mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-24 21:11:39 +00:00
- scriptified the remains of AKey.
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
This commit is contained in:
parent
d9fd2d509f
commit
d8acf774a6
12 changed files with 57 additions and 78 deletions
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@ -1145,7 +1145,6 @@ set (PCH_SOURCES
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w_wad.cpp
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wi_stuff.cpp
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zstrformat.cpp
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g_inventory/a_ammo.cpp
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g_inventory/a_armor.cpp
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g_inventory/a_keys.cpp
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g_inventory/a_pickups.cpp
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@ -2740,8 +2740,8 @@ void AM_drawKeys ()
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mpoint_t p;
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DAngle angle;
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TThinkerIterator<AKey> it;
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AKey *key;
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TThinkerIterator<AInventory> it(NAME_Key);
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AInventory *key;
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while ((key = it.Next()) != NULL)
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{
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@ -2853,7 +2853,7 @@ void AM_drawThings ()
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// Find the key's own color.
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
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if (t->IsKindOf(PClass::FindActor(NAME_Key)))
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{
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if (G_SkillProperty(SKILLP_EasyKey))
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{
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@ -2863,7 +2863,7 @@ void AM_drawThings ()
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else if (am_showkeys)
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{
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int P_GetMapColorForKey (AInventory * key);
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
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int c = P_GetMapColorForKey(static_cast<AInventory *>(t));
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = AMColors[AMColors.ThingColor_CountItem];
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@ -51,7 +51,6 @@
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//
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//===========================================================================
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//===========================================================================
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//
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//
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@ -64,29 +63,24 @@ struct OneKey
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bool check(AActor *owner)
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{
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if (owner->IsKindOf(RUNTIME_CLASS(AKey)))
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{
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// P_GetMapColorForKey() checks the key directly
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return owner->IsA(key) || owner->GetSpecies() == key->TypeName;
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}
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else
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{
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// Other calls check an actor that may have a key in its inventory.
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AInventory *item;
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// P_GetMapColorForKey() checks the key directly
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if (owner->IsA(key) || owner->GetSpecies() == key->TypeName) return true;
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for (item = owner->Inventory; item != NULL; item = item->Inventory)
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// Other calls check an actor that may have a key in its inventory.
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AInventory *item;
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for (item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsA(key))
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{
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if (item->IsA(key))
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{
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return true;
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}
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else if (item->GetSpecies() == key->TypeName)
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{
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return true;
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}
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return true;
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}
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else if (item->GetSpecies() == key->TypeName)
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{
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return true;
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}
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return false;
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}
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return false;
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}
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};
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@ -138,9 +132,10 @@ struct Lock
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// An empty key list means that any key will do
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if (!keylist.Size())
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{
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auto kt = PClass::FindActor(NAME_Key);
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for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AKey)))
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if (item->IsKindOf (kt))
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{
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return true;
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}
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@ -192,12 +187,12 @@ static void AddOneKey(Keygroup *keygroup, PClassActor *mi, FScanner &sc)
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keygroup->anykeylist.Push (k);
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//... but only keys get key numbers!
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if (mi->IsDescendantOf(RUNTIME_CLASS(AKey)))
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if (mi->IsDescendantOf(PClass::FindActor(NAME_Key)))
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{
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if (!ignorekey &&
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static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber == 0)
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GetDefaultByType(mi)->special1 == 0)
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{
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static_cast<AKey*>(GetDefaultByType(mi))->KeyNumber=++currentnumber;
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GetDefaultByType(mi)->special1 = ++currentnumber;
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}
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}
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}
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@ -387,14 +382,15 @@ static void ParseLock(FScanner &sc)
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static void ClearLocks()
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{
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unsigned int i;
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auto kt = PClass::FindActor(NAME_Key);
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for(i = 0; i < PClassActor::AllActorClasses.Size(); i++)
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{
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if (PClassActor::AllActorClasses[i]->IsDescendantOf(RUNTIME_CLASS(AKey)))
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if (PClassActor::AllActorClasses[i]->IsDescendantOf(kt))
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{
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AKey *key = static_cast<AKey*>(GetDefaultByType(PClassActor::AllActorClasses[i]));
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auto key = GetDefaultByType(PClassActor::AllActorClasses[i]);
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if (key != NULL)
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{
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key->KeyNumber = 0;
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key->special1 = 0;
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}
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}
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}
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@ -523,15 +519,6 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
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return false;
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}
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//==========================================================================
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//
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// AKey implementation
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//
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//==========================================================================
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IMPLEMENT_CLASS(AKey, false, false)
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DEFINE_FIELD(AKey, KeyNumber)
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//==========================================================================
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//
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// These functions can be used to get color information for
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@ -1,14 +1,8 @@
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#ifndef A_KEYS_H
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#define A_KEYS_H
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#include "a_pickups.h"
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class AKey : public AInventory
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{
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DECLARE_CLASS (AKey, AInventory)
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public:
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BYTE KeyNumber;
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};
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class AActor;
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class AInventory;
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bool P_CheckKeys (AActor *owner, int keynum, bool remote);
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void P_InitKeyMessages ();
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@ -416,10 +416,10 @@ class CommandDrawSwitchableImage : public CommandDrawImage
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClassActor *cls = PClassActor::AllActorClasses[i];
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if (cls->IsDescendantOf(RUNTIME_CLASS(AKey)))
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if (cls->IsDescendantOf(PClass::FindActor(NAME_Key)))
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{
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AKey *key = (AKey *)GetDefaultByType(cls);
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if (key->KeyNumber == keynum)
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auto key = GetDefaultByType(cls);
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if (key->special1 == keynum)
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return cls->TypeName;
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}
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}
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@ -554,9 +554,9 @@ class CommandDrawSwitchableImage : public CommandDrawImage
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for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
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{
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if(item->IsKindOf(RUNTIME_CLASS(AKey)))
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if(item->IsKindOf(PClass::FindActor(NAME_Key)))
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{
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int keynum = static_cast<AKey *>(item)->KeyNumber;
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int keynum = item->special1;
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if(keynum)
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{
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if(keynum == conditionalValue[0])
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@ -1474,7 +1474,7 @@ class CommandDrawNumber : public CommandDrawString
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num = 0;
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for(AInventory *item = statusBar->CPlayer->mo->Inventory;item != NULL;item = item->Inventory)
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{
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if(item->IsKindOf(RUNTIME_CLASS(AKey)))
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if(item->IsKindOf(PClass::FindActor(NAME_Key)))
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num++;
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}
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break;
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@ -2429,7 +2429,7 @@ class CommandDrawKeyBar : public SBarInfoCommand
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int rowWidth = 0;
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for(unsigned int i = 0;i < number+keyOffset;i++)
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{
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while(!item->Icon.isValid() || !item->IsKindOf(RUNTIME_CLASS(AKey)))
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while(!item->Icon.isValid() || !item->IsKindOf(PClass::FindActor(NAME_Key)))
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{
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item = item->Inventory;
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if(item == NULL)
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@ -385,9 +385,9 @@ static TArray<PClassActor *> KeyTypes, UnassignedKeyTypes;
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static int ktcmp(const void * a, const void * b)
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{
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AKey *key1 = (AKey*)GetDefaultByType ( *(PClassActor **)a );
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AKey *key2 = (AKey*)GetDefaultByType ( *(PClassActor **)b );
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return key1->KeyNumber - key2->KeyNumber;
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auto key1 = GetDefaultByType ( *(PClassActor **)a );
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auto key2 = GetDefaultByType ( *(PClassActor **)b );
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return key1->special1 - key2->special1;
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}
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static void SetKeyTypes()
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for(unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); i++)
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{
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PClass *ti = PClassActor::AllActorClasses[i];
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auto kt = PClass::FindActor(NAME_Key);
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if (ti->IsDescendantOf(RUNTIME_CLASS(AKey)))
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if (ti->IsDescendantOf(kt))
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{
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PClassActor *tia = static_cast<PClassActor *>(ti);
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AKey *key = (AKey*)GetDefaultByType(tia);
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AInventory *key = (AInventory*)(GetDefaultByType(tia));
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if (key->Icon.isValid() && key->KeyNumber>0)
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if (key->Icon.isValid() && key->special1 > 0)
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{
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KeyTypes.Push(tia);
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}
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@ -418,8 +419,7 @@ static void SetKeyTypes()
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else
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{
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// Don't leave the list empty
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PClassActor *ti = RUNTIME_CLASS(AKey);
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KeyTypes.Push(ti);
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KeyTypes.Push(PClass::FindActor(NAME_Key));
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}
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}
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@ -261,7 +261,7 @@ public:
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item != NULL;
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item = item->Inventory)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AKey)))
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if (item->IsKindOf (PClass::FindActor(NAME_Key)))
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{
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if (i == KeyPopPos)
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{
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@ -633,7 +633,7 @@ private:
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i < endpos && item != NULL;
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item = item->Inventory)
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{
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if (!item->IsKindOf (RUNTIME_CLASS(AKey)))
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if (!item->IsKindOf (PClass::FindActor(NAME_Key)))
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continue;
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if (i < pos)
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@ -678,7 +678,7 @@ private:
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item != NULL;
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item = item->Inventory)
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{
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if (item->IsKindOf (RUNTIME_CLASS(AKey)))
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if (item->IsKindOf (PClass::FindActor(NAME_Key)))
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{
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i++;
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}
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@ -717,6 +717,7 @@ xx(Strength)
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xx(Mode)
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xx(PowerupType)
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xx(PlayerPawn)
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xx(Key)
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// Decorate compatibility functions
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xx(BuiltinTypeCheck)
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@ -642,7 +642,7 @@ static void TakeStrifeItem (player_t *player, PClassActor *itemtype, int amount)
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return;
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// Don't take keys.
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if (itemtype->IsDescendantOf (RUNTIME_CLASS(AKey)))
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if (itemtype->IsDescendantOf (PClass::FindActor(NAME_Key)))
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return;
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// Don't take the sigil.
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@ -1075,12 +1075,12 @@ void APlayerPawn::GiveDeathmatchInventory()
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{
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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if (PClassActor::AllActorClasses[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
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if (PClassActor::AllActorClasses[i]->IsDescendantOf (PClass::FindActor(NAME_Key)))
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{
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AKey *key = (AKey *)GetDefaultByType (PClassActor::AllActorClasses[i]);
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if (key->KeyNumber != 0)
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AInventory *key = (AInventory*)GetDefaultByType (PClassActor::AllActorClasses[i]);
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if (key->special1 != 0)
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{
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key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClassActor::AllActorClasses[i])));
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key = (AInventory*)Spawn(PClassActor::AllActorClasses[i]);
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if (!key->CallTryPickup (this))
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{
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key->Destroy ();
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@ -1133,7 +1133,7 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
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if ((dmflags & DF_COOP_LOSE_KEYS) &&
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defitem == NULL &&
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item->IsKindOf(RUNTIME_CLASS(AKey)))
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item->IsKindOf(PClass::FindActor(NAME_Key)))
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{
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item->Destroy();
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}
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@ -28,10 +28,8 @@ class ScoreItem : Inventory
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//
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//===========================================================================
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class Key : Inventory native
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class Key : Inventory
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{
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native uint8 KeyNumber;
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Default
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{
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+DONTGIB; // Don't disappear due to a crusher
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@ -157,8 +157,8 @@ extend class PlayerPawn
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{
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if (AllActorClasses[i] is "Key")
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{
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readonly<Key> keyitem = GetDefaultByType ((class<Key>)(AllActorClasses[i]));
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if (keyitem.KeyNumber != 0)
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let keyitem = GetDefaultByType (AllActorClasses[i]);
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if (keyitem.special1 != 0)
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{
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let item = Inventory(Spawn(AllActorClasses[i]));
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if (!item.CallTryPickup (self))
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