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- scriptified the decision making of the invuseall CCMD.
Custom items had no way to adjust to this - and it also was the last native access to ItemFlags.
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93f91d1039
commit
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3 changed files with 12 additions and 2 deletions
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@ -63,6 +63,7 @@
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#include "g_levellocals.h"
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#include "events.h"
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#include "i_time.h"
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#include "vm.h"
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (Int, autosavecount)
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@ -2253,9 +2254,10 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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while (item != NULL)
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{
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AInventory *next = item->Inventory;
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if (item->ItemFlags & IF_INVBAR && !(item->IsKindOf(pitype)))
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IFVIRTUALPTR(item, AInventory, UseAll)
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{
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players[player].mo->UseInventory (item);
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VMValue param[] = { item, players[player].mo };
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VMCall(func, param, 2, nullptr, 0);
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}
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item = next;
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}
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@ -132,6 +132,9 @@ class PuzzleItem : Inventory
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return false;
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}
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override void UseAll(Actor user)
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{
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}
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override bool ShouldStay ()
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{
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@ -934,6 +934,11 @@ class Inventory : Actor native
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virtual version("2.4") ui void AlterWeaponSprite(VisStyle vis, in out int changed) {}
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virtual void OwnerDied() {}
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virtual Color GetBlend () { return 0; }
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virtual void UseAll(Actor user)
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{
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if (bInvBar) user.UseInventory(self);
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}
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//===========================================================================
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//
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