class WeaponHolder : Inventory native { native int PieceMask; native Class PieceWeapon; Default { +NOBLOCKMAP +NOSECTOR +INVENTORY.UNDROPPABLE } } class WeaponPiece : Inventory native { Default { +WEAPONSPAWN; } native int PieceValue; native Class WeaponClass; native Weapon FullWeapon; //========================================================================== // // TryPickupWeaponPiece // //========================================================================== override bool TryPickupRestricted (in out Actor toucher) { // Wrong class, but try to pick up for ammo if (ShouldStay()) { // Can't pick up weapons for other classes in coop netplay return false; } let Defaults = GetDefaultByType(WeaponClass); bool gaveSome = !!(toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) + toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2)); if (gaveSome) { GoAwayAndDie (); } return gaveSome; } //========================================================================== // // TryPickupWeaponPiece // //========================================================================== override bool TryPickup (in out Actor toucher) { Inventory item; WeaponHolder hold = NULL; bool shouldStay = ShouldStay (); int gaveAmmo; let Defaults = GetDefaultByType(WeaponClass); FullWeapon = NULL; for(item=toucher.Inv; item; item=item.Inv) { hold = WeaponHolder(item); if (hold != null) { if (hold.PieceWeapon == WeaponClass) { break; } hold = NULL; } } if (!hold) { hold = WeaponHolder(Spawn("WeaponHolder")); hold.BecomeItem(); hold.AttachToOwner(toucher); hold.PieceMask = 0; hold.PieceWeapon = WeaponClass; } if (shouldStay) { // Cooperative net-game if (hold.PieceMask & PieceValue) { // Already has the piece return false; } toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1); toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2); } else { // Deathmatch or singleplayer game gaveAmmo = toucher.GiveAmmo (Defaults.AmmoType1, Defaults.AmmoGive1) + toucher.GiveAmmo (Defaults.AmmoType2, Defaults.AmmoGive2); if (hold.PieceMask & PieceValue) { // Already has the piece, check if mana needed if (!gaveAmmo) return false; GoAwayAndDie(); return true; } } hold.PieceMask |= PieceValue; // Check if weapon assembled if (hold.PieceMask == (1 << Defaults.health) - 1) { if (!toucher.FindInventory (WeaponClass)) { FullWeapon= Weapon(Spawn(WeaponClass)); // The weapon itself should not give more ammo to the player. FullWeapon.AmmoGive1 = 0; FullWeapon.AmmoGive2 = 0; FullWeapon.AttachToOwner(toucher); FullWeapon.AmmoGive1 = Defaults.AmmoGive1; FullWeapon.AmmoGive2 = Defaults.AmmoGive2; } } GoAwayAndDie(); return true; } //=========================================================================== // // // //=========================================================================== override bool ShouldStay () { // We want a weapon piece to behave like a weapon, so follow the exact // same logic as weapons when deciding whether or not to stay. return (((multiplayer && (!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped); } //=========================================================================== // // PickupMessage // // Returns the message to print when this actor is picked up. // //=========================================================================== override String PickupMessage () { if (FullWeapon) { return FullWeapon.PickupMessage(); } else { return Super.PickupMessage(); } } //=========================================================================== // // DoPlayPickupSound // // Plays a sound when this actor is picked up. // //=========================================================================== override void PlayPickupSound (Actor toucher) { if (FullWeapon) { FullWeapon.PlayPickupSound(toucher); } else { Super.PlayPickupSound(toucher); } } }