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- scriptified GiveAmmo and the one remaining piece of native code still using it.
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parent
2c59172c42
commit
7301bbc58e
6 changed files with 55 additions and 64 deletions
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@ -772,9 +772,6 @@ public:
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// Returns the first item held with IF_INVBAR set.
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AInventory *FirstInv ();
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// Tries to give the actor some ammo.
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bool GiveAmmo (PClassActor *type, int amount);
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// Destroys all the inventory the actor is holding.
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void DestroyAllInventory ();
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@ -2485,30 +2485,11 @@ void FParser::SF_PlayerKeys(void)
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void FParser::SF_PlayerAmmo(void)
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{
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int playernum, amount;
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PClassActor * ammotype;
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if (CheckArgs(2))
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{
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playernum=T_GetPlayerNum(t_argv[0]);
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if (playernum==-1) return;
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ammotype=T_GetAmmo(t_argv[1]);
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if (!ammotype) return;
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if(t_argc >= 3)
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{
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AInventory * iammo = players[playernum].mo->FindInventory(ammotype);
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amount = intvalue(t_argv[2]);
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if(amount < 0) amount = 0;
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if (iammo) iammo->Amount = amount;
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else players[playernum].mo->GiveAmmo(ammotype, amount);
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}
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t_return.type = svt_int;
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AInventory * iammo = players[playernum].mo->FindInventory(ammotype);
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if (iammo) t_return.value.i = iammo->Amount;
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else t_return.value.i = 0;
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t_return.value.i = ScriptUtil::Exec("PlayerAmmo", ScriptUtil::Pointer, T_GetPlayerActor(t_argv[0]), ScriptUtil::Class, T_GetAmmo(t_argv[1]),
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ScriptUtil::Int, t_argc >= 3 ? intvalue(t_argv[2]) : INT_MIN, ScriptUtil::End);
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}
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}
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@ -2524,7 +2505,7 @@ void FParser::SF_MaxPlayerAmmo()
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if (CheckArgs(2))
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{
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t_return.type = svt_int;
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t_return.value.i = ScriptUtil::Exec("MaxPlayerAmmo", ScriptUtil::Pointer, T_GetPlayerActor(t_argv[0]), ScriptUtil::Class, T_ClassType(t_argv[1]),
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t_return.value.i = ScriptUtil::Exec("MaxPlayerAmmo", ScriptUtil::Pointer, T_GetPlayerActor(t_argv[0]), ScriptUtil::Class, T_GetAmmo(t_argv[1]),
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ScriptUtil::Int, t_argc >= 3? intvalue(t_argv[2]) : INT_MIN, ScriptUtil::Int, t_argc >= 4 ? intvalue(t_argv[3]) : INT_MIN, ScriptUtil::End);
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}
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}
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@ -942,44 +942,6 @@ DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
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ACTION_RETURN_OBJECT(self->GiveInventoryType(type));
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}
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//============================================================================
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//
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// AActor :: GiveAmmo
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//
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// Returns true if the ammo was added, false if not.
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//
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//============================================================================
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bool AActor::GiveAmmo (PClassActor *type, int amount)
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{
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if (type != NULL)
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{
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if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
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AInventory *item = static_cast<AInventory *>(Spawn (type));
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if (item)
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{
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item->Amount = amount;
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item->flags |= MF_DROPPED;
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if (!item->CallTryPickup (this))
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{
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item->Destroy ();
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return false;
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}
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return true;
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}
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, GiveAmmo)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(type, AInventory);
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PARAM_INT(amount);
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ACTION_RETURN_BOOL(self->GiveAmmo(type, amount));
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}
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//============================================================================
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//
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// AActor :: ClearInventory
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@ -746,7 +746,6 @@ class Actor : Thinker native
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native clearscope Inventory FindInventory(class<Inventory> itemtype, bool subclass = false) const;
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native Inventory GiveInventoryType(class<Inventory> itemtype);
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native void ObtainInventory(Actor other);
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native bool GiveAmmo (Class<Ammo> type, int amount);
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native bool UsePuzzleItem(int PuzzleItemType);
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native float AccuracyFactor();
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@ -283,6 +283,35 @@ extend class Actor
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}
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//============================================================================
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//
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// AActor :: GiveAmmo
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//
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// Returns true if the ammo was added, false if not.
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//
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//============================================================================
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bool GiveAmmo (Class<Ammo> type, int amount)
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{
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if (type != NULL && type is 'Ammo')
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{
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let item = Inventory(Spawn (type));
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if (item)
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{
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item.Amount = amount;
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item.bDropped = true;
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if (!item.CallTryPickup (self))
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{
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item.Destroy ();
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return false;
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}
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return true;
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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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//
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// DoGiveInventory
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@ -229,5 +229,28 @@ class ScriptUtil play
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else return GetDefaultByType(ammotype).MaxAmount;
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}
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//==========================================================================
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//
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//
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//
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//==========================================================================
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int PlayerAmmo(Actor activator, class<Inventory> type, int newamount = int.min)
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{
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if (activator == null) return 0;
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let ammotype = (class<Ammo>)(type);
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if (ammotype == null) return 0;
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if (newamount != int.min)
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{
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let iammo = activator.FindInventory(ammotype);
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newamount = max(newamount, 0);
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if (iammo) iammo.Amount = newamount;
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else activator.GiveAmmo(ammotype, newamount);
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}
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let iammo = activator.FindInventory(ammotype);
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if (iammo) return iammo.Amount;
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else return 0;
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}
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}
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