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https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 13:01:47 +00:00
Little TakeInventory refactoring.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed. I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
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parent
a93c30238b
commit
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10 changed files with 92 additions and 107 deletions
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@ -677,6 +677,11 @@ public:
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// Removes the item from the inventory list.
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// Removes the item from the inventory list.
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virtual void RemoveInventory (AInventory *item);
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virtual void RemoveInventory (AInventory *item);
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// Take the amount value of an item from the inventory list.
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// If nothing is left, the item may be destroyed.
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// Returns true if the initial item count is positive.
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virtual bool TakeInventory (const PClass *itemclass, int amount, bool fromdecorate = false, bool notakeinfinite = false);
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// Uses an item and removes it from the inventory.
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// Uses an item and removes it from the inventory.
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virtual bool UseInventory (AInventory *item);
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virtual bool UseInventory (AInventory *item);
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@ -137,14 +137,9 @@ bool P_MorphPlayer (player_t *activator, player_t *p, const PClass *spawntype, i
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hxarmor->Slots[3] = 0;
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hxarmor->Slots[3] = 0;
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hxarmor->Slots[4] = spawntype->Meta.GetMetaFixed (APMETA_Hexenarmor0);
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hxarmor->Slots[4] = spawntype->Meta.GetMetaFixed (APMETA_Hexenarmor0);
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}
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}
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else if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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// Set depletable armor to 0 (this includes BasicArmor).
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item->Amount = 0;
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}
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else
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else
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{
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{
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item->Destroy ();
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item->DepleteOrDestroy();
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}
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}
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}
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}
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item = next;
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item = next;
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@ -1131,6 +1131,32 @@ void AInventory::Destroy ()
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if (SendItemDrop == this) SendItemDrop = NULL;
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if (SendItemDrop == this) SendItemDrop = NULL;
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}
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}
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//===========================================================================
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//
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// AInventory :: DepleteOrDestroy
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//
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// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
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//
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//===========================================================================
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void AInventory::DepleteOrDestroy ()
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{
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// If it's not ammo or an internal armor, destroy it.
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// Ammo needs to stick around, even when it's zero for the benefit
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// of the weapons that use it and to maintain the maximum ammo
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (ItemFlags & IF_KEEPDEPLETED)
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{
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Amount = 0;
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}
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else
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{
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Destroy();
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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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// AInventory :: GetBlend
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// AInventory :: GetBlend
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@ -151,6 +151,7 @@ public:
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virtual void MarkPrecacheSounds() const;
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virtual void MarkPrecacheSounds() const;
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virtual void BeginPlay ();
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virtual void BeginPlay ();
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virtual void Destroy ();
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virtual void Destroy ();
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virtual void DepleteOrDestroy ();
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virtual void Tick ();
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virtual void Tick ();
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virtual bool ShouldRespawn ();
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virtual bool ShouldRespawn ();
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virtual bool ShouldStay ();
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virtual bool ShouldStay ();
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@ -1052,24 +1052,7 @@ void cht_Take (player_t *player, const char *name, int amount)
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}
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}
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else
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else
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{
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{
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AInventory *inventory = player->mo->FindInventory (type);
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player->mo->TakeInventory(type, amount ? amount : 1);
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if (inventory != NULL)
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{
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inventory->Amount -= amount ? amount : 1;
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if (inventory->Amount <= 0)
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{
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if (inventory->ItemFlags & IF_KEEPDEPLETED)
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{
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inventory->Amount = 0;
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}
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else
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{
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inventory->Destroy ();
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}
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}
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}
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}
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}
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return;
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return;
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}
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}
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@ -1131,40 +1131,6 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
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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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// DoTakeInv
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//
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// Takes an item from a single actor.
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//
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//============================================================================
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static void DoTakeInv (AActor *actor, const PClass *info, int amount)
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{
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AInventory *item = actor->FindInventory (info);
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if (item != NULL)
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{
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item->Amount -= amount;
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if (item->Amount <= 0)
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{
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// If it's not ammo or an internal armor, destroy it.
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// Ammo needs to stick around, even when it's zero for the benefit
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// of the weapons that use it and to maintain the maximum ammo
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// amounts a backpack might have given.
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// Armor shouldn't be removed because they only work properly when
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// they are the last items in the inventory.
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if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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item->Amount = 0;
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}
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else
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{
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item->Destroy ();
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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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//
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//
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// TakeInventory
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// TakeInventory
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@ -1199,12 +1165,12 @@ static void TakeInventory (AActor *activator, const char *type, int amount)
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for (int i = 0; i < MAXPLAYERS; ++i)
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for (int i = 0; i < MAXPLAYERS; ++i)
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{
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{
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if (playeringame[i])
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if (playeringame[i])
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DoTakeInv (players[i].mo, info, amount);
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players[i].mo->TakeInventory(info, amount);
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}
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}
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}
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}
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else
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else
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{
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{
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DoTakeInv (activator, info, amount);
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activator->TakeInventory(info, amount);
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}
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}
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}
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}
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@ -649,22 +649,7 @@ static void TakeStrifeItem (player_t *player, const PClass *itemtype, int amount
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if (itemtype == RUNTIME_CLASS(ASigil))
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if (itemtype == RUNTIME_CLASS(ASigil))
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return;
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return;
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AInventory *item = player->mo->FindInventory (itemtype);
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player->mo->TakeInventory(itemtype, amount);
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if (item != NULL)
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{
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item->Amount -= amount;
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if (item->Amount <= 0)
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{
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if (item->ItemFlags & IF_KEEPDEPLETED)
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{
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item->Amount = 0;
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}
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else
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{
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item->Destroy ();
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}
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}
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}
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}
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}
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CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
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CUSTOM_CVAR(Float, dlg_musicvolume, 1.0f, CVAR_ARCHIVE)
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@ -804,10 +804,7 @@ static int UseHealthItems(TArray<AInventory *> &Items, int &saveHealth)
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saveHealth -= maxhealth;
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saveHealth -= maxhealth;
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if (--Items[index]->Amount == 0)
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if (--Items[index]->Amount == 0)
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{
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{
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if (!(Items[index]->ItemFlags & IF_KEEPDEPLETED))
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Items[index]->DepleteOrDestroy ();
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{
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Items[index]->Destroy ();
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}
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Items.Delete(index);
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Items.Delete(index);
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break;
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break;
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}
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}
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@ -591,6 +591,57 @@ void AActor::RemoveInventory(AInventory *item)
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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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// AActor :: TakeInventory
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//
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//============================================================================
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bool AActor::TakeInventory(const PClass *itemclass, int amount, bool fromdecorate, bool notakeinfinite)
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{
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AInventory *item = FindInventory(itemclass);
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if (item == NULL)
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return false;
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if (!fromdecorate)
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{
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item->Amount -= amount;
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if (item->Amount <= 0)
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{
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item->DepleteOrDestroy();
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}
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// It won't be used in non-decorate context, so return false here
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return false;
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}
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bool result = false;
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if (item->Amount > 0)
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{
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result = true;
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}
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if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
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return false;
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// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
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// and infinite ammo is on
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if (notakeinfinite &&
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((dmflags & DF_INFINITE_AMMO) || (player && player->cheats & CF_INFINITEAMMO)) &&
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item->IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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// Nothing to do here, except maybe res = false;? Would it make sense?
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}
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else if (!amount || amount>=item->Amount)
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{
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item->DepleteOrDestroy();
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}
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else item->Amount-=amount;
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return result;
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}
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//============================================================================
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//============================================================================
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//
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//
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// AActor :: DestroyAllInventory
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// AActor :: DestroyAllInventory
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@ -658,9 +709,9 @@ bool AActor::UseInventory (AInventory *item)
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if (dmflags2 & DF2_INFINITE_INVENTORY)
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if (dmflags2 & DF2_INFINITE_INVENTORY)
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return true;
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return true;
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if (--item->Amount <= 0 && !(item->ItemFlags & IF_KEEPDEPLETED))
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if (--item->Amount <= 0)
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{
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{
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item->Destroy ();
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item->DepleteOrDestroy ();
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}
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}
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return true;
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return true;
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}
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}
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@ -1783,31 +1783,7 @@ void DoTakeInventory(AActor * receiver, bool use_aaptr, DECLARE_PARAMINFO)
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COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
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COPY_AAPTR_NOT_NULL(receiver, receiver, setreceiver);
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}
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}
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bool res = false;
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bool res = receiver->TakeInventory(item, amount, true, (flags & TIF_NOTAKEINFINITE) != 0);
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AInventory * inv = receiver->FindInventory(item);
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if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
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{
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if (inv->Amount > 0)
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{
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res = true;
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}
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// Do not take ammo if the "no take infinite/take as ammo depletion" flag is set
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// and infinite ammo is on
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if (flags & TIF_NOTAKEINFINITE &&
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((dmflags & DF_INFINITE_AMMO) || (receiver->player->cheats & CF_INFINITEAMMO)) &&
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inv->IsKindOf(RUNTIME_CLASS(AAmmo)))
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{
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// Nothing to do here, except maybe res = false;? Would it make sense?
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}
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else if (!amount || amount>=inv->Amount)
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{
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if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
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else inv->Destroy();
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}
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else inv->Amount-=amount;
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}
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ACTION_SET_RESULT(res);
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ACTION_SET_RESULT(res);
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}
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}
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