Removed the UTAmmo class entirely, as it's more trouble than it's worth.
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f05754b45e
commit
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11 changed files with 15 additions and 51 deletions
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@ -7,7 +7,7 @@ Class UTPlayer : DoomPlayer
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Player.StartItem "Enforcer";
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}
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// Have to modify the give cheat to recognize UT ammo and handle UT armor
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// Have to modify the give cheat to handle UT armor
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override void CheatGive( String name, int amount )
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{
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if ( PlayerNumber() != consoleplayer )
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@ -39,7 +39,7 @@ Class UTPlayer : DoomPlayer
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let type = (class<Ammo>)(AllActorClasses[i]);
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if ( !type || ((type.GetParentClass() != "Ammo") && (type.GetParentClass() != "UTAmmo")) )
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if ( !type || (type.GetParentClass() != "Ammo") )
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continue;
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// Only give if it's for a valid weapon, unless using "give everything"
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bool isvalid = false;
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@ -158,32 +158,6 @@ Class UTPlayer : DoomPlayer
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}
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}
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enum EAmmoSlot
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{
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AMMO_SLOT10 = 1,
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AMMO_SLOT1 = 2,
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AMMO_SLOT2 = 4,
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AMMO_SLOT3 = 8,
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AMMO_SLOT4 = 16,
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AMMO_SLOT5 = 32,
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AMMO_SLOT6 = 64,
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AMMO_SLOT7 = 128,
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AMMO_SLOT8 = 256,
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AMMO_SLOT9 = 512,
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};
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Class UTAmmo : Ammo
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{
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int usedinslot; // bitfield indicating which weapon slots use this ammo
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Property UsedInSlot : usedinslot;
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Default
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{
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UTAmmo.UsedInSlot 0;
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}
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}
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// Random Spawner that passes through dropped status to items
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Class RandomSpawner2 : RandomSpawner
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{
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