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- scriptified A_SelectWeapon
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parent
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commit
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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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///===========================================================================
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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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// A_Print
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//
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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_QueueCorpse();
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native void A_DeQueueCorpse();
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native void A_DeQueueCorpse();
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native void A_ClearLastHeard();
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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_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_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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native void A_SetPitch(double pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
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@ -730,8 +730,47 @@ extend class Actor
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return false;
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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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}
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