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- scriptified A_SelectWeapon
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parent
9348baeeb1
commit
44e43c48b5
3 changed files with 58 additions and 66 deletions
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@ -1529,54 +1529,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Recoil)
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}
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//===========================================================================
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//
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// A_SelectWeapon
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//
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//===========================================================================
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enum SW_Flags
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{
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SWF_SELECTPRIORITY = 1,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_SelectWeapon)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(cls, AActor);
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PARAM_INT(flags);
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bool selectPriority = !!(flags & SWF_SELECTPRIORITY);
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if ((!selectPriority && cls == NULL) || self->player == NULL)
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{
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ACTION_RETURN_BOOL(false);
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}
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auto weaponitem = self->FindInventory(cls);
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if (weaponitem != NULL && weaponitem->IsKindOf(NAME_Weapon))
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{
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if (self->player->ReadyWeapon != weaponitem)
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{
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self->player->PendingWeapon = weaponitem;
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}
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ACTION_RETURN_BOOL(true);
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}
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else if (selectPriority)
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{
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// [XA] if the named weapon cannot be found (or is a dummy like 'None'),
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// select the next highest priority weapon. This is basically
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// the same as A_CheckReload minus the ammo check. Handy.
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self->player->mo->PickNewWeapon(NULL);
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ACTION_RETURN_BOOL(true);
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}
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else
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{
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ACTION_RETURN_BOOL(false);
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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_Print
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//
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@ -1067,7 +1067,7 @@ class Actor : Thinker native
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native void A_QueueCorpse();
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native void A_DeQueueCorpse();
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native void A_ClearLastHeard();
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native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
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native void A_ClassBossHealth();
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native void A_SetAngle(double angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
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@ -58,7 +58,7 @@ extend class Actor
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// AActor :: GiveInventory
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//
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//============================================================================
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bool GiveInventory(Class<Inventory> type, int amount, bool givecheat = false)
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{
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bool result = true;
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@ -193,7 +193,7 @@ extend class Actor
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if (item != null)
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{
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// A_SetInventory sets the absolute amount.
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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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@ -264,12 +264,12 @@ extend class Actor
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return false;
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}
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if (!item.Use(false))
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if (!item.Use(false))
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{
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return false;
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}
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if (sv_infiniteinventory)
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if (sv_infiniteinventory)
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{
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return true;
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}
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@ -355,7 +355,7 @@ extend class Actor
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}
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}
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//============================================================================
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//
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// AActor :: GiveAmmo
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@ -413,7 +413,7 @@ extend class Actor
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{
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amount = 1;
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}
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if (mi)
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if (mi)
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{
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let item = Inventory(Spawn(mi));
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if (item == NULL)
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@ -446,7 +446,7 @@ extend class Actor
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bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoGiveInventory(self, false, itemtype, amount, giveto);
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}
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}
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bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT)
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{
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@ -497,7 +497,7 @@ extend class Actor
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bool DoTakeInventory(Actor receiver, bool orresult, class<Inventory> itemtype, int amount, int flags, int setreceiver = AAPTR_DEFAULT)
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{
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int paramnum = 0;
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if (itemtype == NULL)
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{
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return false;
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@ -517,12 +517,12 @@ extend class Actor
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bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoTakeInventory(self, false, itemtype, amount, flags, giveto);
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}
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}
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bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT)
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{
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return DoTakeInventory(target, false, itemtype, amount, flags, giveto);
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}
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}
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int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0)
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{
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@ -564,7 +564,7 @@ extend class Actor
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// A_SetInventory
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//
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//===========================================================================
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bool A_SetInventory(class<Inventory> itemtype, int amount, int ptr = AAPTR_DEFAULT, bool beyondMax = false)
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{
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bool res = false;
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@ -600,7 +600,7 @@ extend class Actor
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{
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int style = sv_dropstyle;
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if (style==0) style = gameinfo.defaultdropstyle;
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if (style==2)
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{
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Vel.X += random2[DropItem](7);
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@ -614,7 +614,7 @@ extend class Actor
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}
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_DropItem
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@ -730,8 +730,47 @@ extend class Actor
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return false;
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}
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}
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//===========================================================================
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//
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// A_SelectWeapon
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//
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//===========================================================================
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bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0)
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{
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bool selectPriority = !!(flags & SWF_SELECTPRIORITY);
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let player = self.player;
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if ((!selectPriority && whichweapon == NULL) || player == NULL)
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{
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return false;
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}
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let weaponitem = Weapon(FindInventory(whichweapon));
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if (weaponitem != NULL)
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{
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if (player.ReadyWeapon != weaponitem)
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{
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player.PendingWeapon = weaponitem;
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}
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return true;
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}
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else if (selectPriority)
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{
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// [XA] if the named weapon cannot be found (or is a dummy like 'None'),
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// select the next highest priority weapon. This is basically
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// the same as A_CheckReload minus the ammo check. Handy.
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player.mo.PickNewWeapon(NULL);
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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