#include "info.h" #include "a_pickups.h" #include "a_artifacts.h" #include "gstrings.h" #include "p_local.h" #include "p_enemy.h" #include "s_sound.h" #include "c_console.h" IMPLEMENT_STATELESS_ACTOR (APuzzleItem, Any, -1, 0) PROP_Flags (MF_SPECIAL|MF_NOGRAVITY) PROP_Inventory_FlagsSet (IF_INVBAR) PROP_Inventory_DefMaxAmount PROP_UseSound ("PuzzleSuccess") PROP_Inventory_PickupSound ("misc/i_pkup") END_DEFAULTS void APuzzleItem::Serialize (FArchive &arc) { Super::Serialize (arc); arc << PuzzleItemNumber; } bool APuzzleItem::HandlePickup (AInventory *item) { // Can't carry more than 1 of each puzzle item in coop netplay if (multiplayer && !deathmatch && item->GetClass() == GetClass()) { return true; } return Super::HandlePickup (item); } bool APuzzleItem::Use (bool pickup) { if (P_UsePuzzleItem (Owner, PuzzleItemNumber)) { return true; } // [RH] Always play the sound if the use fails. S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE); const char *message = GetClass()->Meta.GetMetaString (AIMETA_PuzzFailMessage); if (message != NULL && *message=='$') message = GStrings[message + 1]; if (message == NULL) message = GStrings("TXT_USEPUZZLEFAILED"); C_MidPrintBold (message); return false; } bool APuzzleItem::ShouldStay () { return !!multiplayer; }