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- scriptified the WeaponGiver.
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parent
42f3ccc602
commit
6d3b26f94c
6 changed files with 100 additions and 128 deletions
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@ -936,65 +936,6 @@ FState *AWeapon::GetStateForButtonName (FName button)
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}
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/* Weapon giver ***********************************************************/
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IMPLEMENT_CLASS(AWeaponGiver, false, false)
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DEFINE_FIELD(AWeaponGiver, DropAmmoFactor);
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void AWeaponGiver::Serialize(FSerializer &arc)
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{
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Super::Serialize(arc);
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auto def = (AWeaponGiver *)GetDefault();
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arc("dropammofactor", DropAmmoFactor, def->DropAmmoFactor);
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}
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bool AWeaponGiver::TryPickup(AActor *&toucher)
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{
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DDropItem *di = GetDropItems();
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AWeapon *weap;
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if (di != NULL)
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{
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PClassWeapon *ti = dyn_cast<PClassWeapon>(PClass::FindClass(di->Name));
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if (ti != NULL)
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{
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if (master == NULL)
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{
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master = weap = static_cast<AWeapon*>(Spawn(di->Name));
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if (weap != NULL)
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{
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weap->ItemFlags &= ~IF_ALWAYSPICKUP; // use the flag of this item only.
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weap->flags = (weap->flags & ~MF_DROPPED) | (this->flags & MF_DROPPED);
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// If our ammo gives are non-negative, transfer them to the real weapon.
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if (AmmoGive1 >= 0) weap->AmmoGive1 = AmmoGive1;
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if (AmmoGive2 >= 0) weap->AmmoGive2 = AmmoGive2;
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// If DropAmmoFactor is non-negative, modify the given ammo amounts.
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if (DropAmmoFactor > 0)
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{
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weap->AmmoGive1 = int(weap->AmmoGive1 * DropAmmoFactor);
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weap->AmmoGive2 = int(weap->AmmoGive2 * DropAmmoFactor);
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}
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weap->BecomeItem();
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}
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else return false;
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}
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weap = barrier_cast<AWeapon*>(master);
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bool res = weap->CallTryPickup(toucher);
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if (res)
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{
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GoAwayAndDie();
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master = NULL;
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}
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return res;
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}
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}
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return false;
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}
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/* Weapon slots ***********************************************************/
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//===========================================================================
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@ -2079,48 +2020,3 @@ PClassWeapon *Net_ReadWeapon(BYTE **stream)
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return Weapons_ntoh[index];
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}
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//===========================================================================
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//
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// A_ZoomFactor
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AWeapon, A_ZoomFactor)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_FLOAT_DEF(zoom);
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PARAM_INT_DEF(flags);
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if (self->player != NULL && self->player->ReadyWeapon != NULL)
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{
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zoom = 1 / clamp(zoom, 0.1, 50.0);
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if (flags & 1)
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{ // Make the zoom instant.
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self->player->FOV = float(self->player->DesiredFOV * zoom);
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}
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if (flags & 2)
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{ // Disable pitch/yaw scaling.
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zoom = -zoom;
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}
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self->player->ReadyWeapon->FOVScale = float(zoom);
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}
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return 0;
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}
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//===========================================================================
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//
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// A_SetCrosshair
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AWeapon, A_SetCrosshair)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(xhair);
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if (self->player != NULL && self->player->ReadyWeapon != NULL)
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{
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self->player->ReadyWeapon->Crosshair = xhair;
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}
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return 0;
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}
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@ -217,14 +217,3 @@ enum
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WIF_BOT_BFG = 1<<28, // this is a BFG
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};
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class AWeaponGiver : public AWeapon
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{
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DECLARE_CLASS (AWeaponGiver, AWeapon)
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public:
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virtual bool TryPickup(AActor *&toucher) override;
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virtual void Serialize(FSerializer &arc) override;
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double DropAmmoFactor;
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};
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@ -185,6 +185,7 @@ xx(PuzzleItemNumber)
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xx(HealthPickup)
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xx(autousemode)
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xx(Ammo)
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xx(WeaponGiver)
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xx(PowerTargeter)
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xx(PowerInvulnerable)
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xx(PowerStrength)
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@ -3248,9 +3248,9 @@ void ModifyDropAmount(AInventory *inv, int dropamount)
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inv->Amount = amount;
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inv->ItemFlags |= flagmask;
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}
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else if (inv->IsKindOf (RUNTIME_CLASS(AWeaponGiver)))
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else if (inv->IsKindOf (PClass::FindActor(NAME_WeaponGiver)))
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{
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static_cast<AWeaponGiver *>(inv)->DropAmmoFactor = dropammofactor;
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inv->FloatVar("AmmoFactor") = dropammofactor;
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inv->ItemFlags |= flagmask;
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}
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else if (inv->IsKindOf (RUNTIME_CLASS(AWeapon)))
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@ -7,6 +7,9 @@ class Weapon : StateProvider native
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EitherFire
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};
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const ZOOM_INSTANT = 1;
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const ZOOM_NOSCALETURNING = 2;
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native uint WeaponFlags;
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native class<Ammo> AmmoType1, AmmoType2; // Types of ammo used by this weapon
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native int AmmoGive1, AmmoGive2; // Amount of each ammo to get when picking up weapon
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@ -207,24 +210,107 @@ class Weapon : StateProvider native
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}
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}
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//===========================================================================
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//
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// A_ZoomFactor
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//
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//===========================================================================
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native action void A_ZoomFactor(double scale = 1, int flags = 0);
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native action void A_SetCrosshair(int xhair);
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const ZOOM_INSTANT = 1;
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const ZOOM_NOSCALETURNING = 2;
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action void A_ZoomFactor(double zoom = 1, int flags = 0)
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{
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let player = self.player;
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if (player != NULL && player.ReadyWeapon != NULL)
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{
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zoom = 1 / clamp(zoom, 0.1, 50.0);
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if (flags & 1)
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{ // Make the zoom instant.
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self.player.FOV = self.player.DesiredFOV * zoom;
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}
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if (flags & 2)
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{ // Disable pitch/yaw scaling.
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zoom = -zoom;
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}
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self.player.ReadyWeapon.FOVScale = zoom;
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}
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}
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//===========================================================================
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//
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// A_SetCrosshair
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//
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//===========================================================================
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action void A_SetCrosshair(int xhair)
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{
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let player = self.player;
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if (player != NULL && player.ReadyWeapon != NULL)
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{
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player.ReadyWeapon.Crosshair = xhair;
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}
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}
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}
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class WeaponGiver : Weapon native
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class WeaponGiver : Weapon
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{
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native double DropAmmoFactor;
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double AmmoFactor;
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Default
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{
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Weapon.AmmoGive1 -1;
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Weapon.AmmoGive2 -1;
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}
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override bool TryPickup(in out Actor toucher)
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{
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DropItem di = GetDropItems();
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Weapon weap;
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if (di != NULL)
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{
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Class<Weapon> ti = di.Name;
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if (ti != NULL)
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{
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if (master == NULL)
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{
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// save the spawned weapon in 'master' to avoid constant respawning if it cannot be picked up.
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master = weap = Weapon(Spawn(di.Name));
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if (weap != NULL)
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{
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weap.bAlwaysPickup = false; // use the flag of this item only.
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weap.bDropped = bDropped;
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// If our ammo gives are non-negative, transfer them to the real weapon.
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if (AmmoGive1 >= 0) weap.AmmoGive1 = AmmoGive1;
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if (AmmoGive2 >= 0) weap.AmmoGive2 = AmmoGive2;
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// If AmmoFactor is non-negative, modify the given ammo amounts.
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if (AmmoFactor > 0)
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{
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weap.AmmoGive1 = int(weap.AmmoGive1 * AmmoFactor);
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weap.AmmoGive2 = int(weap.AmmoGive2 * AmmoFactor);
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}
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weap.BecomeItem();
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}
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else return false;
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}
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weap = Weapon(master);
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bool res = false;
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if (weap != null)
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{
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res = weap.CallTryPickup(toucher);
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if (res)
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{
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GoAwayAndDie();
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master = NULL;
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}
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}
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return res;
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}
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}
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return false;
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}
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}
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struct WeaponSlots native
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@ -212,7 +212,7 @@ struct PlayerInfo native // this is what internally is known as player_t
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native uint original_oldbuttons;
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native readonly Class<PlayerPawn> cls;
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native float DesiredFOV;
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native readonly float FOV;
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native float FOV;
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native double viewz;
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native double viewheight;
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native double deltaviewheight;
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