Add option to make single weapons have higher slot priority.
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parent
804ed92254
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1da4bd6126
7 changed files with 28 additions and 2 deletions
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@ -8,6 +8,7 @@ Class Demolitionist : PlayerPawn
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bool sendtoground;
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bool key_reentrant;
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bool bInDefaultInventory;
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bool oldsinglefirst;
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int lastdamage;
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transient int lastdamagetic;
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@ -414,6 +415,7 @@ Class Demolitionist : PlayerPawn
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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oldsinglefirst = swwm_singlefirst; // super already sets up the slots, so save the cvar value now
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mystats = SWWMStats.Find(player);
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lastground = true;
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}
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@ -742,6 +744,10 @@ Class Demolitionist : PlayerPawn
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let sc = Inventory(Spawn("SayaCollar"));
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sc.AttachToOwner(self);
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}
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// this is why we need mod cvar callbacks
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if ( swwm_singlefirst != oldsinglefirst )
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WeaponSlots.SetupWeaponSlots(self);
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oldsinglefirst = swwm_singlefirst;
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// strife thing
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if ( mystats.oldlogtext == "" )
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mystats.oldlogtext = player.logtext;
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@ -106,6 +106,20 @@ Class SWWMWeapon : Weapon abstract
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return false;
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}
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override int, int CheckAddToSlots()
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{
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if ( (GetReplacement(GetClass()) == GetClass()) && !bPowered_Up )
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{
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if ( swwm_singlefirst && SisterWeaponType )
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{
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let sw = GetDefaultByType(SisterWeaponType);
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return sw.SlotNumber, int(sw.SlotPriority*65536);
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}
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return SlotNumber, int(SlotPriority*65536);
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}
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return -1, 0;
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}
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// subtracts given ammo from price, drops excess
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virtual bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
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{
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