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https://github.com/ZDoom/qzdoom.git
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- scriptified UseInventory and several functions using the already scriptified ones,
This commit is contained in:
parent
588ddd185b
commit
09129e0113
14 changed files with 384 additions and 436 deletions
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@ -746,15 +746,8 @@ public:
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// APlayerPawn for some specific handling for players. None of this
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// APlayerPawn for some specific handling for players. None of this
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// should ever be overridden by custom classes.
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// should ever be overridden by custom classes.
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// Take the amount value of an item from the inventory list.
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// If nothing is left, the item may be destroyed.
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// Returns true if the initial item count is positive.
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virtual bool TakeInventory (PClassActor *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
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bool SetInventory(PClassActor *itemclass, int amount, bool beyondMax);
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// Uses an item and removes it from the inventory.
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// Uses an item and removes it from the inventory.
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virtual bool UseInventory (AInventory *item);
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bool UseInventory (AInventory *item);
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// Tosses an item out of the inventory.
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// Tosses an item out of the inventory.
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AInventory *DropInventory (AInventory *item, int amt = -1);
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AInventory *DropInventory (AInventory *item, int amt = -1);
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@ -89,7 +89,6 @@ public:
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virtual void PostBeginPlay() override;
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virtual void PostBeginPlay() override;
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virtual void Tick() override;
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virtual void Tick() override;
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virtual bool UseInventory (AInventory *item) override;
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virtual void BeginPlay () override;
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virtual void BeginPlay () override;
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virtual bool UpdateWaterLevel (bool splash) override;
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virtual bool UpdateWaterLevel (bool splash) override;
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@ -424,7 +424,6 @@ public:
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void CallDraw(EHudState state, double ticFrac);
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void CallDraw(EHudState state, double ticFrac);
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void DrawBottomStuff (EHudState state);
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void DrawBottomStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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void DrawTopStuff (EHudState state);
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void FlashItem (const PClass *itemtype);
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void AttachToPlayer(player_t *player);
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void AttachToPlayer(player_t *player);
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DVector2 GetHUDScale() const;
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DVector2 GetHUDScale() const;
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virtual void FlashCrosshair ();
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virtual void FlashCrosshair ();
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@ -1190,15 +1190,6 @@ void DBaseStatusBar::DrawWaiting () const
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}
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}
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}
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}
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void DBaseStatusBar::FlashItem (const PClass *itemtype)
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{
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IFVIRTUAL(DBaseStatusBar, FlashItem)
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{
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VMValue params[] = { (DObject*)this, (PClass*)itemtype };
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VMCall(func, params, countof(params), nullptr, 0);
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}
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}
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void DBaseStatusBar::NewGame ()
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void DBaseStatusBar::NewGame ()
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{
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{
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IFVIRTUAL(DBaseStatusBar, NewGame)
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IFVIRTUAL(DBaseStatusBar, NewGame)
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@ -1232,7 +1223,7 @@ void DBaseStatusBar::ScreenSizeChanged ()
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for (size_t i = 0; i < countof(Messages); ++i)
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for (size_t i = 0; i < countof(Messages); ++i)
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{
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{
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DHUDMessageBase *message = Messages[i];
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DHUDMessageBase *message = Messages[i];
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while (message != NULL)
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while (message != NULL)
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{
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{
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message->CallScreenSizeChanged ();
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message->CallScreenSizeChanged ();
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@ -549,25 +549,11 @@ FString cht_Morph(player_t *player, PClassActor *morphclass, bool quickundo)
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void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
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void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
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{
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{
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if (!stricmp(string, "health"))
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IFVIRTUALPTR(player->mo, APlayerPawn, CheatSetInv)
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{
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{
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if (amount <= 0)
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FString message = string;
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{
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VMValue params[] = { player->mo, &message, amount, beyond };
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cht_Suicide(player);
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VMCall(func, params, 4, nullptr, 0);
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return;
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}
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if (!beyond) amount = MIN(amount, player->mo->GetMaxHealth(true));
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player->health = player->mo->health = amount;
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}
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else
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{
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auto item = PClass::FindActor(string);
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if (item != nullptr && item->IsDescendantOf(RUNTIME_CLASS(AInventory)))
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{
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player->mo->SetInventory(item, amount, beyond);
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return;
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}
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Printf("Unknown item \"%s\"\n", string);
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}
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}
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}
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}
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@ -1588,238 +1588,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomRailgun)
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return 0;
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return 0;
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}
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}
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//===========================================================================
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//
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// DoGiveInventory
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//
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//===========================================================================
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static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS)
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{
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int paramnum = 0;
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PARAM_CLASS (mi, AInventory);
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PARAM_INT (amount)
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if (!orresult)
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{
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PARAM_INT(setreceiver)
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receiver = COPY_AAPTR(receiver, setreceiver);
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}
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if (receiver == NULL)
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{ // If there's nothing to receive it, it's obviously a fail, right?
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return false;
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}
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// Owned inventory items cannot own anything because their Inventory pointer is repurposed for the owner's linked list.
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if (receiver->IsKindOf(RUNTIME_CLASS(AInventory)) && static_cast<AInventory*>(receiver)->Owner != nullptr)
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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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amount = 1;
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}
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if (mi)
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{
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AInventory *item = static_cast<AInventory *>(Spawn(mi));
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if (item == NULL)
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{
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return false;
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}
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if (item->IsKindOf(NAME_Health))
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{
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item->Amount *= amount;
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}
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else
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{
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item->Amount = amount;
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}
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item->flags |= MF_DROPPED;
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item->ClearCounters();
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if (!item->CallTryPickup(receiver))
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{
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item->Destroy();
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return false;
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}
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else
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{
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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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DEFINE_ACTION_FUNCTION(AActor, A_GiveInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(DoGiveInventory(self, false, VM_ARGS_NAMES));
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}
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DEFINE_ACTION_FUNCTION(AActor, A_GiveToTarget)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(DoGiveInventory(self->target, false, VM_ARGS_NAMES));
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}
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DEFINE_ACTION_FUNCTION(AActor, A_GiveToChildren)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TThinkerIterator<AActor> it;
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AActor *mo;
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int count = 0;
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while ((mo = it.Next()))
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{
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if (mo->master == self)
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{
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count += DoGiveInventory(mo, true, VM_ARGS_NAMES);
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}
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}
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ACTION_RETURN_INT(count);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_GiveToSiblings)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TThinkerIterator<AActor> it;
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AActor *mo;
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int count = 0;
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self)
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{
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count += DoGiveInventory(mo, true, VM_ARGS_NAMES);
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}
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}
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}
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ACTION_RETURN_INT(count);
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}
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//===========================================================================
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//
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// A_SetInventory
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(itemtype, AInventory);
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PARAM_INT(amount);
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PARAM_INT(ptr);
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PARAM_BOOL(beyondMax);
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bool res = false;
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if (itemtype == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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// Do not run this function on voodoo dolls because the way they transfer the inventory to the player will not work with the code below.
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if (mobj->player != nullptr)
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{
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mobj = mobj->player->mo;
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}
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ACTION_RETURN_BOOL(mobj->SetInventory(itemtype, amount, beyondMax));
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}
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//===========================================================================
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//
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// A_TakeInventory
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//
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//===========================================================================
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enum
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{
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TIF_NOTAKEINFINITE = 1,
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};
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bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
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{
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int paramnum = 0;
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PARAM_CLASS (itemtype, AInventory);
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PARAM_INT (amount);
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PARAM_INT (flags);
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if (itemtype == NULL)
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{
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return false;
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}
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if (!orresult)
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{
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PARAM_INT(setreceiver);
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receiver = COPY_AAPTR(receiver, setreceiver);
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}
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if (receiver == NULL)
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{
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return false;
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}
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return receiver->TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TakeInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(DoTakeInventory(self, false, VM_ARGS_NAMES));
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TakeFromTarget)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(DoTakeInventory(self->target, false, VM_ARGS_NAMES));
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TakeFromChildren)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TThinkerIterator<AActor> it;
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AActor *mo;
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int count = 0;
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while ((mo = it.Next()))
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{
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if (mo->master == self)
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{
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count += DoTakeInventory(mo, true, VM_ARGS_NAMES);
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}
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}
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ACTION_RETURN_INT(count);
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}
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DEFINE_ACTION_FUNCTION(AActor, A_TakeFromSiblings)
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{
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PARAM_SELF_PROLOGUE(AActor);
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TThinkerIterator<AActor> it;
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AActor *mo;
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int count = 0;
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if (self->master != NULL)
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{
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while ((mo = it.Next()))
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{
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if (mo->master == self->master && mo != self)
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{
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count += DoTakeInventory(mo, true, VM_ARGS_NAMES);
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}
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}
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}
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ACTION_RETURN_INT(count);
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}
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//===========================================================================
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//===========================================================================
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//
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//
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// A_Recoil
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// A_Recoil
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@ -641,7 +641,11 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
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if (itemtype->TypeName == NAME_Sigil)
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if (itemtype->TypeName == NAME_Sigil)
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return;
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return;
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player->mo->TakeInventory(itemtype, amount);
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IFVM(Actor, TakeInventory)
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{
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VMValue params[] = { player->mo, itemtype, amount, false, false };
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VMCall(func, params, 5, nullptr, 0);
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}
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}
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}
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CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
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CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
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120
src/p_mobj.cpp
120
src/p_mobj.cpp
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@ -753,91 +753,6 @@ DEFINE_ACTION_FUNCTION(AActor, SetState)
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ACTION_RETURN_BOOL(self->SetState(state, nofunction));
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ACTION_RETURN_BOOL(self->SetState(state, nofunction));
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};
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};
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//============================================================================
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//
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// AActor :: TakeInventory
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//
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//============================================================================
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bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
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{
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IFVM(Actor, TakeInventory)
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{
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VMValue params[] = { this, itemclass, amount, fromdecorate, notakeinfinite };
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int retval = 0;
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VMReturn ret(&retval);
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VMCall(func, params, 5, &ret, 1);
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return !!retval;
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}
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}
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bool AActor::SetInventory(PClassActor *itemtype, int amount, bool beyondMax)
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{
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AInventory *item = FindInventory(itemtype);
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if (item != nullptr)
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{
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// A_SetInventory sets the absolute amount.
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// Subtract or set the appropriate amount as necessary.
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if (amount == item->Amount)
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{
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// Nothing was changed.
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return false;
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}
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else if (amount <= 0)
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{
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//Remove it all.
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return TakeInventory(itemtype, item->Amount, true, false);
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}
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else if (amount < item->Amount)
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{
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int amt = abs(item->Amount - amount);
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return TakeInventory(itemtype, amt, true, false);
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}
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else
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{
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item->Amount = (beyondMax ? amount : clamp(amount, 0, item->MaxAmount));
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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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if (amount <= 0)
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{
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return true;
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}
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|
||||||
item = static_cast<AInventory *>(Spawn(itemtype));
|
|
||||||
if (item == nullptr)
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
item->Amount = amount;
|
|
||||||
item->flags |= MF_DROPPED;
|
|
||||||
item->ItemFlags |= IF_IGNORESKILL;
|
|
||||||
item->ClearCounters();
|
|
||||||
if (!item->CallTryPickup(this))
|
|
||||||
{
|
|
||||||
item->Destroy();
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION(AActor, SetInventory)
|
|
||||||
{
|
|
||||||
PARAM_SELF_PROLOGUE(AActor);
|
|
||||||
PARAM_CLASS_NOT_NULL(item, AInventory);
|
|
||||||
PARAM_INT(amount);
|
|
||||||
PARAM_BOOL(beyondMax);
|
|
||||||
ACTION_RETURN_BOOL(self->SetInventory(item, amount, beyondMax));
|
|
||||||
}
|
|
||||||
|
|
||||||
//============================================================================
|
//============================================================================
|
||||||
//
|
//
|
||||||
|
@ -919,41 +834,14 @@ DEFINE_ACTION_FUNCTION(AActor, FirstInv)
|
||||||
|
|
||||||
bool AActor::UseInventory (AInventory *item)
|
bool AActor::UseInventory (AInventory *item)
|
||||||
{
|
{
|
||||||
// No using items if you're dead.
|
IFVIRTUAL(AActor, UseInventory)
|
||||||
if (health <= 0)
|
|
||||||
{
|
{
|
||||||
return false;
|
VMValue params[] = { this, item };
|
||||||
}
|
int retval = 0;
|
||||||
// Don't use it if you don't actually have any of it.
|
|
||||||
if (item->Amount <= 0 || (item->ObjectFlags & OF_EuthanizeMe))
|
|
||||||
{
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
IFVIRTUALPTR(item, AInventory, Use)
|
|
||||||
{
|
|
||||||
VMValue params[2] = { item, false };
|
|
||||||
int retval;
|
|
||||||
VMReturn ret(&retval);
|
VMReturn ret(&retval);
|
||||||
VMCall(func, params, 2, &ret, 1);
|
VMCall(func, params, 2, &ret, 1);
|
||||||
if (!retval) return false;
|
return !!retval;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (dmflags2 & DF2_INFINITE_INVENTORY)
|
|
||||||
return true;
|
|
||||||
|
|
||||||
if (--item->Amount <= 0)
|
|
||||||
{
|
|
||||||
item->DepleteOrDestroy ();
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
DEFINE_ACTION_FUNCTION(AActor, UseInventory)
|
|
||||||
{
|
|
||||||
PARAM_SELF_PROLOGUE(AActor);
|
|
||||||
PARAM_OBJECT_NOT_NULL(item, AInventory);
|
|
||||||
ACTION_RETURN_BOOL(self->UseInventory(item));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
|
|
|
@ -938,40 +938,6 @@ void APlayerPawn::PostBeginPlay()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
//===========================================================================
|
|
||||||
//
|
|
||||||
// APlayerPawn :: UseInventory
|
|
||||||
//
|
|
||||||
//===========================================================================
|
|
||||||
|
|
||||||
bool APlayerPawn::UseInventory (AInventory *item)
|
|
||||||
{
|
|
||||||
const PClass *itemtype = item->GetClass();
|
|
||||||
|
|
||||||
if (player->cheats & CF_TOTALLYFROZEN)
|
|
||||||
{ // You can't use items if you're totally frozen
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if ((level.flags2 & LEVEL2_FROZEN) && (player == NULL || player->timefreezer == 0))
|
|
||||||
{
|
|
||||||
// Time frozen
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!Super::UseInventory (item))
|
|
||||||
{
|
|
||||||
// Heretic and Hexen advance the inventory cursor if the use failed.
|
|
||||||
// Should this behavior be retained?
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
if (player == &players[consoleplayer])
|
|
||||||
{
|
|
||||||
S_Sound (this, CHAN_ITEM, item->UseSound, 1, ATTN_NORM);
|
|
||||||
StatusBar->FlashItem (itemtype);
|
|
||||||
}
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
//===========================================================================
|
//===========================================================================
|
||||||
//
|
//
|
||||||
// APlayerPawn :: PickNewWeapon
|
// APlayerPawn :: PickNewWeapon
|
||||||
|
|
|
@ -743,11 +743,9 @@ class Actor : Thinker native
|
||||||
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
native bool CheckClass(class<Actor> checkclass, int ptr_select = AAPTR_DEFAULT, bool match_superclass = false);
|
||||||
native void ClearInventory();
|
native void ClearInventory();
|
||||||
protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
|
protected native void DestroyAllInventory(); // This is not supposed to be called by user code!
|
||||||
native bool SetInventory(class<Inventory> itemclass, int amount, bool beyondMax = false);
|
|
||||||
native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
|
native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
|
||||||
native Inventory GiveInventoryType(class<Inventory> itemtype);
|
native Inventory GiveInventoryType(class<Inventory> itemtype);
|
||||||
native Inventory DropInventory (Inventory item, int amt = -1);
|
native Inventory DropInventory (Inventory item, int amt = -1);
|
||||||
native bool UseInventory(Inventory item);
|
|
||||||
native void ObtainInventory(Actor other);
|
native void ObtainInventory(Actor other);
|
||||||
native bool GiveAmmo (Class<Ammo> type, int amount);
|
native bool GiveAmmo (Class<Ammo> type, int amount);
|
||||||
native bool UsePuzzleItem(int PuzzleItemType);
|
native bool UsePuzzleItem(int PuzzleItemType);
|
||||||
|
@ -1013,9 +1011,6 @@ class Actor : Thinker native
|
||||||
native action state A_Jump(int chance, statelabel label, ...);
|
native action state A_Jump(int chance, statelabel label, ...);
|
||||||
native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
|
native Actor A_SpawnProjectile(class<Actor> missiletype, double spawnheight = 32, double spawnofs_xy = 0, double angle = 0, int flags = 0, double pitch = 0, int ptr = AAPTR_TARGET);
|
||||||
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0, double veleffect = 3);
|
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = 0, color color2 = 0, int flags = 0, int aim = 0, double maxdiff = 0, class<Actor> pufftype = "BulletPuff", double spread_xy = 0, double spread_z = 0, double range = 0, int duration = 0, double sparsity = 1.0, double driftspeed = 1.0, class<Actor> spawnclass = null, double spawnofs_z = 0, int spiraloffset = 270, int limit = 0, double veleffect = 3);
|
||||||
native bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false);
|
|
||||||
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
|
|
||||||
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
|
|
||||||
native void A_Print(string whattoprint, double time = 0, name fontname = "none");
|
native void A_Print(string whattoprint, double time = 0, name fontname = "none");
|
||||||
native void A_PrintBold(string whattoprint, double time = 0, name fontname = "none");
|
native void A_PrintBold(string whattoprint, double time = 0, name fontname = "none");
|
||||||
native void A_Log(string whattoprint, bool local = false);
|
native void A_Log(string whattoprint, bool local = false);
|
||||||
|
@ -1049,8 +1044,6 @@ class Actor : Thinker native
|
||||||
native void A_LookEx(int flags = 0, double minseedist = 0, double maxseedist = 0, double maxheardist = 0, double fov = 0, statelabel label = null);
|
native void A_LookEx(int flags = 0, double minseedist = 0, double maxseedist = 0, double maxheardist = 0, double fov = 0, statelabel label = null);
|
||||||
|
|
||||||
native void A_Recoil(double xyvel);
|
native void A_Recoil(double xyvel);
|
||||||
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
|
|
||||||
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
|
|
||||||
native int A_RadiusGive(class<Inventory> itemtype, double distance, int flags, int amount = 0, class<Actor> filter = null, name species = "None", double mindist = 0, int limit = 0);
|
native int A_RadiusGive(class<Inventory> itemtype, double distance, int flags, int amount = 0, class<Actor> filter = null, name species = "None", double mindist = 0, int limit = 0);
|
||||||
native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
|
||||||
native void A_CustomComboAttack(class<Actor> missiletype, double spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
native void A_CustomComboAttack(class<Actor> missiletype, double spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
|
||||||
|
@ -1097,10 +1090,6 @@ class Actor : Thinker native
|
||||||
native void A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = null, name species = "None");
|
native void A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = null, name species = "None");
|
||||||
native void A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = null, name species = "None");
|
native void A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = null, name species = "None");
|
||||||
native void A_Remove(int removee, int flags = 0, class<Actor> filter = null, name species = "None");
|
native void A_Remove(int removee, int flags = 0, class<Actor> filter = null, name species = "None");
|
||||||
native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
|
|
||||||
native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
|
|
||||||
native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
|
|
||||||
native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
|
|
||||||
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
|
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
|
||||||
native void A_SwapTeleFog();
|
native void A_SwapTeleFog();
|
||||||
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
|
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
|
||||||
|
|
|
@ -159,4 +159,311 @@ extend class Actor
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
//============================================================================
|
||||||
|
//
|
||||||
|
// AActor :: SetInventory
|
||||||
|
//
|
||||||
|
//============================================================================
|
||||||
|
|
||||||
|
bool SetInventory(class<Inventory> itemclass, int amount, bool beyondMax = false)
|
||||||
|
{
|
||||||
|
let item = FindInventory(itemclass);
|
||||||
|
|
||||||
|
if (item != null)
|
||||||
|
{
|
||||||
|
// A_SetInventory sets the absolute amount.
|
||||||
|
// Subtract or set the appropriate amount as necessary.
|
||||||
|
|
||||||
|
if (amount == item.Amount)
|
||||||
|
{
|
||||||
|
// Nothing was changed.
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
else if (amount <= 0)
|
||||||
|
{
|
||||||
|
//Remove it all.
|
||||||
|
return TakeInventory(itemclass, item.Amount, true, false);
|
||||||
|
}
|
||||||
|
else if (amount < item.Amount)
|
||||||
|
{
|
||||||
|
int amt = abs(item.Amount - amount);
|
||||||
|
return TakeInventory(itemclass, amt, true, false);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.Amount = (beyondMax ? amount : clamp(amount, 0, item.MaxAmount));
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
if (amount <= 0)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
item = Inventory(Spawn(itemclass));
|
||||||
|
if (item == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.Amount = amount;
|
||||||
|
item.bDropped = true;
|
||||||
|
item.bIgnoreSkill = true;
|
||||||
|
item.ClearCounters();
|
||||||
|
if (!item.CallTryPickup(self))
|
||||||
|
{
|
||||||
|
item.Destroy();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//============================================================================
|
||||||
|
//
|
||||||
|
// AActor :: UseInventory
|
||||||
|
//
|
||||||
|
// Attempts to use an item. If the use succeeds, one copy of the item is
|
||||||
|
// removed from the inventory. If all copies are removed, then the item is
|
||||||
|
// destroyed.
|
||||||
|
//
|
||||||
|
//============================================================================
|
||||||
|
|
||||||
|
virtual bool UseInventory (Inventory item)
|
||||||
|
{
|
||||||
|
// No using items if you're dead or you don't have them.
|
||||||
|
if (health <= 0 || item.Amount <= 0 || item.bDestroyed)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!item.Use(false))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (sv_infiniteinventory)
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (--item.Amount <= 0)
|
||||||
|
{
|
||||||
|
item.DepleteOrDestroy ();
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// DoGiveInventory
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
static bool DoGiveInventory(Actor receiver, bool orresult, class<Inventory> mi, int amount, int setreceiver)
|
||||||
|
{
|
||||||
|
int paramnum = 0;
|
||||||
|
|
||||||
|
if (!orresult)
|
||||||
|
{
|
||||||
|
receiver = receiver.GetPointer(setreceiver);
|
||||||
|
}
|
||||||
|
if (receiver == NULL)
|
||||||
|
{ // If there's nothing to receive it, it's obviously a fail, right?
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
// Owned inventory items cannot own anything because their Inventory pointer is repurposed for the owner's linked list.
|
||||||
|
if (receiver is 'Inventory' && Inventory(receiver).Owner != null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (amount <= 0)
|
||||||
|
{
|
||||||
|
amount = 1;
|
||||||
|
}
|
||||||
|
if (mi)
|
||||||
|
{
|
||||||
|
let item = Inventory(Spawn(mi));
|
||||||
|
if (item == NULL)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (item is 'Health')
|
||||||
|
{
|
||||||
|
item.Amount *= amount;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
item.Amount = amount;
|
||||||
|
}
|
||||||
|
item.bDropped = true;
|
||||||
|
item.ClearCounters();
|
||||||
|
if (!item.CallTryPickup(receiver))
|
||||||
|
{
|
||||||
|
item.Destroy();
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
return DoGiveInventory(self, false, itemtype, amount, giveto);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
return DoGiveInventory(target, false, itemtype, amount, giveto);
|
||||||
|
}
|
||||||
|
|
||||||
|
int A_GiveToChildren(class<Inventory> itemtype, int amount = 0)
|
||||||
|
{
|
||||||
|
let it = ThinkerIterator.Create('Actor');
|
||||||
|
Actor mo;
|
||||||
|
int count = 0;
|
||||||
|
|
||||||
|
while ((mo = Actor(it.Next())))
|
||||||
|
{
|
||||||
|
if (mo.master == self)
|
||||||
|
{
|
||||||
|
count += DoGiveInventory(mo, true, itemtype, amount, AAPTR_DEFAULT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
|
int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0)
|
||||||
|
{
|
||||||
|
let it = ThinkerIterator.Create('Actor');
|
||||||
|
Actor mo;
|
||||||
|
int count = 0;
|
||||||
|
|
||||||
|
if (self.master != NULL)
|
||||||
|
{
|
||||||
|
while ((mo = Actor(it.Next())))
|
||||||
|
{
|
||||||
|
if (mo.master == self.master && mo != self)
|
||||||
|
{
|
||||||
|
count += DoGiveInventory(mo, true, itemtype, amount, AAPTR_DEFAULT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// A_TakeInventory
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
bool DoTakeInventory(Actor receiver, bool orresult, class<Inventory> itemtype, int amount, int flags, int setreceiver = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
int paramnum = 0;
|
||||||
|
|
||||||
|
if (itemtype == NULL)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (!orresult)
|
||||||
|
{
|
||||||
|
receiver = receiver.GetPointer(setreceiver);
|
||||||
|
}
|
||||||
|
if (receiver == NULL)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
return receiver.TakeInventory(itemtype, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
return DoTakeInventory(self, false, itemtype, amount, flags, giveto);
|
||||||
|
}
|
||||||
|
|
||||||
|
bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT)
|
||||||
|
{
|
||||||
|
return DoTakeInventory(target, false, itemtype, amount, flags, giveto);
|
||||||
|
}
|
||||||
|
|
||||||
|
int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0)
|
||||||
|
{
|
||||||
|
let it = ThinkerIterator.Create('Actor');
|
||||||
|
Actor mo;
|
||||||
|
int count = 0;
|
||||||
|
|
||||||
|
while ((mo = Actor(it.Next())))
|
||||||
|
{
|
||||||
|
if (mo.master == self)
|
||||||
|
{
|
||||||
|
count += DoTakeInventory(mo, true, itemtype, amount, 0, AAPTR_DEFAULT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
|
int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0)
|
||||||
|
{
|
||||||
|
let it = ThinkerIterator.Create('Actor');
|
||||||
|
Actor mo;
|
||||||
|
int count = 0;
|
||||||
|
|
||||||
|
if (self.master != NULL)
|
||||||
|
{
|
||||||
|
while ((mo = Actor(it.Next())))
|
||||||
|
{
|
||||||
|
if (mo.master == self.master && mo != self)
|
||||||
|
{
|
||||||
|
count += DoTakeInventory(mo, true, itemtype, amount, 0, AAPTR_DEFAULT);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return count;
|
||||||
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// A_SetInventory
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false)
|
||||||
|
{
|
||||||
|
bool res = false;
|
||||||
|
|
||||||
|
if (itemtype == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
Actor mobj = GetPointer(ptr);
|
||||||
|
|
||||||
|
if (mobj == null)
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Do not run this function on voodoo dolls because the way they transfer the inventory to the player will not work with the code below.
|
||||||
|
if (mobj.player != null)
|
||||||
|
{
|
||||||
|
mobj = mobj.player.mo;
|
||||||
|
}
|
||||||
|
return mobj.SetInventory(itemtype, amount, beyondMax);
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
|
@ -399,6 +399,31 @@ extend class PlayerPawn
|
||||||
}
|
}
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
virtual void CheatSetInv(String strng, int amount, bool beyond)
|
||||||
|
{
|
||||||
|
if (!(strng ~== "health"))
|
||||||
|
{
|
||||||
|
if (amount <= 0)
|
||||||
|
{
|
||||||
|
CheatSuicide();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
if (!beyond) amount = MIN(amount, player.mo.GetMaxHealth(true));
|
||||||
|
player.health = player.mo.health = amount;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
class<Inventory> item = strng;
|
||||||
|
if (item != null)
|
||||||
|
{
|
||||||
|
player.mo.SetInventory(item, amount, beyond);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
Console.Printf("Unknown item \"%s\"\n", strng);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
virtual String CheatMorph(class<PlayerPawn> morphClass, bool quickundo)
|
virtual String CheatMorph(class<PlayerPawn> morphClass, bool quickundo)
|
||||||
{
|
{
|
||||||
|
|
|
@ -75,4 +75,37 @@ extend class PlayerPawn
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//===========================================================================
|
||||||
|
//
|
||||||
|
// APlayerPawn :: UseInventory
|
||||||
|
//
|
||||||
|
//===========================================================================
|
||||||
|
|
||||||
|
override bool UseInventory (Inventory item)
|
||||||
|
{
|
||||||
|
let itemtype = item.GetClass();
|
||||||
|
|
||||||
|
if (player.cheats & CF_TOTALLYFROZEN)
|
||||||
|
{ // You can't use items if you're totally frozen
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if ((level.FROZEN) && (player == NULL || player.timefreezer == 0))
|
||||||
|
{
|
||||||
|
// Time frozen
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!Super.UseInventory (item))
|
||||||
|
{
|
||||||
|
// Heretic and Hexen advance the inventory cursor if the use failed.
|
||||||
|
// Should this behavior be retained?
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (player == players[consoleplayer])
|
||||||
|
{
|
||||||
|
A_PlaySound(item.UseSound, CHAN_ITEM);
|
||||||
|
StatusBar.FlashItem (itemtype); // Fixme: This shouldn't be called from here, because it is in the UI.
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
}
|
}
|
|
@ -297,8 +297,8 @@ class BaseStatusBar native ui
|
||||||
native PlayerInfo CPlayer;
|
native PlayerInfo CPlayer;
|
||||||
native bool ShowLog;
|
native bool ShowLog;
|
||||||
native Vector2 defaultScale; // factor for fully scaled fullscreen display.
|
native Vector2 defaultScale; // factor for fully scaled fullscreen display.
|
||||||
native int artiflashTick;
|
clearscope native int artiflashTick;
|
||||||
native double itemflashFade;
|
clearscope native double itemflashFade;
|
||||||
|
|
||||||
// These are block properties for the drawers. A child class can set them to have a block of items use the same settings.
|
// These are block properties for the drawers. A child class can set them to have a block of items use the same settings.
|
||||||
native double Alpha;
|
native double Alpha;
|
||||||
|
@ -331,7 +331,7 @@ class BaseStatusBar native ui
|
||||||
native virtual clearscope void ReceivedWeapon (Weapon weapn);
|
native virtual clearscope void ReceivedWeapon (Weapon weapn);
|
||||||
native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);
|
native virtual clearscope void SetMugShotState (String state_name, bool wait_till_done=false, bool reset=false);
|
||||||
|
|
||||||
virtual void FlashItem (class<Inventory> itemtype) { artiflashTick = 4; itemflashFade = 0.75; }
|
clearscope virtual void FlashItem (class<Inventory> itemtype) { artiflashTick = 4; itemflashFade = 0.75; }
|
||||||
virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; UpdateScreenGeometry(); }
|
virtual void AttachToPlayer (PlayerInfo player) { CPlayer = player; UpdateScreenGeometry(); }
|
||||||
virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
|
virtual void FlashCrosshair () { CrosshairSize = XHAIRPICKUPSIZE; }
|
||||||
virtual void NewGame () { if (CPlayer != null) AttachToPlayer(CPlayer); }
|
virtual void NewGame () { if (CPlayer != null) AttachToPlayer(CPlayer); }
|
||||||
|
|
Loading…
Reference in a new issue