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- moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed.
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20 changed files with 89 additions and 109 deletions
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@ -767,10 +767,12 @@ DEFINE_ACTION_FUNCTION(AActor, AddInventory)
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//
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//============================================================================
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bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
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bool AActor::GiveInventory(PClassActor *type, int amount, bool givecheat)
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{
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bool result = true;
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if (type != nullptr || !type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
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AWeapon *savedPendingWeap = player != NULL ? player->PendingWeapon : NULL;
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bool hadweap = player != NULL ? player->ReadyWeapon != NULL : true;
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@ -789,7 +791,7 @@ bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
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item->ClearCounters();
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if (!givecheat || amount > 0)
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{
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if (type->IsDescendantOf (NAME_BasicArmorPickup) || type->IsDescendantOf(NAME_BasicArmorBonus))
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if (type->IsDescendantOf (PClass::FindActor(NAME_BasicArmorPickup)) || type->IsDescendantOf(PClass::FindActor(NAME_BasicArmorBonus)))
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{
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item->IntVar(NAME_SaveAmount) *= amount;
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}
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@ -1146,10 +1148,12 @@ DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
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//
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//============================================================================
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bool AActor::GiveAmmo (PClassInventory *type, int amount)
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bool AActor::GiveAmmo (PClassActor *type, int amount)
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{
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if (type != NULL)
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{
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if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
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AInventory *item = static_cast<AInventory *>(Spawn (type));
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if (item)
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{
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@ -1542,7 +1546,7 @@ bool AActor::IsVisibleToPlayer() const
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bool visible = false;
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for(unsigned int i = 0;i < GetClass()->VisibleToPlayerClass.Size();++i)
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{
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PClassPlayerPawn *cls = GetClass()->VisibleToPlayerClass[i];
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auto cls = GetClass()->VisibleToPlayerClass[i];
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if (cls && pPlayer->mo->GetClass()->IsDescendantOf(cls))
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{
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visible = true;
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