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https://github.com/ZDoom/gzdoom.git
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30a8541a15
- fixed: ClearInventory did not process depleted items properly. - changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
72 lines
1.1 KiB
Text
72 lines
1.1 KiB
Text
class Armor : Inventory native
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{
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Default
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{
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Inventory.PickupSound "misc/armor_pkup";
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}
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}
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class BasicArmor : Armor native
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{
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native int AbsorbCount;
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int BonusCount;
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native Name ArmorType;
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native int ActualSaveAmount;
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Default
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{
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+Inventory.KEEPDEPLETED
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}
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}
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class BasicArmorBonus : Armor native
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{
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native double SavePercent; // The default, for when you don't already have armor
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native int MaxSaveAmount;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int SaveAmount;
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native int BonusCount;
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native int BonusMax;
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Default
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{
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+Inventory.AUTOACTIVATE
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+Inventory.ALWAYSPICKUP
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Inventory.MaxAmount 0;
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Armor.SavePercent 33.335;
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}
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}
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class BasicArmorPickup : Armor native
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{
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native double SavePercent;
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native int MaxAbsorb;
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native int MaxFullAbsorb;
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native int SaveAmount;
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Default
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{
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+Inventory.AUTOACTIVATE;
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Inventory.MaxAmount 0;
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}
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}
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class HexenArmor : Armor native
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{
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native double Slots[5];
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native double SlotsIncrement[4];
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Default
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{
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+Inventory.KEEPDEPLETED
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+Inventory.UNTOSSABLE
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}
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}
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