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- Added Gez's patch for A_TakeInventory flag for taking ammo, with TIF_AMMO renamed to TIF_NOTAKEINFINITE.
SVN r2306 (trunk)
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parent
36c4b39688
commit
d070e04ff6
3 changed files with 21 additions and 4 deletions
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@ -1314,11 +1314,17 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
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//
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//
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//===========================================================================
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//===========================================================================
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enum
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{
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TIF_NOTAKEINFINITE = 1,
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};
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void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
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void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
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{
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{
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ACTION_PARAM_START(2);
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ACTION_PARAM_START(3);
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ACTION_PARAM_CLASS(item, 0);
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ACTION_PARAM_CLASS(item, 0);
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ACTION_PARAM_INT(amount, 1);
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ACTION_PARAM_INT(amount, 1);
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ACTION_PARAM_INT(flags, 2);
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if (item == NULL || receiver == NULL) return;
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if (item == NULL || receiver == NULL) return;
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@ -1332,7 +1338,15 @@ void DoTakeInventory(AActor * receiver, DECLARE_PARAMINFO)
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{
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{
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res = true;
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res = true;
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}
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}
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if (!amount || amount>=inv->Amount)
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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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{
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if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
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if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
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else inv->Destroy();
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else inv->Destroy();
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@ -191,7 +191,7 @@ ACTOR Actor native //: Thinker
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
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action native A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label);
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action native A_JumpIfArmorType(string Type, state label, int amount = 1);
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action native A_JumpIfArmorType(string Type, state label, int amount = 1);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
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action native A_GiveInventory(class<Inventory> itemtype, int amount = 0);
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action native A_TakeInventory(class<Inventory> itemtype, int amount = 0);
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action native A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0);
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action native A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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action native A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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action native A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0);
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action native A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0);
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action native A_Print(string whattoprint, float time = 0, string fontname = "");
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action native A_Print(string whattoprint, float time = 0, string fontname = "");
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@ -228,7 +228,7 @@ ACTOR Actor native //: Thinker
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action native A_Recoil(float xyvel);
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action native A_Recoil(float xyvel);
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
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action native A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0);
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action native A_GiveToTarget(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0);
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action native A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0);
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action native A_CountdownArg(int argnum, state targstate = "");
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action native A_CountdownArg(int argnum, state targstate = "");
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
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@ -105,6 +105,9 @@ const int AF_ClearSpecial = 32;
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const int AF_NoDeathSpecial = 64;
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const int AF_NoDeathSpecial = 64;
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const int AF_TriggerActs = 128;
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const int AF_TriggerActs = 128;
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// Flags for A_TakeInventory and A_TakeFromTarget
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const int TIF_NOTAKEINFINITE = 1;
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// constants for A_PlaySound
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// constants for A_PlaySound
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enum
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enum
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{
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{
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