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- scriptified HexenArmor.
This commit is contained in:
parent
2fcffd1fc1
commit
632a29e365
12 changed files with 217 additions and 242 deletions
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@ -46,7 +46,6 @@
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#include "cmdlib.h"
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IMPLEMENT_CLASS(AArmor, false, false)
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IMPLEMENT_CLASS(AHexenArmor, false, false)
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//===========================================================================
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//
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@ -56,178 +55,3 @@ IMPLEMENT_CLASS(AHexenArmor, false, false)
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//
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//===========================================================================
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DEFINE_FIELD(AHexenArmor, Slots)
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DEFINE_FIELD(AHexenArmor, SlotsIncrement)
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//===========================================================================
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//
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// AHexenArmor :: Serialize
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//
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//===========================================================================
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void AHexenArmor::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (AHexenArmor *)GetDefault();
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arc.Array("slots", Slots, def->Slots, 5, true)
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.Array("slotsincrement", SlotsIncrement, def->SlotsIncrement, 4);
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}
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//===========================================================================
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//
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// AHexenArmor :: CreateCopy
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//
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//===========================================================================
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AInventory *AHexenArmor::CreateCopy (AActor *other)
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{
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// Like BasicArmor, HexenArmor is used in the inventory but not the map.
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// health is the slot this armor occupies.
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// Amount is the quantity to give (0 = normal max).
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AHexenArmor *copy = Spawn<AHexenArmor> ();
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copy->AddArmorToSlot (other, health, Amount);
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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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// AHexenArmor :: CreateTossable
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//
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// Since this isn't really a single item, you can't drop it. Ever.
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//
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//===========================================================================
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AInventory *AHexenArmor::CreateTossable ()
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{
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return NULL;
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}
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//===========================================================================
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//
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// AHexenArmor :: HandlePickup
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//
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//===========================================================================
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bool AHexenArmor::HandlePickup (AInventory *item)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AHexenArmor)))
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{
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if (AddArmorToSlot (Owner, item->health, item->Amount))
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{
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item->ItemFlags |= IF_PICKUPGOOD;
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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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//===========================================================================
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//
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// AHexenArmor :: AddArmorToSlot
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//
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//===========================================================================
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bool AHexenArmor::AddArmorToSlot (AActor *actor, int slot, int amount)
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{
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APlayerPawn *ppawn;
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double hits;
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if (actor->player != NULL)
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{
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ppawn = static_cast<APlayerPawn *>(actor);
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}
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else
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{
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ppawn = NULL;
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}
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if (slot < 0 || slot > 3)
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{
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return false;
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}
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if (amount <= 0)
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{
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hits = SlotsIncrement[slot];
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if (Slots[slot] < hits)
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{
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Slots[slot] = hits;
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return true;
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}
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}
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else
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{
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hits = amount * 5;
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auto total = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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auto max = SlotsIncrement[0] + SlotsIncrement[1] + SlotsIncrement[2] + SlotsIncrement[3] + Slots[4] + 4 * 5;
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if (total < max)
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{
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Slots[slot] += hits;
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return true;
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}
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}
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return false;
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}
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//===========================================================================
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//
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// AHexenArmor :: AbsorbDamage
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//
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//===========================================================================
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void AHexenArmor::AbsorbDamage (int damage, FName damageType, int &newdamage)
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{
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if (!DamageTypeDefinition::IgnoreArmor(damageType))
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{
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double savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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if (savedPercent)
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{ // armor absorbed some damage
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if (savedPercent > 100)
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{
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savedPercent = 100;
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}
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for (int i = 0; i < 4; i++)
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{
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if (Slots[i])
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{
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// 300 damage always wipes out the armor unless some was added
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// with the dragon skin bracers.
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if (damage < 10000)
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{
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Slots[i] -= damage * SlotsIncrement[i] / 300.;
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if (Slots[i] < 2)
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{
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Slots[i] = 0;
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}
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}
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else
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{
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Slots[i] = 0;
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}
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}
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}
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int saved = int(damage * savedPercent / 100.);
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if (saved > savedPercent*2)
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{
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saved = int(savedPercent*2);
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}
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newdamage -= saved;
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damage = newdamage;
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}
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}
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}
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//===========================================================================
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//
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// AHexenArmor :: DepleteOrDestroy
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//
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//===========================================================================
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void AHexenArmor::DepleteOrDestroy()
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{
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for (int i = 0; i < 4; i++)
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{
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Slots[i] = 0;
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}
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}
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@ -8,24 +8,3 @@ class AArmor : public AInventory
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DECLARE_CLASS (AArmor, AInventory)
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};
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// Hexen armor consists of four separate armor types plus a conceptual armor
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// type (the player himself) that work together as a single armor.
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class AHexenArmor : public AArmor
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{
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DECLARE_CLASS (AHexenArmor, AArmor)
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public:
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virtual void Serialize(FSerializer &arc) override;
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virtual AInventory *CreateCopy (AActor *other) override;
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virtual AInventory *CreateTossable () override;
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virtual bool HandlePickup (AInventory *item) override;
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virtual void AbsorbDamage (int damage, FName damageType, int &newdamage) override;
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virtual void DepleteOrDestroy() override;
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double Slots[5];
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double SlotsIncrement[4];
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protected:
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bool AddArmorToSlot (AActor *actor, int slot, int amount);
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};
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@ -1051,19 +1051,10 @@ void AInventory::OnDestroy ()
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void AInventory::DepleteOrDestroy ()
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{
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// If it's not ammo or an internal armor, destroy it.
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// Ammo needs to stick around, even when it's zero for the benefit
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// of the weapons that use it and to maintain the maximum ammo
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (ItemFlags & IF_KEEPDEPLETED)
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IFVIRTUAL(AInventory, DepleteOrDestroy)
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{
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Amount = 0;
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}
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else
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{
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Destroy();
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VMValue params[1] = { (DObject*)this };
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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@ -82,7 +82,7 @@ public:
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// virtual methods that only get overridden by special internal classes, like DehackedPickup.
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// There is no need to expose these to scripts.
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virtual void DepleteOrDestroy ();
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void DepleteOrDestroy ();
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virtual bool ShouldRespawn ();
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virtual void DoPickupSpecial (AActor *toucher);
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@ -364,10 +364,11 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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}
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pmo->Destroy ();
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// Restore playerclass armor to its normal amount.
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AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
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auto hxarmor = mo->FindInventory(NAME_HexenArmor);
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if (hxarmor != nullptr)
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{
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hxarmor->Slots[4] = mo->GetClass()->HexenArmor[0];
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double *Slots = (double*)hxarmor->ScriptVar(NAME_Slots, nullptr);
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Slots[4] = mo->GetClass()->HexenArmor[0];
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}
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return true;
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}
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@ -276,13 +276,15 @@ class CommandDrawImage : public SBarInfoCommandFlowControl
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{
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int armorType = type - HEXENARMOR_ARMOR;
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AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory<AHexenArmor>();
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auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
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if (harmor != NULL)
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{
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if (harmor->Slots[armorType] > 0 && harmor->SlotsIncrement[armorType] > 0)
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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double *SlotsIncrement = (double*)harmor->ScriptVar(NAME_SlotsIncrement, nullptr);
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if (Slots[armorType] > 0 && SlotsIncrement[armorType] > 0)
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{
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//combine the alpha values
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alpha *= MIN(1., harmor->Slots[armorType] / harmor->SlotsIncrement[armorType]);
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alpha *= MIN(1., Slots[armorType] / SlotsIncrement[armorType]);
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texture = statusBar->Images[image];
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}
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else
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case SAVEPERCENT:
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{
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double add = 0;
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AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory<AHexenArmor>();
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auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
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if(harmor != NULL)
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{
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add = harmor->Slots[0] + harmor->Slots[1] +
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harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4];
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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add = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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}
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//Hexen counts basic armor also so we should too.
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if(statusBar->armor != NULL)
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case SAVEPERCENT:
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{
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double add = 0;
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AHexenArmor *harmor = statusBar->CPlayer->mo->FindInventory<AHexenArmor>();
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if(harmor != NULL)
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auto harmor = statusBar->CPlayer->mo->FindInventory(NAME_HexenArmor);
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if (harmor != NULL)
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{
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add = harmor->Slots[0] + harmor->Slots[1] +
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harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4];
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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add = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
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}
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//Hexen counts basic armor also so we should too.
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if(statusBar->armor != NULL)
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{
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@ -310,14 +310,15 @@ static void DrawHealth(player_t *CPlayer, int x, int y)
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//
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//===========================================================================
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static void DrawArmor(AInventory * barmor, AHexenArmor * harmor, int x, int y)
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static void DrawArmor(AInventory * barmor, AInventory * harmor, int x, int y)
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{
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int ap = 0;
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int bestslot = 4;
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if (harmor)
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{
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auto ac = (harmor->Slots[0] + harmor->Slots[1] + harmor->Slots[2] + harmor->Slots[3] + harmor->Slots[4]);
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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auto ac = (Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4]);
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ap += int(ac);
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if (ac)
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bestslot = 0;
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for (int i = 1; i < 4; ++i)
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{
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if (harmor->Slots[i] > harmor->Slots[bestslot])
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if (Slots[i] > Slots[bestslot])
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{
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bestslot = i;
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}
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@ -1141,8 +1142,7 @@ void DrawHUD()
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DrawFrags(CPlayer, 5, hudheight-70);
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}
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DrawHealth(CPlayer, 5, hudheight-45);
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DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor),
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CPlayer->mo->FindInventory<AHexenArmor>(), 5, hudheight-20);
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DrawArmor(CPlayer->mo->FindInventory(NAME_BasicArmor), CPlayer->mo->FindInventory(NAME_HexenArmor), 5, hudheight-20);
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i=DrawKeys(CPlayer, hudwidth-4, hudheight-10);
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i=DrawAmmo(CPlayer, hudwidth-5, i);
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if (hud_showweapons) DrawWeapons(CPlayer, hudwidth - 5, i);
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@ -92,6 +92,9 @@ xx(MaxFullAbsorb)
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xx(MaxAmount)
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xx(ActualSaveAmount)
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xx(ArmorType)
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xx(HexenArmor)
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xx(Slots)
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xx(SlotsIncrement)
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xx(BulletPuff)
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@ -894,9 +894,6 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
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result = true;
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}
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if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
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return false;
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// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
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// and infinite ammo is on
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if (notakeinfinite &&
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@ -1153,12 +1153,11 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
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item->IntVar(NAME_SavePercent) = defitem->IntVar(NAME_SavePercent);
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item->Amount = defitem->Amount;
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}
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else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
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else if (item->IsKindOf(PClass::FindActor(NAME_HexenArmor)))
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{
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static_cast<AHexenArmor*>(item)->Slots[0] = static_cast<AHexenArmor*>(defitem)->Slots[0];
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static_cast<AHexenArmor*>(item)->Slots[1] = static_cast<AHexenArmor*>(defitem)->Slots[1];
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static_cast<AHexenArmor*>(item)->Slots[2] = static_cast<AHexenArmor*>(defitem)->Slots[2];
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static_cast<AHexenArmor*>(item)->Slots[3] = static_cast<AHexenArmor*>(defitem)->Slots[3];
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double *SlotsTo = (double*)item->ScriptVar(NAME_Slots, nullptr);
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double *SlotsFrom = (double*)defitem->ScriptVar(NAME_Slots, nullptr);
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memcpy(SlotsTo, SlotsFrom, 4 * sizeof(double));
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}
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}
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else if ((dmflags & DF_COOP_LOSE_POWERUPS) &&
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@ -1364,12 +1363,15 @@ void APlayerPawn::GiveDefaultInventory ()
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// it provides player class based protection that should not affect
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// any other protection item.
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PClassPlayerPawn *myclass = GetClass();
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GiveInventoryType(RUNTIME_CLASS(AHexenArmor));
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AHexenArmor *harmor = FindInventory<AHexenArmor>();
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harmor->Slots[4] = myclass->HexenArmor[0];
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GiveInventoryType(PClass::FindActor(NAME_HexenArmor));
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auto harmor = FindInventory(NAME_HexenArmor);
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double *Slots = (double*)harmor->ScriptVar(NAME_Slots, nullptr);
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double *SlotsIncrement = (double*)harmor->ScriptVar(NAME_SlotsIncrement, nullptr);
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Slots[4] = myclass->HexenArmor[0];
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for (int i = 0; i < 4; ++i)
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{
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harmor->SlotsIncrement[i] = myclass->HexenArmor[i + 1];
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SlotsIncrement[i] = myclass->HexenArmor[i + 1];
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}
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// BasicArmor must come right after that. It should not affect any
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@ -452,16 +452,165 @@ class BasicArmorPickup : Armor
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//
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//===========================================================================
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class HexenArmor : Armor native
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class HexenArmor : Armor
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{
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native double Slots[5];
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native double SlotsIncrement[4];
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double Slots[5];
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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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//
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// AHexenArmor :: CreateCopy
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//
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//===========================================================================
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override Inventory CreateCopy (Actor other)
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{
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// Like BasicArmor, HexenArmor is used in the inventory but not the map.
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// health is the slot this armor occupies.
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// Amount is the quantity to give (0 = normal max).
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let copy = HexenArmor(Spawn("HexenArmor"));
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copy.AddArmorToSlot (health, Amount);
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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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// AHexenArmor :: CreateTossable
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//
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// Since this isn't really a single item, you can't drop it. Ever.
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//
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//===========================================================================
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override Inventory CreateTossable ()
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{
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return NULL;
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}
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//===========================================================================
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//
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// AHexenArmor :: HandlePickup
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//
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//===========================================================================
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|
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override bool HandlePickup (Inventory item)
|
||||
{
|
||||
if (item is "HexenArmor")
|
||||
{
|
||||
if (AddArmorToSlot (item.health, item.Amount))
|
||||
{
|
||||
item.bPickupGood = true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: AddArmorToSlot
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
protected bool AddArmorToSlot (int slot, int amount)
|
||||
{
|
||||
double hits;
|
||||
|
||||
if (slot < 0 || slot > 3)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (amount <= 0)
|
||||
{
|
||||
hits = SlotsIncrement[slot];
|
||||
if (Slots[slot] < hits)
|
||||
{
|
||||
Slots[slot] = hits;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
hits = amount * 5;
|
||||
let total = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
|
||||
let max = SlotsIncrement[0] + SlotsIncrement[1] + SlotsIncrement[2] + SlotsIncrement[3] + Slots[4] + 4 * 5;
|
||||
if (total < max)
|
||||
{
|
||||
Slots[slot] += hits;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: AbsorbDamage
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void AbsorbDamage (int damage, Name damageType, out int newdamage)
|
||||
{
|
||||
if (!DamageTypeDefinition.IgnoreArmor(damageType))
|
||||
{
|
||||
double savedPercent = Slots[0] + Slots[1] + Slots[2] + Slots[3] + Slots[4];
|
||||
|
||||
if (savedPercent)
|
||||
{ // armor absorbed some damage
|
||||
if (savedPercent > 100)
|
||||
{
|
||||
savedPercent = 100;
|
||||
}
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
if (Slots[i])
|
||||
{
|
||||
// 300 damage always wipes out the armor unless some was added
|
||||
// with the dragon skin bracers.
|
||||
if (damage < 10000)
|
||||
{
|
||||
Slots[i] -= damage * SlotsIncrement[i] / 300.;
|
||||
if (Slots[i] < 2)
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
int saved = int(damage * savedPercent / 100.);
|
||||
if (saved > savedPercent*2)
|
||||
{
|
||||
saved = int(savedPercent*2);
|
||||
}
|
||||
newdamage -= saved;
|
||||
damage = newdamage;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AHexenArmor :: DepleteOrDestroy
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
override void DepleteOrDestroy()
|
||||
{
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
Slots[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -138,6 +138,32 @@ class Inventory : Actor native
|
|||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: DepleteOrDestroy
|
||||
//
|
||||
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
virtual void DepleteOrDestroy ()
|
||||
{
|
||||
// If it's not ammo or an internal armor, destroy it.
|
||||
// Ammo needs to stick around, even when it's zero for the benefit
|
||||
// of the weapons that use it and to maintain the maximum ammo
|
||||
// amounts a backpack might have given.
|
||||
// Armor shouldn't be removed because they only work properly when
|
||||
// they are the last items in the inventory.
|
||||
if (bKeepDepleted)
|
||||
{
|
||||
Amount = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// AInventory :: Travelled
|
||||
|
|
Loading…
Reference in a new issue