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https://github.com/ZDoom/gzdoom.git
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- added an amount parameter to the 'drop' CCMD.
This commit is contained in:
parent
fc101049c6
commit
e2d5a708f8
12 changed files with 45 additions and 27 deletions
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@ -713,7 +713,7 @@ public:
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virtual bool UseInventory (AInventory *item);
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virtual bool UseInventory (AInventory *item);
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// Tosses an item out of the inventory.
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// Tosses an item out of the inventory.
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AInventory *DropInventory (AInventory *item);
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AInventory *DropInventory (AInventory *item, int amt = -1);
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// Removes all items from the inventory.
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// Removes all items from the inventory.
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void ClearInventory();
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void ClearInventory();
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@ -2271,6 +2271,9 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_INVDROP:
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case DEM_INVDROP:
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{
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{
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DWORD which = ReadLong (stream);
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DWORD which = ReadLong (stream);
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int amt = -1;
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if (type == DEM_INVDROP) amt = ReadLong(stream);
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if (gamestate == GS_LEVEL && !paused
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if (gamestate == GS_LEVEL && !paused
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&& players[player].playerstate != PST_DEAD)
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&& players[player].playerstate != PST_DEAD)
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@ -2288,7 +2291,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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}
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}
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else
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else
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{
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{
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players[player].mo->DropInventory (item);
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players[player].mo->DropInventory (item, amt);
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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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@ -2764,10 +2767,13 @@ void Net_SkipCommand (int type, BYTE **stream)
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break;
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break;
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case DEM_INVUSE:
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case DEM_INVUSE:
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case DEM_INVDROP:
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skip = 4;
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skip = 4;
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break;
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break;
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case DEM_INVDROP:
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skip = 8;
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break;
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case DEM_GENERICCHEAT:
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case DEM_GENERICCHEAT:
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case DEM_DROPPLAYER:
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case DEM_DROPPLAYER:
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case DEM_FOV:
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case DEM_FOV:
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@ -241,6 +241,7 @@ FString BackupSaveName;
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bool SendLand;
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bool SendLand;
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const AInventory *SendItemUse, *SendItemDrop;
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const AInventory *SendItemUse, *SendItemDrop;
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int SendItemDropAmount;
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EXTERN_CVAR (Int, team)
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EXTERN_CVAR (Int, team)
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@ -457,12 +458,14 @@ CCMD (invdrop)
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if (players[consoleplayer].mo)
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if (players[consoleplayer].mo)
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{
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{
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SendItemDrop = players[consoleplayer].mo->InvSel;
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SendItemDrop = players[consoleplayer].mo->InvSel;
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SendItemDropAmount = -1;
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}
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}
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}
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}
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CCMD (weapdrop)
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CCMD (weapdrop)
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{
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{
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SendItemDrop = players[consoleplayer].ReadyWeapon;
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SendItemDrop = players[consoleplayer].ReadyWeapon;
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SendItemDropAmount = -1;
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}
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}
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CCMD (drop)
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CCMD (drop)
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@ -470,6 +473,7 @@ CCMD (drop)
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if (argv.argc() > 1 && who != NULL)
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if (argv.argc() > 1 && who != NULL)
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{
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{
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SendItemDrop = who->FindInventory(argv[1]);
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SendItemDrop = who->FindInventory(argv[1]);
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SendItemDropAmount = argv.argc() > 2 ? atoi(argv[2]) : -1;
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}
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}
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}
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}
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@ -762,6 +766,7 @@ void G_BuildTiccmd (ticcmd_t *cmd)
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{
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{
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Net_WriteByte (DEM_INVDROP);
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Net_WriteByte (DEM_INVDROP);
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Net_WriteLong (SendItemDrop->InventoryID);
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Net_WriteLong (SendItemDrop->InventoryID);
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Net_WriteLong(SendItemDropAmount);
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SendItemDrop = NULL;
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SendItemDrop = NULL;
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}
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}
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@ -94,6 +94,7 @@ extern AActor *bodyque[BODYQUESIZE];
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extern int bodyqueslot;
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extern int bodyqueslot;
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class AInventory;
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class AInventory;
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extern const AInventory *SendItemUse, *SendItemDrop;
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extern const AInventory *SendItemUse, *SendItemDrop;
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extern int SendItemDropAmount;
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#endif
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#endif
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@ -1035,14 +1035,14 @@ DEFINE_ACTION_FUNCTION(AActor, UseInventory)
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//
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//
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//===========================================================================
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//===========================================================================
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AInventory *AActor::DropInventory (AInventory *item)
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AInventory *AActor::DropInventory (AInventory *item, int amt)
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{
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{
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AInventory *drop = nullptr;
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AInventory *drop = nullptr;
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IFVIRTUALPTR(item, AInventory, CreateTossable)
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IFVIRTUALPTR(item, AInventory, CreateTossable)
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{
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{
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VMValue params[1] = { (DObject*)item };
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VMValue params[] = { (DObject*)item, amt };
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VMReturn ret((void**)&drop);
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VMReturn ret((void**)&drop);
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GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
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GlobalVMStack.Call(func, params, countof(params), &ret, 1, nullptr);
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}
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}
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if (drop == nullptr) return NULL;
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if (drop == nullptr) return NULL;
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drop->SetOrigin(PosPlusZ(10.), false);
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drop->SetOrigin(PosPlusZ(10.), false);
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@ -1059,7 +1059,8 @@ DEFINE_ACTION_FUNCTION(AActor, DropInventory)
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{
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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ACTION_RETURN_OBJECT(self->DropInventory(item));
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PARAM_INT(amt);
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ACTION_RETURN_OBJECT(self->DropInventory(item, amt));
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}
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}
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//============================================================================
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//============================================================================
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@ -173,9 +173,9 @@ class Ammo : Inventory
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable()
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override Inventory CreateTossable(int amt)
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{
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{
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Inventory copy = Super.CreateTossable();
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Inventory copy = Super.CreateTossable(amt);
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if (copy != null)
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if (copy != null)
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{ // Do not increase ammo by dropping it and picking it back up at
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{ // Do not increase ammo by dropping it and picking it back up at
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// certain skill levels.
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// certain skill levels.
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@ -306,9 +306,9 @@ class BackpackItem : Inventory
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable ()
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override Inventory CreateTossable (int amount)
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{
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{
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let pack = BackpackItem(Super.CreateTossable());
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let pack = BackpackItem(Super.CreateTossable(-1));
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if (pack != NULL)
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if (pack != NULL)
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{
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{
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pack.bDepleted = true;
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pack.bDepleted = true;
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@ -489,7 +489,7 @@ class HexenArmor : Armor
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable ()
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override Inventory CreateTossable (int amount)
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{
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{
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return NULL;
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return NULL;
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}
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}
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@ -120,9 +120,9 @@ class HealthPickup : Inventory
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable ()
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override Inventory CreateTossable (int amount)
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{
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{
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Inventory copy = Super.CreateTossable ();
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Inventory copy = Super.CreateTossable (-1);
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if (copy != NULL)
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if (copy != NULL)
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{
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{
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copy.health = health;
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copy.health = health;
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@ -440,7 +440,7 @@ class Inventory : Actor native
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//
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//
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//===========================================================================
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//===========================================================================
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virtual Inventory CreateTossable ()
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virtual Inventory CreateTossable (int amt = -1)
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{
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{
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// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
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// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
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// like the fist can't be dropped because you'll never see it.)
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// like the fist can't be dropped because you'll never see it.)
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@ -448,7 +448,7 @@ class Inventory : Actor native
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{
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{
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return NULL;
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return NULL;
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}
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}
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if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0)
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if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
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{
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{
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return NULL;
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return NULL;
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}
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}
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@ -462,11 +462,13 @@ class Inventory : Actor native
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let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
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let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
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if (copy != NULL)
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if (copy != NULL)
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{
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{
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amt = clamp(amt, 1, Amount);
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copy.MaxAmount = MaxAmount;
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copy.MaxAmount = MaxAmount;
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copy.Amount = 1;
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copy.Amount = amt;
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copy.DropTime = 30;
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copy.DropTime = 30;
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copy.bSpecial = copy.bSolid = false;
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copy.bSpecial = copy.bSolid = false;
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Amount--;
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Amount -= amt;
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}
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}
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return copy;
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return copy;
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}
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}
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@ -174,7 +174,7 @@ class Powerup : Inventory
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable ()
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override Inventory CreateTossable (int amount)
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{
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{
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return NULL;
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return NULL;
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}
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}
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@ -435,7 +435,7 @@ class Weapon : StateProvider native
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable ()
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override Inventory CreateTossable (int amt)
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{
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{
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// Only drop the weapon that is meant to be placed in a level. That is,
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// Only drop the weapon that is meant to be placed in a level. That is,
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// only drop the weapon that normally gives you ammo.
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// only drop the weapon that normally gives you ammo.
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@ -443,9 +443,9 @@ class Weapon : StateProvider native
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Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 &&
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Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 &&
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(SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0))
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(SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0))
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{
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{
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return SisterWeapon.CreateTossable ();
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return SisterWeapon.CreateTossable (amt);
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}
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}
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let copy = Weapon(Super.CreateTossable ());
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let copy = Weapon(Super.CreateTossable (-1));
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if (copy != NULL)
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if (copy != NULL)
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{
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{
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@ -79,7 +79,7 @@ class Coin : Inventory
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//
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//
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//===========================================================================
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//===========================================================================
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override Inventory CreateTossable ()
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override Inventory CreateTossable (int amt)
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{
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{
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Coin tossed;
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Coin tossed;
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@ -87,17 +87,20 @@ class Coin : Inventory
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{
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{
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return NULL;
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return NULL;
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}
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}
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if (Amount >= 50)
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if (amt == -1) amt = Amount >= 50? 50 : Amount >= 25? 25 : Amount >= 10? 10 : 1;
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else if (amt > Amount) amt = Amount;
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if (amt > 25)
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{
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{
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Amount -= 50;
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Amount -= amt;
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tossed = Coin(Spawn("Gold50"));
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tossed = Coin(Spawn("Gold50"));
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tossed.Amount = amt;
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}
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}
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else if (Amount >= 25)
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else if (amt > 10)
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{
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{
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Amount -= 25;
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Amount -= 25;
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tossed = Coin(Spawn("Gold25"));
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tossed = Coin(Spawn("Gold25"));
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}
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}
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else if (Amount >= 10)
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else if (amt > 1)
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{
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{
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Amount -= 10;
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Amount -= 10;
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tossed = Coin(Spawn("Gold10"));
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tossed = Coin(Spawn("Gold10"));
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