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- Added GetActorClass and GetWeapon functions to ACS.
SVN r4316 (trunk)
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1 changed files with 19 additions and 0 deletions
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@ -4132,6 +4132,8 @@ enum EACSFunctions
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ACSF_StrLeft,
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ACSF_StrLeft,
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ACSF_StrRight,
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ACSF_StrRight,
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ACSF_StrMid,
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ACSF_StrMid,
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ACSF_GetActorClass,
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ACSF_GetWeapon,
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// ZDaemon
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// ZDaemon
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ACSF_GetTeamScore = 19620, // (int team)
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ACSF_GetTeamScore = 19620, // (int team)
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@ -4653,6 +4655,12 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
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return a == NULL ? false : a->GetClass()->TypeName == FName(FBehavior::StaticLookupString(args[1]));
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}
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}
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case ACSF_GetActorClass:
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{
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AActor *a = SingleActorFromTID(args[0], activator);
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return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars());
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}
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case ACSF_SoundSequenceOnActor:
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case ACSF_SoundSequenceOnActor:
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{
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{
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const char *seqname = FBehavior::StaticLookupString(args[1]);
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const char *seqname = FBehavior::StaticLookupString(args[1]);
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@ -5025,6 +5033,17 @@ doplaysound: if (!looping)
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}
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}
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break;
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break;
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case ACSF_GetWeapon:
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if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
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activator->player->ReadyWeapon == NULL)
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{
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return GlobalACSStrings.AddString("None");
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}
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else
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{
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return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
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}
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default:
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default:
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break;
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break;
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}
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}
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