
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void FWeaponSlots::CompleteSetup(const PClass *type)
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void FWeaponSlots::LocalSetup(const PClass *type)
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{
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SetFromPlayer(type);
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AddExtraWeapons();
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P_PlaybackKeyConfWeapons();
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P_PlaybackKeyConfWeapons(this);
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if (WeaponSection.IsNotEmpty())
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{
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FString sectionclass(WeaponSection);
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@ -1138,25 +1162,41 @@ void FWeaponSlots::CompleteSetup(const PClass *type)
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}
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}
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void P_CompleteWeaponSetup()
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//===========================================================================
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//
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// FWeaponSlots :: SendDifferences
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//
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// Sends the weapon slots from this instance that differ from other's.
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//
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//===========================================================================
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void FWeaponSlots::SendDifferences(const FWeaponSlots &other)
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{
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if (players[consoleplayer].mo != NULL)
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int i, j;
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for (i = 0; i < NUM_WEAPON_SLOTS; ++i)
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{
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// Set up the weapon slots locally
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LocalWeapons.CompleteSetup(players[consoleplayer].mo->GetClass());
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// Now transmit them across the network
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for (int i = 0; i < NUM_WEAPON_SLOTS; ++i)
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if (other.Slots[i].Size() == Slots[i].Size())
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{
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if (LocalWeapons.Slots[i].Size() > 0)
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for (j = (int)Slots[i].Size(); j-- > 0; )
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{
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(i);
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Net_WriteByte(LocalWeapons.Slots[i].Size());
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for(int j = 0; j < LocalWeapons.Slots[i].Size(); j++)
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if (other.Slots[i].GetWeapon(j) != Slots[i].GetWeapon(j))
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{
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Net_WriteWeapon(LocalWeapons.Slots[i].GetWeapon(j));
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break;
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}
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}
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if (j < 0)
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{ // The two slots are the same.
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continue;
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}
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}
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// The slots differ. Send mine.
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Net_WriteByte(DEM_SETSLOT);
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Net_WriteByte(i);
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Net_WriteByte(Slots[i].Size());
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for (j = 0; j < Slots[i].Size(); ++j)
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{
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Net_WriteWeapon(Slots[i].GetWeapon(j));
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}
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}
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}
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@ -1268,12 +1308,12 @@ CCMD (setslot)
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{
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KeyConfWeapons.Push(argv.args());
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}
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else if (PlayingKeyConf)
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else if (PlayingKeyConf != NULL)
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{
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LocalWeapons.Slots[slot].Clear();
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PlayingKeyConf->Slots[slot].Clear();
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for (int i = 2; i < argv.argc(); ++i)
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{
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LocalWeapons.Slots[slot].AddWeapon(argv[i]);
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PlayingKeyConf->Slots[slot].AddWeapon(argv[i]);
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}
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}
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else
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{
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KeyConfWeapons.Push(argv.args());
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}
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else if (PlayingKeyConf)
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else if (PlayingKeyConf != NULL)
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{
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LocalWeapons.AddSlot(int(slot), PClass::FindClass(argv[2]), false);
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PlayingKeyConf->AddSlot(int(slot), PClass::FindClass(argv[2]), false);
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}
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else
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{
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{
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KeyConfWeapons.Push(argv.args());
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}
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else if (PlayingKeyConf)
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else if (PlayingKeyConf != NULL)
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{
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LocalWeapons.AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
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PlayingKeyConf->AddSlotDefault(int(slot), PClass::FindClass(argv[2]), false);
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}
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else
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{
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//
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//===========================================================================
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void P_PlaybackKeyConfWeapons()
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void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
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{
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PlayingKeyConf = true;
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PlayingKeyConf = slots;
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for (unsigned int i = 0; i < KeyConfWeapons.Size(); ++i)
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{
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FString cmd(KeyConfWeapons[i]);
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AddCommandString(cmd.LockBuffer());
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}
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PlayingKeyConf = false;
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PlayingKeyConf = NULL;
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}
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//===========================================================================
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@ -491,7 +491,26 @@ void APlayerPawn::Tick()
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Super::Tick();
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}
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//===========================================================================
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//
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// APlayerPawn :: PostBeginPlay
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//
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//===========================================================================
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void APlayerPawn::PostBeginPlay()
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{
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// If we're not a voodoo doll, set up our weapons.
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if (player != NULL && player->mo == this)
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{
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player->weapons.StandardSetup(GetClass());
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if (player - players == consoleplayer)
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{ // If we're the local player, then there's a bit more work to do.
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FWeaponSlots local_slots(player->weapons);
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local_slots.LocalSetup(GetClass());
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local_slots.SendDifferences(player->weapons);
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}
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}
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}
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//===========================================================================
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//
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