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- scriptified PowerInfiniteAmmo to test the exported functions.
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4 changed files with 60 additions and 49 deletions
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@ -259,7 +259,7 @@ DEFINE_ACTION_FUNCTION(APowerup, EndEffect)
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void APowerup::CallEndEffect()
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{
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IFVIRTUAL(APowerup, InitEffect)
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IFVIRTUAL(APowerup, EndEffect)
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{
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VMValue params[1] = { (DObject*)this };
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VMFrameStack stack;
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@ -1993,42 +1993,3 @@ void APowerMorph::EndEffect( )
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MorphedPlayer = NULL;
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}
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// Infinite Ammo Powerup -----------------------------------------------------
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IMPLEMENT_CLASS(APowerInfiniteAmmo, false, false)
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//===========================================================================
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//
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// APowerInfiniteAmmo :: InitEffect
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//
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//===========================================================================
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void APowerInfiniteAmmo::InitEffect( )
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{
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Super::InitEffect();
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if (Owner== NULL || Owner->player == NULL)
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return;
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// Give the player infinite ammo
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Owner->player->cheats |= CF_INFINITEAMMO;
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}
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//===========================================================================
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//
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// APowerInfiniteAmmo :: EndEffect
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//
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//===========================================================================
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void APowerInfiniteAmmo::EndEffect( )
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{
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Super::EndEffect();
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// Nothing to do if there's no owner.
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if (Owner != NULL && Owner->player != NULL)
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{
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// Take away the limitless ammo
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Owner->player->cheats &= ~CF_INFINITEAMMO;
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}
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}
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@ -257,14 +257,6 @@ protected:
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virtual void EndEffect() override;
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};
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class APowerInfiniteAmmo : public APowerup
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{
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DECLARE_CLASS( APowerInfiniteAmmo, APowerup )
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protected:
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virtual void InitEffect() override;
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virtual void EndEffect() override;
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};
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class APowerMorph : public APowerup
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{
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DECLARE_CLASS( APowerMorph, APowerup )
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@ -1055,3 +1055,32 @@ enum EPuffFlags
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PF_HITTHINGBLEED = 8,
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PF_NORANDOMZ = 16
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};
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enum EPlayerCheats
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{
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CF_NOCLIP = 1 << 0, // No clipping, walk through barriers.
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CF_GODMODE = 1 << 1, // No damage, no health loss.
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CF_NOVELOCITY = 1 << 2, // Not really a cheat, just a debug aid.
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CF_NOTARGET = 1 << 3, // [RH] Monsters don't target
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CF_FLY = 1 << 4, // [RH] Flying player
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CF_CHASECAM = 1 << 5, // [RH] Put camera behind player
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CF_FROZEN = 1 << 6, // [RH] Don't let the player move
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CF_REVERTPLEASE = 1 << 7, // [RH] Stick camera in player's head if (s)he moves
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CF_STEPLEFT = 1 << 9, // [RH] Play left footstep sound next time
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CF_FRIGHTENING = 1 << 10, // [RH] Scare monsters away
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CF_INSTANTWEAPSWITCH= 1 << 11, // [RH] Switch weapons instantly
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CF_TOTALLYFROZEN = 1 << 12, // [RH] All players can do is press +use
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CF_PREDICTING = 1 << 13, // [RH] Player movement is being predicted
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CF_INTERPVIEW = 1 << 14, // [RH] view was changed outside of input, so interpolate one frame
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CF_DRAIN = 1 << 16, // Player owns a drain powerup
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CF_HIGHJUMP = 1 << 18, // more Skulltag flags. Implementation not guaranteed though. ;)
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CF_REFLECTION = 1 << 19,
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CF_PROSPERITY = 1 << 20,
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CF_DOUBLEFIRINGSPEED= 1 << 21, // Player owns a double firing speed artifact
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CF_EXTREMELYDEAD = 1 << 22, // [RH] Reliably let the status bar know about extreme deaths.
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CF_INFINITEAMMO = 1 << 23, // Player owns an infinite ammo artifact
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CF_BUDDHA2 = 1 << 24, // [MC] Absolute buddha. No voodoo can kill it either.
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CF_GODMODE2 = 1 << 25, // [MC] Absolute godmode. No voodoo can kill it either.
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CF_BUDDHA = 1 << 27, // [SP] Buddha mode - take damage, but don't die
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CF_NOCLIP2 = 1 << 30, // [RH] More Quake-like noclip
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};
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@ -281,11 +281,40 @@ class PowerMorph : Powerup native
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}
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}
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class PowerInfiniteAmmo : Powerup native
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//===========================================================================
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//
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// PowerInfiniteAmmo
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//
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//===========================================================================
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class PowerInfiniteAmmo : Powerup
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{
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Default
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{
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Powerup.Duration -30;
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}
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override void InitEffect()
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{
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Super.InitEffect();
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if (Owner!= null && Owner.player != null)
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{
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// Give the player infinite ammo
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Owner.player.cheats |= CF_INFINITEAMMO;
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}
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}
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override void EndEffect()
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{
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Super.EndEffect();
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// Nothing to do if there's no owner.
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if (Owner!= null && Owner.player != null)
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{
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// Take away the limitless ammo
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Owner.player.cheats &= ~CF_INFINITEAMMO;
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}
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}
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}
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