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https://github.com/ZDoom/gzdoom.git
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b43c440552
Allows for easier customizing of whether or not an item should be shared with players upon pickup in co-op (e.g. it allows it to be expanded to weapons with custom cvars).
163 lines
3.4 KiB
Text
163 lines
3.4 KiB
Text
//===========================================================================
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//
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//
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//
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//===========================================================================
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class ScoreItem : Inventory
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{
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Default
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{
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Height 10;
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+COUNTITEM
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Inventory.Amount 1;
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+Inventory.ALWAYSPICKUP
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}
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override bool TryPickup (in out Actor toucher)
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{
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toucher.Score += Amount;
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GoAwayAndDie();
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return true;
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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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//===========================================================================
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class Key : Inventory
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{
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Default
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{
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+DONTGIB; // Don't disappear due to a crusher
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+INVENTORY.ISKEYITEM;
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Inventory.InterHubAmount 0;
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Inventory.PickupSound "misc/k_pkup";
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}
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static native clearscope bool IsLockDefined(int locknum);
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static native clearscope Color GetMapColorForLock(int locknum);
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static native clearscope Color GetMapColorForKey(Key key);
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static native clearscope int GetKeyTypeCount();
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static native clearscope class<Key> GetKeyType(int index);
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override bool ShouldShareItem(Actor giver)
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{
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return sv_coopsharekeys;
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}
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override bool HandlePickup (Inventory item)
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{
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// In single player, you can pick up an infinite number of keys
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// even though you can only hold one of each.
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if (multiplayer)
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{
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return Super.HandlePickup (item);
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}
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if (GetClass() == item.GetClass())
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{
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item.bPickupGood = true;
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return true;
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}
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return false;
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}
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override bool ShouldStay ()
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{
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return !!multiplayer;
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}
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}
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//===========================================================================
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//
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// AMapRevealer
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//
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// A MapRevealer reveals the whole map for the player who picks it up.
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// The MapRevealer doesn't actually go in your inventory. Instead, it sets
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// a flag on the level.
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//
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//===========================================================================
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class MapRevealer : Inventory
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{
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override bool TryPickup (in out Actor toucher)
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{
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level.allmap = true;
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GoAwayAndDie ();
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return true;
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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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//===========================================================================
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class PuzzleItem : Inventory
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{
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meta int PuzzleItemNumber;
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meta String PuzzFailMessage;
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meta Sound PuzzFailSound;
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property Number: PuzzleItemNumber;
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property FailMessage: PuzzFailMessage;
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property FailSound: PuzzFailSound;
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Default
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{
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+NOGRAVITY
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+INVENTORY.INVBAR
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+INVENTORY.ISKEYITEM
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Inventory.DefMaxAmount;
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Inventory.UseSound "PuzzleSuccess";
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Inventory.PickupSound "misc/i_pkup";
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PuzzleItem.FailMessage("$TXT_USEPUZZLEFAILED");
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PuzzleItem.FailSound "*puzzfail";
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}
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override bool ShouldShareItem(Actor giver)
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{
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return sv_coopsharekeys;
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}
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override bool HandlePickup (Inventory item)
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{
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// Can't carry more than 1 of each puzzle item in coop netplay
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if (multiplayer && !deathmatch && item.GetClass() == GetClass())
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{
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return true;
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}
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return Super.HandlePickup (item);
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}
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override bool Use (bool pickup)
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{
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if (Owner == NULL) return false;
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if (Owner.UsePuzzleItem (PuzzleItemNumber))
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{
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return true;
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}
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// [RH] Always play the sound if the use fails.
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Owner.A_StartSound (PuzzFailSound, CHAN_VOICE);
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if (Owner.CheckLocalView())
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{
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Console.MidPrint (null, PuzzFailMessage, true);
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}
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return false;
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}
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override void UseAll(Actor user)
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{
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}
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override bool ShouldStay ()
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{
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return !!multiplayer;
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}
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}
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