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- Changed UpgradeStamina to use AInventory's Amount and MaxAmount to
control the amount of upgrade and the maximum that can be reached. SVN r186 (trunk)
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3 changed files with 14 additions and 4 deletions
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@ -1,3 +1,7 @@
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June 11, 2006 (Changes by Graf Zahl)
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- Changed UpgradeStamina to use AInventory's Amount and MaxAmount to
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control the amount of upgrade and the maximum that can be reached.
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June 10, 2006 (Changes by Graf Zahl)
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June 10, 2006 (Changes by Graf Zahl)
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- Fixed: The skin loader assumed that all skin textures are in Doom patch
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- Fixed: The skin loader assumed that all skin textures are in Doom patch
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format. Now it calls FTexture::CreateTexture to do proper checks.
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format. Now it calls FTexture::CreateTexture to do proper checks.
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@ -485,14 +485,20 @@ IMPLEMENT_STATELESS_ACTOR (AUpgradeStamina, Strife, -1, 0)
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PROP_StrifeType (306)
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PROP_StrifeType (306)
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PROP_StrifeTeaserType (287)
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PROP_StrifeTeaserType (287)
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PROP_StrifeTeaserType2 (307)
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PROP_StrifeTeaserType2 (307)
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PROP_Inventory_Amount (10)
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PROP_Inventory_MaxAmount (100)
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END_DEFAULTS
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END_DEFAULTS
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bool AUpgradeStamina::TryPickup (AActor *toucher)
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bool AUpgradeStamina::TryPickup (AActor *toucher)
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{
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{
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if (toucher->player == NULL || toucher->player->stamina >= 100)
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if (toucher->player == NULL)
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return false;
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return false;
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toucher->player->stamina += 10;
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P_GiveBody (toucher, 200);
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toucher->player->stamina += Amount;
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if (toucher->player->stamina >= MaxAmount)
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toucher->player->stamina = MaxAmount;
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P_GiveBody (toucher, -100);
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GoAwayAndDie ();
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GoAwayAndDie ();
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return true;
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return true;
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}
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}
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@ -198,7 +198,7 @@ void A_JabDagger (AActor *actor)
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int pitch;
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int pitch;
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int power;
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int power;
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power = actor->player->stamina / 10;
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power = MIN(10, actor->player->stamina / 10);
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damage = (pr_jabdagger() % (power + 8)) * (power + 2);
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damage = (pr_jabdagger() % (power + 8)) * (power + 2);
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if (actor->FindInventory<APowerStrength>())
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if (actor->FindInventory<APowerStrength>())
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