mirror of
https://github.com/ZDoom/gzdoom.git
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9064a5b0ac
- added a String class to allow attaching methods to the builtin string type. This works by checking if the left side of the member accessor is a string and just replacing the tyoe in this one place, all the rest is automatic.
201 lines
3.2 KiB
Text
201 lines
3.2 KiB
Text
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// Coin ---------------------------------------------------------------------
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class Coin : Inventory
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{
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Default
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{
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+DROPPED
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+NOTDMATCH
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+FLOORCLIP
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Inventory.MaxAmount 0x7fffffff;
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+INVENTORY.INVBAR
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Tag "$TAG_COIN";
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Inventory.Icon "I_COIN";
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Inventory.PickupMessage "$TXT_COIN";
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}
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States
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{
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Spawn:
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COIN A -1;
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Stop;
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}
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// Coin ---------------------------------------------------------------------
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override String PickupMessage ()
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{
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if (Amount == 1)
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{
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return Super.PickupMessage();
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}
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else
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{
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String msg = StringTable.Localize("TXT_XGOLD");
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msg.Replace("%d", "" .. Amount);
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return msg;
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}
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}
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override bool HandlePickup (Inventory item)
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{
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if (item is "Coin")
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{
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if (Amount < MaxAmount)
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{
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if (MaxAmount - Amount < item.Amount)
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{
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Amount = MaxAmount;
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}
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else
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{
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Amount += item.Amount;
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}
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item.bPickupGood = true;
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}
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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 Inventory CreateCopy (Actor other)
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{
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if (GetClass() == "Coin")
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{
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return Super.CreateCopy (other);
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}
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Inventory copy = Inventory(Spawn("Coin"));
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copy.Amount = Amount;
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copy.BecomeItem ();
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GoAwayAndDie ();
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return copy;
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}
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//===========================================================================
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//
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// ACoin :: CreateTossable
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//
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// Gold drops in increments of 50 if you have that much, less if you don't.
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//
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//===========================================================================
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override Inventory CreateTossable ()
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{
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Coin tossed;
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if (bUndroppable || Owner == NULL || Amount <= 0)
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{
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return NULL;
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}
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if (Amount >= 50)
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{
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Amount -= 50;
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tossed = Coin(Spawn("Gold50"));
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}
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else if (Amount >= 25)
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{
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Amount -= 25;
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tossed = Coin(Spawn("Gold25"));
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}
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else if (Amount >= 10)
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{
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Amount -= 10;
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tossed = Coin(Spawn("Gold10"));
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}
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else if (Amount > 1 || bKeepDepleted)
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{
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Amount -= 1;
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tossed = Coin(Spawn("Coin"));
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}
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else // Amount == 1 && !(ItemFlags & IF_KEEPDEPLETED)
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{
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BecomePickup ();
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tossed = self;
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}
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tossed.bSpecial = false;
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tossed.bSolid = false;
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tossed.DropTime = 30;
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if (tossed != self && Amount <= 0)
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{
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Destroy ();
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}
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return tossed;
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}
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}
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// 10 Gold ------------------------------------------------------------------
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class Gold10 : Coin
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{
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Default
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{
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Inventory.Amount 10;
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Tag "$TAG_10GOLD";
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Inventory.PickupMessage "$TXT_10GOLD";
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}
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States
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{
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Spawn:
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CRED A -1;
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Stop;
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}
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}
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// 25 Gold ------------------------------------------------------------------
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class Gold25 : Coin
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{
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Default
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{
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Inventory.Amount 25;
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Tag "$TAG_25GOLD";
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Inventory.PickupMessage "$TXT_25GOLD";
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}
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States
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{
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Spawn:
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SACK A -1;
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Stop;
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}
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}
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// 50 Gold ------------------------------------------------------------------
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class Gold50 : Coin
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{
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Default
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{
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Inventory.Amount 50;
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Tag "$TAG_50GOLD";
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Inventory.PickupMessage "$TXT_50GOLD";
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}
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States
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{
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Spawn:
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CHST A -1;
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Stop;
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}
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}
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// 300 Gold ------------------------------------------------------------------
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class Gold300 : Coin
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{
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Default
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{
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Inventory.Amount 300;
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Tag "$TAG_300GOLD";
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Inventory.PickupMessage "$TXT_300GOLD";
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Inventory.GiveQuest 3;
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+INVENTORY.ALWAYSPICKUP
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}
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States
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{
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Spawn:
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TOKN A -1;
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Stop;
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}
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}
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