mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-29 15:12:11 +00:00
Merge branch 'master' of https://github.com/raa-eruanna/qzdoom into qzdoom
This commit is contained in:
commit
563b64b5e3
25 changed files with 115 additions and 62 deletions
|
@ -713,7 +713,7 @@ public:
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virtual bool UseInventory (AInventory *item);
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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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void ClearInventory();
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|
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@ -55,7 +55,7 @@ struct event_t
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};
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typedef enum
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enum gameaction_t : int
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{
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ga_nothing,
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ga_loadlevel,
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@ -75,7 +75,7 @@ typedef enum
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ga_screenshot,
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ga_togglemap,
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ga_fullconsole,
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} gameaction_t;
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};
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|
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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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{
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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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&& 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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else
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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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@ -2764,10 +2767,13 @@ void Net_SkipCommand (int type, BYTE **stream)
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break;
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case DEM_INVUSE:
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case DEM_INVDROP:
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skip = 4;
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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_DROPPLAYER:
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case DEM_FOV:
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@ -501,7 +501,7 @@ PInt::PInt(unsigned int size, bool unsign, bool compatible)
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MemberOnly = (size < 4);
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if (!unsign)
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{
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int maxval = (1 << ((8 * size) - 1)) - 1;
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int maxval = (1u << ((8 * size) - 1)) - 1; // compute as unsigned to prevent overflow before -1
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int minval = -maxval - 1;
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Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Min, this, minval));
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Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Max, this, maxval));
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@ -509,7 +509,7 @@ PInt::PInt(unsigned int size, bool unsign, bool compatible)
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else
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{
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Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Min, this, 0u));
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Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Max, this, (1u << (8 * size)) - 1));
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Symbols.AddSymbol(new PSymbolConstNumeric(NAME_Max, this, (1u << ((8 * size) - 1))));
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}
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SetOps();
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}
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@ -3219,16 +3219,24 @@ PClass *PClass::CreateDerivedClass(FName name, unsigned int size)
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const PClass *existclass = FindClass(name);
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// This is a placeholder so fill it in
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if (existclass != NULL && existclass->Size == (unsigned)-1)
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if (existclass != nullptr)
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{
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type = const_cast<PClass*>(existclass);
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if (!IsDescendantOf(type->ParentClass))
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// This is a placeholder so fill it in
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if (existclass->Size == TentativeClass)
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{
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I_Error("%s must inherit from %s but doesn't.", name.GetChars(), type->ParentClass->TypeName.GetChars());
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type = const_cast<PClass*>(existclass);
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if (!IsDescendantOf(type->ParentClass))
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{
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I_Error("%s must inherit from %s but doesn't.", name.GetChars(), type->ParentClass->TypeName.GetChars());
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}
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DPrintf(DMSG_SPAMMY, "Defining placeholder class %s\n", name.GetChars());
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notnew = true;
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}
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else
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{
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// a different class with the same name already exists. Let the calling code deal with this.
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return nullptr;
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}
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DPrintf(DMSG_SPAMMY, "Defining placeholder class %s\n", name.GetChars());
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notnew = true;
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}
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else
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{
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|
|
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@ -64,7 +64,7 @@ typedef enum
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// The current state of the game: whether we are
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// playing, gazing at the intermission screen,
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// the game final animation, or a demo.
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typedef enum
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enum gamestate_t : int
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{
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GS_LEVEL,
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GS_INTERMISSION,
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@ -79,7 +79,7 @@ typedef enum
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GS_FORCEWIPEFADE = -2,
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GS_FORCEWIPEBURN = -3,
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GS_FORCEWIPEMELT = -4
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} gamestate_t;
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};
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extern gamestate_t gamestate;
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|
|
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@ -241,6 +241,7 @@ FString BackupSaveName;
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bool SendLand;
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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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@ -457,12 +458,14 @@ CCMD (invdrop)
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if (players[consoleplayer].mo)
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{
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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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CCMD (weapdrop)
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{
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SendItemDrop = players[consoleplayer].ReadyWeapon;
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SendItemDropAmount = -1;
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}
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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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{
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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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@ -762,6 +766,7 @@ void G_BuildTiccmd (ticcmd_t *cmd)
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{
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Net_WriteByte (DEM_INVDROP);
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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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}
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@ -94,6 +94,7 @@ extern AActor *bodyque[BODYQUESIZE];
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extern int bodyqueslot;
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class AInventory;
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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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|
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@ -776,7 +776,7 @@ void G_DoCompleted (void)
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AM_Stop ();
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wminfo.finished_ep = level.cluster - 1;
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wminfo.LName0 = TexMan[TexMan.CheckForTexture(level.info->PName, FTexture::TEX_MiscPatch)];
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wminfo.LName0 = TexMan.CheckForTexture(level.info->PName, FTexture::TEX_MiscPatch);
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wminfo.current = level.MapName;
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if (deathmatch &&
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@ -792,12 +792,12 @@ void G_DoCompleted (void)
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if (nextinfo == NULL || strncmp (nextlevel, "enDSeQ", 6) == 0)
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{
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wminfo.next = nextlevel;
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wminfo.LName1 = NULL;
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wminfo.LName1.SetInvalid();
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}
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else
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{
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wminfo.next = nextinfo->MapName;
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wminfo.LName1 = TexMan[TexMan.CheckForTexture(nextinfo->PName, FTexture::TEX_MiscPatch)];
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wminfo.LName1 = TexMan.CheckForTexture(nextinfo->PName, FTexture::TEX_MiscPatch);
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}
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}
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|
|
|
@ -411,6 +411,11 @@ void M_SetMenu(FName menu, int param)
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C_DoCommand("menu_quit");
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return;
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case NAME_EndGameMenu:
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// The separate menu class no longer exists but the name still needs support for existing mods.
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void ActivateEndGameMenu();
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ActivateEndGameMenu();
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return;
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}
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// End of special checks
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|
|
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@ -125,17 +125,8 @@ CCMD (menu_quit)
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//
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//=============================================================================
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CCMD (menu_endgame)
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{ // F7
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if (!usergame)
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{
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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//M_StartControlPanel (true);
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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void ActivateEndGameMenu()
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{
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FString tempstring = GStrings(netgame ? "NETEND" : "ENDGAME");
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DMenu *newmenu = CreateMessageBoxMenu(CurrentMenu, tempstring, 0, false, NAME_None, []()
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{
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|
@ -149,6 +140,20 @@ CCMD (menu_endgame)
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M_ActivateMenu(newmenu);
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}
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CCMD (menu_endgame)
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{ // F7
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if (!usergame)
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{
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/invalid", snd_menuvolume, ATTN_NONE);
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return;
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}
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//M_StartControlPanel (true);
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S_Sound (CHAN_VOICE | CHAN_UI, "menu/activate", snd_menuvolume, ATTN_NONE);
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ActivateEndGameMenu();
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}
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//=============================================================================
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//
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//
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|
|
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@ -671,6 +671,7 @@ xx(Optionsmenu)
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xx(Quitmenu)
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xx(Savemenu)
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xx(Playermenu)
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xx(EndGameMenu)
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xx(Playerbox)
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xx(Team)
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|
|
|
@ -3663,13 +3663,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(drop, AInventory);
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PARAM_INT_DEF(amount);
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if (drop)
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{
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AInventory *inv = self->FindInventory(drop);
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if (inv)
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{
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self->DropInventory(inv);
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self->DropInventory(inv, amount);
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}
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}
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return 0;
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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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AInventory *AActor::DropInventory (AInventory *item)
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AInventory *AActor::DropInventory (AInventory *item, int amt)
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{
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AInventory *drop = nullptr;
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IFVIRTUALPTR(item, AInventory, CreateTossable)
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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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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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if (drop == nullptr) return NULL;
|
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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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PARAM_SELF_PROLOGUE(AActor);
|
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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_DEF(amt);
|
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ACTION_RETURN_OBJECT(self->DropInventory(item, amt));
|
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}
|
||||
|
||||
//============================================================================
|
||||
|
|
|
@ -851,7 +851,10 @@ void InitThingdef()
|
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fieldptr = new PField("playeringame", parray, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&playeringame);
|
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Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
|
||||
|
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fieldptr = new PField("gameaction", TypeUInt8, VARF_Native | VARF_Static, (intptr_t)&gameaction);
|
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fieldptr = new PField("gameaction", TypeUInt32, VARF_Native | VARF_Static, (intptr_t)&gameaction);
|
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Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
|
||||
|
||||
fieldptr = new PField("gamestate", TypeSInt32, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&gamestate);
|
||||
Namespaces.GlobalNamespace->Symbols.AddSymbol(fieldptr);
|
||||
|
||||
fieldptr = new PField("skyflatnum", TypeTextureID, VARF_Native | VARF_Static | VARF_ReadOnly, (intptr_t)&skyflatnum);
|
||||
|
|
|
@ -836,7 +836,7 @@ public:
|
|||
{
|
||||
int y = WI_TITLEY * CleanYfac;
|
||||
|
||||
y = WI_DrawName(y, wbs->LName0, lnametexts[0]);
|
||||
y = WI_DrawName(y, TexMan(wbs->LName0), lnametexts[0]);
|
||||
|
||||
// Adjustment for different font sizes for map name and 'finished'.
|
||||
y -= ((mapname.mFont->GetHeight() - finished.mFont->GetHeight()) * CleanYfac) / 4;
|
||||
|
@ -866,7 +866,7 @@ public:
|
|||
|
||||
y = WI_DrawPatchText(y, &entering, "WI_ENTERING");
|
||||
y += entering.mFont->GetHeight() * CleanYfac / 4;
|
||||
WI_DrawName(y, wbs->LName1, lnametexts[1]);
|
||||
WI_DrawName(y, TexMan(wbs->LName1), lnametexts[1]);
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -51,8 +51,8 @@ struct wbstartstruct_t
|
|||
FString current; // [RH] Name of map just finished
|
||||
FString next; // next level, [RH] actual map name
|
||||
|
||||
FTexture *LName0;
|
||||
FTexture *LName1;
|
||||
FTextureID LName0;
|
||||
FTextureID LName1;
|
||||
|
||||
int maxkills;
|
||||
int maxitems;
|
||||
|
|
|
@ -496,7 +496,7 @@ class Actor : Thinker native
|
|||
native bool TakeInventory(class<Inventory> itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
|
||||
native Inventory FindInventory(class<Inventory> itemtype, bool subclass = false);
|
||||
native Inventory GiveInventoryType(class<Inventory> itemtype);
|
||||
native Inventory DropInventory (Inventory item);
|
||||
native Inventory DropInventory (Inventory item, int amt = -1);
|
||||
native bool UseInventory(Inventory item);
|
||||
native void ObtainInventory(Actor other);
|
||||
native bool GiveAmmo (Class<Ammo> type, int amount);
|
||||
|
@ -788,7 +788,7 @@ class Actor : Thinker native
|
|||
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, double mult_h = 1, double mult_v = 1);
|
||||
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, double size = 1, double angle = 0, double xoff = 0, double yoff = 0, double zoff = 0, double velx = 0, double vely = 0, double velz = 0, double accelx = 0, double accely = 0, double accelz = 0, double startalphaf = 1, double fadestepf = -1, double sizestep = 0);
|
||||
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
|
||||
native void A_DropInventory(class<Inventory> itemtype);
|
||||
native void A_DropInventory(class<Inventory> itemtype, int amount);
|
||||
native void A_SetBlend(color color1, double alpha, int tics, color color2 = 0);
|
||||
deprecated native void A_ChangeFlag(string flagname, bool value);
|
||||
native void A_ChangeCountFlags(int kill = FLAG_NO_CHANGE, int item = FLAG_NO_CHANGE, int secret = FLAG_NO_CHANGE);
|
||||
|
|
|
@ -1033,6 +1033,18 @@ enum PaletteFlashFlags
|
|||
PF_HAZARD = 8,
|
||||
};
|
||||
|
||||
enum EGameState
|
||||
{
|
||||
GS_LEVEL,
|
||||
GS_INTERMISSION,
|
||||
GS_FINALE,
|
||||
GS_DEMOSCREEN,
|
||||
GS_FULLCONSOLE,
|
||||
GS_HIDECONSOLE,
|
||||
GS_STARTUP,
|
||||
GS_TITLELEVEL,
|
||||
}
|
||||
|
||||
enum EGameAction
|
||||
{
|
||||
ga_nothing,
|
||||
|
|
|
@ -173,9 +173,9 @@ class Ammo : Inventory
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable()
|
||||
override Inventory CreateTossable(int amt)
|
||||
{
|
||||
Inventory copy = Super.CreateTossable();
|
||||
Inventory copy = Super.CreateTossable(amt);
|
||||
if (copy != null)
|
||||
{ // Do not increase ammo by dropping it and picking it back up at
|
||||
// certain skill levels.
|
||||
|
@ -306,9 +306,9 @@ class BackpackItem : Inventory
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
override Inventory CreateTossable (int amount)
|
||||
{
|
||||
let pack = BackpackItem(Super.CreateTossable());
|
||||
let pack = BackpackItem(Super.CreateTossable(-1));
|
||||
if (pack != NULL)
|
||||
{
|
||||
pack.bDepleted = true;
|
||||
|
|
|
@ -489,7 +489,7 @@ class HexenArmor : Armor
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
override Inventory CreateTossable (int amount)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -120,9 +120,9 @@ class HealthPickup : Inventory
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
override Inventory CreateTossable (int amount)
|
||||
{
|
||||
Inventory copy = Super.CreateTossable ();
|
||||
Inventory copy = Super.CreateTossable (-1);
|
||||
if (copy != NULL)
|
||||
{
|
||||
copy.health = health;
|
||||
|
|
|
@ -440,7 +440,7 @@ class Inventory : Actor native
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual Inventory CreateTossable ()
|
||||
virtual Inventory CreateTossable (int amt = -1)
|
||||
{
|
||||
// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
|
||||
// like the fist can't be dropped because you'll never see it.)
|
||||
|
@ -448,7 +448,7 @@ class Inventory : Actor native
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0)
|
||||
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
@ -462,11 +462,13 @@ class Inventory : Actor native
|
|||
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
|
||||
if (copy != NULL)
|
||||
{
|
||||
amt = clamp(amt, 1, Amount);
|
||||
|
||||
copy.MaxAmount = MaxAmount;
|
||||
copy.Amount = 1;
|
||||
copy.Amount = amt;
|
||||
copy.DropTime = 30;
|
||||
copy.bSpecial = copy.bSolid = false;
|
||||
Amount--;
|
||||
Amount -= amt;
|
||||
}
|
||||
return copy;
|
||||
}
|
||||
|
|
|
@ -174,7 +174,7 @@ class Powerup : Inventory
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
override Inventory CreateTossable (int amount)
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
|
|
@ -435,7 +435,7 @@ class Weapon : StateProvider native
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
override Inventory CreateTossable (int amt)
|
||||
{
|
||||
// Only drop the weapon that is meant to be placed in a level. That is,
|
||||
// only drop the weapon that normally gives you ammo.
|
||||
|
@ -443,9 +443,9 @@ class Weapon : StateProvider native
|
|||
Default.AmmoGive1 == 0 && Default.AmmoGive2 == 0 &&
|
||||
(SisterWeapon.Default.AmmoGive1 > 0 || SisterWeapon.Default.AmmoGive2 > 0))
|
||||
{
|
||||
return SisterWeapon.CreateTossable ();
|
||||
return SisterWeapon.CreateTossable (amt);
|
||||
}
|
||||
let copy = Weapon(Super.CreateTossable ());
|
||||
let copy = Weapon(Super.CreateTossable (-1));
|
||||
|
||||
if (copy != NULL)
|
||||
{
|
||||
|
|
|
@ -79,7 +79,7 @@ class Coin : Inventory
|
|||
//
|
||||
//===========================================================================
|
||||
|
||||
override Inventory CreateTossable ()
|
||||
override Inventory CreateTossable (int amt)
|
||||
{
|
||||
Coin tossed;
|
||||
|
||||
|
@ -87,17 +87,20 @@ class Coin : Inventory
|
|||
{
|
||||
return NULL;
|
||||
}
|
||||
if (Amount >= 50)
|
||||
if (amt == -1) amt = Amount >= 50? 50 : Amount >= 25? 25 : Amount >= 10? 10 : 1;
|
||||
else if (amt > Amount) amt = Amount;
|
||||
if (amt > 25)
|
||||
{
|
||||
Amount -= 50;
|
||||
Amount -= amt;
|
||||
tossed = Coin(Spawn("Gold50"));
|
||||
tossed.Amount = amt;
|
||||
}
|
||||
else if (Amount >= 25)
|
||||
else if (amt > 10)
|
||||
{
|
||||
Amount -= 25;
|
||||
tossed = Coin(Spawn("Gold25"));
|
||||
}
|
||||
else if (Amount >= 10)
|
||||
else if (amt > 1)
|
||||
{
|
||||
Amount -= 10;
|
||||
tossed = Coin(Spawn("Gold10"));
|
||||
|
|
Loading…
Reference in a new issue