qzdoom/wadsrc/static/zscript/inventory/inventory.txt

1263 lines
30 KiB
Text

struct VisStyle
{
bool Invert;
float Alpha;
int RenderStyle;
}
class Inventory : Actor native
{
const BLINKTHRESHOLD = (4*32);
const BONUSADD = 6;
native Actor Owner; // Who owns self item? NULL if it's still a pickup.
native int Amount; // Amount of item self instance has
native int MaxAmount; // Max amount of item self instance can have
native int InterHubAmount; // Amount of item that can be kept between hubs or levels
native int RespawnTics; // Tics from pickup time to respawn time
native TextureID Icon; // Icon to show on status bar or HUD
native TextureID AltHUDIcon;
native int DropTime; // Countdown after dropping
native Class<Actor> SpawnPointClass; // For respawning like Heretic's mace
native Class<Actor> PickupFlash; // actor to spawn as pickup flash
native Sound PickupSound;
native bool bPickupGood;
native bool bCreateCopyMoved;
native bool bInitEffectFailed;
meta String PickupMsg;
meta int GiveQuest;
meta array<class<Actor> > ForbiddenToPlayerClass;
meta array<class<Actor> > RestrictedToPlayerClass;
property PickupMessage: PickupMsg;
property GiveQuest: GiveQuest;
property Amount: Amount;
property InterHubAmount: InterHubAmount;
property MaxAmount: MaxAmount;
property PickupFlash: PickupFlash;
property PickupSound: PickupSound;
property UseSound: UseSound;
property RespawnTics: RespawnTics;
Default
{
Inventory.Amount 1;
Inventory.MaxAmount 1;
Inventory.InterHubAmount 1;
Inventory.UseSound "misc/invuse";
Inventory.PickupSound "misc/i_pkup";
Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
}
native static void PrintPickupMessage (bool localview, String str);
States(Actor)
{
HideDoomish:
TNT1 A 1050;
TNT1 A 0 A_RestoreSpecialPosition;
TNT1 A 1 A_RestoreSpecialDoomThing;
Stop;
HideSpecial:
ACLO E 1400;
ACLO A 0 A_RestoreSpecialPosition;
ACLO A 4 A_RestoreSpecialThing1;
ACLO BABCBCDC 4;
ACLO D 4 A_RestoreSpecialThing2;
Stop;
Held:
TNT1 A -1;
Stop;
HoldAndDestroy:
TNT1 A 1;
Stop;
}
//===========================================================================
//
// AInventory :: MarkPrecacheSounds
//
//===========================================================================
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound(PickupSound);
}
//===========================================================================
//
// AInventory :: BeginPlay
//
//===========================================================================
override void BeginPlay ()
{
Super.BeginPlay ();
bDropped = true; // [RH] Items are dropped by default
}
//===========================================================================
//
// AInventory :: Destroy
//
//===========================================================================
override void OnDestroy ()
{
if (Owner != NULL)
{
Owner.RemoveInventory (self);
}
Inv = NULL;
Super.OnDestroy();
}
//===========================================================================
//
// AInventory :: ShouldSpawn
//
//===========================================================================
override bool ShouldSpawn()
{
// [RH] Other things that shouldn't be spawned depending on dmflags
if (deathmatch || alwaysapplydmflags)
{
if (sv_nohealth && bIsHealth) return false;
if (sv_noarmor && bIsArmor) return false;
}
return true;
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing1
//
// Make a special thing visible again.
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing1()
{
bInvisible = false;
if (DoRespawn ())
{
A_PlaySound ("misc/spawn", CHAN_VOICE);
}
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialThing2
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing2()
{
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
SetState (SpawnState);
}
//---------------------------------------------------------------------------
//
// PROC A_RestoreSpecialDoomThing
//
//---------------------------------------------------------------------------
void A_RestoreSpecialDoomThing()
{
bInvisible = false;
bSpecial = true;
if (!Default.bNoGravity)
{
bNoGravity = false;
}
if (DoRespawn ())
{
SetState (SpawnState);
A_PlaySound ("misc/spawn", CHAN_VOICE);
Spawn ("ItemFog", Pos, ALLOW_REPLACE);
}
}
//===========================================================================
//
// AInventory :: DoRespawn
//
//===========================================================================
bool DoRespawn ()
{
if (SpawnPointClass != NULL)
{
Actor spot = NULL;
let state = SpotState.GetSpotState();
if (state != NULL) spot = state.GetRandomSpot(SpawnPointClass, false);
if (spot != NULL)
{
SetOrigin (spot.Pos, false);
SetZ(floorz);
}
}
return true;
}
//===========================================================================
//
// AInventory :: Grind
//
//===========================================================================
override bool Grind(bool items)
{
// Does this grind request even care about items?
if (!items)
{
return false;
}
// Dropped items are normally destroyed by crushers. Set the DONTGIB flag,
// and they'll act like corpses with it set and be immune to crushers.
if (bDropped)
{
if (!bDontGib)
{
Destroy();
}
return false;
}
// Non-dropped items call the super method for compatibility.
return Super.Grind(items);
}
//===========================================================================
//
// AInventory :: BecomeItem
//
// Lets this actor know that it's about to be placed in an inventory.
//
//===========================================================================
void BecomeItem ()
{
if (!bNoBlockmap || !bNoSector)
{
A_ChangeLinkFlags(1, 1);
}
ChangeTid(0);
bSpecial = false;
// if the item was turned into a monster through Dehacked, undo that here.
bCountkill = false;
bIsMonster = false;
ChangeStatNum(STAT_INVENTORY);
// stop all sounds this item is playing.
for(int i = 1;i<=7;i++) A_StopSound(i);
SetState (FindState("Held"));
}
//===========================================================================
//
// AInventory :: BecomePickup
//
// Lets this actor know it should wait to be picked up.
//
//===========================================================================
void BecomePickup ()
{
if (Owner != NULL)
{
Owner.RemoveInventory (self);
}
if (bNoBlockmap || bNoSector)
{
A_ChangeLinkFlags(0, 0);
FindFloorCeiling();
}
bSpecial = true;
bDropped = true;
bCountItem = false;
bInvisible = false;
ChangeStatNum(STAT_DEFAULT);
SetState (SpawnState);
}
//===========================================================================
//
// AInventory :: CreateCopy
//
// Returns an actor suitable for placing in an inventory, either itself or
// a copy based on whether it needs to respawn or not. Returning NULL
// indicates the item should not be picked up.
//
//===========================================================================
virtual Inventory CreateCopy (Actor other)
{
Inventory copy;
Amount = MIN(Amount, MaxAmount);
if (GoAway ())
{
copy = Inventory(Spawn (GetClass()));
copy.Amount = Amount;
copy.MaxAmount = MaxAmount;
}
else
{
copy = self;
}
return copy;
}
//===========================================================================
//
// AInventory :: HandlePickup
//
// Returns true if the pickup was handled (or should not happen at all),
// false if not.
//
//===========================================================================
virtual bool HandlePickup (Inventory item)
{
if (item.GetClass() == GetClass())
{
if (Amount < MaxAmount || (sv_unlimited_pickup && !item.ShouldStay()))
{
if (Amount > 0 && Amount + item.Amount < 0)
{
Amount = 0x7fffffff;
}
else
{
Amount += item.Amount;
}
if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
item.bPickupGood = true;
}
return true;
}
return false;
}
//===========================================================================
//
// AInventory :: CallHandlePickup
//
// Runs all HandlePickup methods in the chain
//
//===========================================================================
private bool CallHandlePickup(Inventory item)
{
let me = self;
while (me != null)
{
if (me.HandlePickup(item)) return true;
me = me.Inv;
}
return false;
}
//===========================================================================
//
// AInventory :: TryPickup
//
//===========================================================================
virtual protected bool TryPickup (in out Actor toucher)
{
Actor newtoucher = toucher; // in case changed by the powerup
// If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag
// to indicate that self item has been picked up. If the item cannot be
// picked up, then it leaves the flag cleared.
bPickupGood = false;
if (toucher.Inv != NULL && toucher.Inv.CallHandlePickup (self))
{
// Let something else the player is holding intercept the pickup.
if (!bPickupGood)
{
return false;
}
bPickupGood = false;
GoAwayAndDie ();
}
else if (MaxAmount > 0)
{
// Add the item to the inventory. It is not already there, or HandlePickup
// would have already taken care of it.
let copy = CreateCopy (toucher);
if (copy == NULL)
{
return false;
}
// Some powerups cannot activate absolutely, for
// example, PowerMorph; fail the pickup if so.
if (copy.bInitEffectFailed)
{
if (copy != self) copy.Destroy();
else bInitEffectFailed = false;
return false;
}
// Handle owner-changing powerups
if (copy.bCreateCopyMoved)
{
newtoucher = copy.Owner;
copy.Owner = NULL;
bCreateCopyMoved = false;
}
// Continue onwards with the rest
copy.AttachToOwner (newtoucher);
if (bAutoActivate)
{
if (copy.Use (true))
{
if (--copy.Amount <= 0)
{
copy.bSpecial = false;
copy.SetStateLabel ("HoldAndDestroy");
}
}
}
}
else if (bAutoActivate)
{
// Special case: If an item's MaxAmount is 0, you can still pick it
// up if it is autoactivate-able.
// The item is placed in the inventory just long enough to be used.
toucher.AddInventory(self);
bool usegood = Use(true);
toucher.RemoveInventory(self);
if (usegood)
{
GoAwayAndDie();
}
else
{
return false;
}
}
return true;
}
//===========================================================================
//
// AInventory :: GiveQuest
//
//===========================================================================
void GiveQuestItem (Actor toucher)
{
if (GiveQuest > 0)
{
String qname = "QuestItem" .. GiveQuest;
class<Inventory> type = qname;
if (type != null)
{
toucher.GiveInventoryType (type);
}
}
}
//===========================================================================
//
// AInventory :: CanPickup
//
//===========================================================================
virtual bool CanPickup(Actor toucher)
{
if (toucher == null) return false;
int rsize = RestrictedToPlayerClass.Size();
if (rsize > 0)
{
for (int i=0; i < rsize; i++)
{
if (toucher is RestrictedToPlayerClass[i]) return true;
}
return false;
}
rsize = ForbiddenToPlayerClass.Size();
if (rsize > 0)
{
for (int i=0; i < rsize; i++)
{
if (toucher is ForbiddenToPlayerClass[i]) return false;
}
}
return true;
}
//===========================================================================
//
// AInventory :: CallTryPickup
//
// In this case the caller function is more than a simple wrapper around the virtual method and
// is what must be actually called to pick up an item.
//
//===========================================================================
bool, Actor CallTryPickup(Actor toucher)
{
let saved_toucher = toucher;
let Invstack = Inv; // A pointer of the inventories item stack.
// unmorphed versions of a currently morphed actor cannot pick up anything.
if (bUnmorphed) return false, null;
bool res;
if (CanPickup(toucher))
{
res = TryPickup(toucher);
}
else if (!bRestrictAbsolutely)
{
// let an item decide for itself how it will handle this
res = TryPickupRestricted(toucher);
}
else
return false, null;
if (!res && (bAlwaysPickup) && !ShouldStay())
{
res = true;
GoAwayAndDie();
}
if (res)
{
GiveQuestItem(toucher);
// Transfer all inventory across that the old object had, if requested.
if (bTransfer)
{
while (Invstack)
{
let titem = Invstack;
Invstack = titem.Inv;
if (titem.Owner == self)
{
if (!titem.CallTryPickup(toucher)) // The object no longer can exist
{
titem.Destroy();
}
}
}
}
}
return res, toucher;
}
//===========================================================================
//
// AInventory :: ShouldStay
//
// Returns true if the item should not disappear, even temporarily.
//
//===========================================================================
virtual bool ShouldStay ()
{
return false;
}
//===========================================================================
//
// AInventory :: TryPickupRestricted
//
//===========================================================================
virtual bool TryPickupRestricted (in out Actor toucher)
{
return false;
}
//===========================================================================
//
// AInventory :: AttachToOwner
//
//===========================================================================
virtual void AttachToOwner (Actor other)
{
BecomeItem ();
other.AddInventory (self);
}
//===========================================================================
//
// AInventory :: DetachFromOwner
//
// Performs any special work needed when the item leaves an inventory,
// either through destruction or becoming a pickup.
//
//===========================================================================
virtual void DetachFromOwner ()
{
}
//===========================================================================
//
// AInventory::CreateTossable
//
// Creates a copy of the item suitable for dropping. If this actor embodies
// only one item, then it is tossed out itself. Otherwise, the count drops
// by one and a new item with an amount of 1 is spawned.
//
//===========================================================================
virtual Inventory CreateTossable (int amt = -1)
{
// If self actor lacks a SpawnState, don't drop it. (e.g. A base weapon
// like the fist can't be dropped because you'll never see it.)
if (SpawnState == GetDefaultByType("Actor").SpawnState || SpawnState == NULL)
{
return NULL;
}
if (bUndroppable || bUntossable || Owner == NULL || Amount <= 0 || amt == 0)
{
return NULL;
}
if (Amount == 1 && !bKeepDepleted)
{
BecomePickup ();
DropTime = 30;
bSpecial = bSolid = false;
return self;
}
let copy = Inventory(Spawn (GetClass(), Owner.Pos, NO_REPLACE));
if (copy != NULL)
{
amt = clamp(amt, 1, Amount);
copy.MaxAmount = MaxAmount;
copy.Amount = amt;
copy.DropTime = 30;
copy.bSpecial = copy.bSolid = false;
Amount -= amt;
}
return copy;
}
//===========================================================================
//
// AInventory :: PickupMessage
//
// Returns the message to print when this actor is picked up.
//
//===========================================================================
virtual String PickupMessage ()
{
return PickupMsg;
}
//===========================================================================
//
// AInventory :: Touch
//
// Handles collisions from another actor, possible adding itself to the
// collider's inventory.
//
//===========================================================================
override void Touch (Actor toucher)
{
let player = toucher.player;
// If a voodoo doll touches something, pretend the real player touched it instead.
if (player != NULL)
{
toucher = player.mo;
}
bool localview = toucher.CheckLocalView(consoleplayer);
bool res;
[res, toucher] = CallTryPickup(toucher);
if (!res) return;
// This is the only situation when a pickup flash should ever play.
if (PickupFlash != NULL && !ShouldStay())
{
Spawn(PickupFlash, Pos, ALLOW_REPLACE);
}
if (!bQuiet)
{
PrintPickupMessage(localview, PickupMessage ());
// Special check so voodoo dolls picking up items cause the
// real player to make noise.
if (player != NULL)
{
PlayPickupSound (player.mo);
if (!bNoScreenFlash)
{
player.bonuscount = BONUSADD;
}
}
else
{
PlayPickupSound (toucher);
}
}
// [RH] Execute an attached special (if any)
DoPickupSpecial (toucher);
if (bCountItem)
{
if (player != NULL)
{
player.itemcount++;
}
level.found_items++;
}
if (bCountSecret)
{
Actor ac = player != NULL? Actor(player.mo) : toucher;
ac.GiveSecret(true, true);
}
//Added by MC: Check if item taken was the roam destination of any bot
for (int i = 0; i < MAXPLAYERS; i++)
{
if (players[i].Bot != NULL && self == players[i].Bot.dest)
players[i].Bot.dest = NULL;
}
}
//===========================================================================
//
// AInventory :: DepleteOrDestroy
//
// If the item is depleted, just change its amount to 0, otherwise it's destroyed.
//
//===========================================================================
virtual void DepleteOrDestroy ()
{
// If it's not ammo or an internal armor, destroy it.
// Ammo needs to stick around, even when it's zero for the benefit
// of the weapons that use it and to maintain the maximum ammo
// amounts a backpack might have given.
// Armor shouldn't be removed because they only work properly when
// they are the last items in the inventory.
if (bKeepDepleted)
{
Amount = 0;
}
else
{
Destroy();
}
}
//===========================================================================
//
// AInventory :: Travelled
//
// Called when an item in somebody's inventory is carried over to another
// map, in case it needs to do special reinitialization.
//
//===========================================================================
virtual void Travelled() {}
//===========================================================================
//
// AInventory :: DoEffect
//
// Handles any effect an item might apply to its owner
// Normally only used by subclasses of Powerup
//
//===========================================================================
virtual void DoEffect() {}
//===========================================================================
//
// AInventory :: Hide
//
// Hides this actor until it's time to respawn again.
//
//===========================================================================
virtual void Hide ()
{
State HideSpecialState = NULL, HideDoomishState = NULL;
bSpecial = false;
bNoGravity = true;
bInvisible = true;
if (gameinfo.gametype & GAME_Raven)
{
HideSpecialState = FindState("HideSpecial");
if (HideSpecialState == NULL)
{
HideDoomishState = FindState("HideDoomish");
}
}
else
{
HideDoomishState = FindState("HideDoomish");
if (HideDoomishState == NULL)
{
HideSpecialState = FindState("HideSpecial");
}
}
if (HideSpecialState != NULL)
{
SetState (HideSpecialState);
tics = 1400;
if (PickupFlash != NULL) tics += 30;
}
else if (HideDoomishState != NULL)
{
SetState (HideDoomishState);
tics = 1050;
}
if (RespawnTics != 0)
{
tics = RespawnTics;
}
}
//===========================================================================
//
// AInventory :: ShouldRespawn
//
// Returns true if the item should hide itself and reappear later when picked
// up.
//
//===========================================================================
virtual bool ShouldRespawn ()
{
if (bBigPowerup && !sv_respawnsuper) return false;
if (bNeverRespawn) return false;
return sv_itemrespawn || bAlwaysRespawn;
}
//===========================================================================
//
// AInventory :: GoAway
//
// Returns true if you must create a copy of this item to give to the player
// or false if you can use this one instead.
//
//===========================================================================
protected bool GoAway ()
{
// Dropped items never stick around
if (bDropped)
{
return false;
}
if (!ShouldStay ())
{
Hide ();
if (ShouldRespawn ())
{
return true;
}
return false;
}
return true;
}
//===========================================================================
//
// AInventory :: GoAwayAndDie
//
// Like GoAway but used by items that don't insert themselves into the
// inventory. If they won't be respawning, then they can destroy themselves.
//
//===========================================================================
protected void GoAwayAndDie ()
{
if (!GoAway ())
{
bSpecial = false;
SetStateLabel("HoldAndDestroy");
}
}
//===========================================================================
//
// AInventory :: ModifyDamage
//
// Allows inventory items to manipulate the amount of damage
// inflicted. Damage is the amount of damage that would be done without manipulation,
// and newdamage is the amount that should be done after the item has changed
// it.
// 'active' means it is called by the inflictor, 'passive' by the target.
// It may seem that this is redundant and AbsorbDamage is the same. However,
// AbsorbDamage is called only for players and also depends on other settings
// which are undesirable for a protection artifact.
//
//===========================================================================
virtual void ModifyDamage(int damage, Name damageType, out int newdamage, bool passive) {}
virtual bool Use (bool pickup) { return false; }
virtual double GetSpeedFactor() { return 1; }
virtual bool GetNoTeleportFreeze() { return false; }
virtual version("2.4") ui void AlterWeaponSprite(VisStyle vis, in out int changed) {}
virtual void OwnerDied() {}
virtual Color GetBlend () { return 0; }
//===========================================================================
//
// AInventory :: DoPickupSpecial
//
// Executes this actor's special when it is picked up.
//
//===========================================================================
virtual void DoPickupSpecial (Actor toucher)
{
if (special)
{
toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
special = 0;
}
}
//===========================================================================
//
// AInventory :: PlayPickupSound
//
//===========================================================================
virtual void PlayPickupSound (Actor toucher)
{
double atten;
int chan;
if (bNoAttenPickupSound)
{
atten = ATTN_NONE;
}
/*
else if ((ItemFlags & IF_FANCYPICKUPSOUND) &&
(toucher == NULL || toucher->CheckLocalView(consoleplayer)))
{
atten = ATTN_NONE;
}
*/
else
{
atten = ATTN_NORM;
}
if (toucher != NULL && toucher.CheckLocalView(consoleplayer))
{
chan = CHAN_PICKUP|CHAN_NOPAUSE;
}
else
{
chan = CHAN_PICKUP;
}
toucher.A_PlaySound(PickupSound, chan, 1, false, atten);
}
//===========================================================================
//
// AInventory :: DrawPowerup
//
// This has been deprecated because it is not how this should be done
// Use GetPowerupIcon instead!
//
//===========================================================================
virtual ui version("2.4") bool DrawPowerup(int x, int y) { return false; }
//===========================================================================
//
// AInventory :: AbsorbDamage
//
// Allows inventory items (primarily armor) to reduce the amount of damage
// taken. Damage is the amount of damage that would be done without armor,
// and newdamage is the amount that should be done after the armor absorbs
// it.
//
//===========================================================================
virtual void AbsorbDamage (int damage, Name damageType, out int newdamage) {}
//===========================================================================
//
// AInventory :: SpecialDropAction
//
// Called by P_DropItem. Return true to prevent the standard drop tossing.
// A few Strife items that are meant to trigger actions rather than be
// picked up use this. Normal items shouldn't need it.
//
//===========================================================================
virtual bool SpecialDropAction (Actor dropper)
{
return false;
}
//===========================================================================
//
// AInventory :: NextInv
//
// Returns the next item with IF_INVBAR set.
//
//===========================================================================
clearscope Inventory NextInv () const
{
Inventory item = Inv;
while (item != NULL && !item.bInvBar)
{
item = item.Inv;
}
return item;
}
//===========================================================================
//
// AInventory :: PrevInv
//
// Returns the previous item with IF_INVBAR set.
//
//===========================================================================
clearscope Inventory PrevInv ()
{
Inventory lastgood = NULL;
Inventory item = Owner.Inv;
while (item != NULL && item != self)
{
if (item.bInvBar)
{
lastgood = item;
}
item = item.Inv;
}
return lastgood;
}
//===========================================================================
//
// AInventory :: OnDrop
//
// Called by AActor::DropInventory. Allows items to modify how they behave
// after being dropped.
//
//===========================================================================
virtual void OnDrop (Actor dropper) {}
//---------------------------------------------------------------------------
//
// Modifies the drop amount of this item according to the current skill's
// settings (also called by ADehackedPickup::TryPickup)
//
//---------------------------------------------------------------------------
virtual void ModifyDropAmount(int dropamount)
{
if (dropamount > 0)
{
Amount = dropamount;
}
}
//---------------------------------------------------------------------------
//
// Modifies the amount based on what an item should contain if given
//
//---------------------------------------------------------------------------
virtual void SetGiveAmount(Actor receiver, int amount, bool givecheat)
{
if (givecheat)
{
let haveitem = receiver.FindInventory(GetClass());
self.Amount = MIN(amount, haveitem == null? self.Default.MaxAmount : haveitem.MaxAmount);
}
else
{
self.Amount = amount;
}
}
}
//===========================================================================
//
//
//
//===========================================================================
class DehackedPickup : Inventory
{
Inventory RealPickup;
bool droppedbymonster;
private native class<Inventory> DetermineType();
override bool TryPickup (in out Actor toucher)
{
let type = DetermineType ();
if (type == NULL)
{
return false;
}
RealPickup = Inventory(Spawn (type, Pos, NO_REPLACE));
if (RealPickup != NULL)
{
// The internally spawned item should never count towards statistics.
RealPickup.ClearCounters();
if (!bDropped)
{
RealPickup.bDropped = false;
}
// If this item has been dropped by a monster the
// amount of ammo this gives must be adjusted.
if (droppedbymonster)
{
RealPickup.ModifyDropAmount(0);
}
if (!RealPickup.CallTryPickup (toucher))
{
RealPickup.Destroy ();
RealPickup = NULL;
return false;
}
GoAwayAndDie ();
return true;
}
return false;
}
override String PickupMessage ()
{
if (RealPickup != null)
return RealPickup.PickupMessage ();
else return "";
}
override bool ShouldStay ()
{
if (RealPickup != null)
return RealPickup.ShouldStay ();
else return true;
}
override bool ShouldRespawn ()
{
if (RealPickup != null)
return RealPickup.ShouldRespawn ();
else return false;
}
override void PlayPickupSound (Actor toucher)
{
if (RealPickup != null)
RealPickup.PlayPickupSound (toucher);
}
override void DoPickupSpecial (Actor toucher)
{
Super.DoPickupSpecial (toucher);
// If the real pickup hasn't joined the toucher's inventory, make sure it
// doesn't stick around.
if (RealPickup != null && RealPickup.Owner != toucher)
{
RealPickup.Destroy ();
}
RealPickup = null;
}
override void OnDestroy ()
{
if (RealPickup != null)
{
RealPickup.Destroy ();
RealPickup = null;
}
Super.OnDestroy();
}
override void ModifyDropAmount(int dropamount)
{
// Must forward the adjustment to the real item.
// dropamount is not relevant here because Dehacked cannot change it.
droppedbymonster = true;
}
}
//===========================================================================
//
//
//
//===========================================================================
class FakeInventory : Inventory
{
bool Respawnable;
property respawns: Respawnable;
override bool ShouldRespawn ()
{
return Respawnable && Super.ShouldRespawn();
}
override bool TryPickup (in out Actor toucher)
{
let success = toucher.A_CallSpecial(special, args[0], args[1], args[2], args[3], args[4]);
if (success)
{
GoAwayAndDie ();
return true;
}
return false;
}
override void DoPickupSpecial (Actor toucher)
{
// The special was already executed by TryPickup, so do nothing here
}
}