Combat tracker creation in WorldThingSpawned shouldn't need to loop through whole list. This speeds up things greatly during map load.
625 lines
22 KiB
Text
625 lines
22 KiB
Text
// event processing
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extend Class SWWMHandler
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{
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// for menu events
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transient Array<MenuTransaction> checklist;
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override void ConsoleProcess( ConsoleEvent e )
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{
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// doing it with an event because this way we can control WHEN it should be openable
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if ( e.Name ~== "swwmdemomenu" )
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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Menu.SetMenu('DemolitionistMenu');
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}
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else if ( e.Name ~== "swwmzoomin" )
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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double val = max(.5,swwm_mm_zoom/2.);
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CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
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}
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else if ( e.Name ~== "swwmzoomout" )
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{
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if ( (gamestate != GS_LEVEL) || (players[consoleplayer].Health <= 0) || !(players[consoleplayer].mo is 'Demolitionist') )
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return;
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double maxval = players[consoleplayer].mo.FindInventory("Omnisight")?2.:1.;
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double val = min(maxval,swwm_mm_zoom*2.);
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CVar.FindCVar('swwm_mm_zoom').SetFloat(val);
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}
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}
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override void NetworkProcess( ConsoleEvent e )
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{
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static const Class<Ammo> cbttypes[] = {"RedShell","GreenShell","BlueShell","PurpleShell"};
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if ( e.Name ~== "swwmgesture" )
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{
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if ( (e.player == -1) || !playeringame[e.player] || !players[e.player].mo ) return;
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let mo = players[e.player].mo;
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switch( e.Args[0] )
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{
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case 0:
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SWWMGesture.SetGesture(mo,GS_Wave);
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break;
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case 1:
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SWWMGesture.SetGesture(mo,GS_ThumbsUp);
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break;
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case 2:
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SWWMGesture.SetGesture(mo,GS_Victory);
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break;
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case 3:
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SWWMGesture.SetGesture(mo,GS_BlowKiss);
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break;
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}
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return;
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}
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else if ( e.Name ~== "swwmfixitemcaps" )
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{
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// this command is only really needed when I update item max amounts mid-playthrough
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if ( multiplayer && (e.player != Net_Arbitrator) )
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{
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if ( e.player == consoleplayer )
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Console.Printf("Only the net arbitrator can call this event.");
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return;
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}
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for ( int i=0; i<MAXPLAYERS; i++ )
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{
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if ( !playeringame[i] || !players[i].mo ) continue;
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let mo = players[i].mo;
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Inventory hams = mo.FindInventory("HammerspaceEmbiggener");
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if ( hams )
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{
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if ( hams.MaxAmount != hams.default.MaxAmount )
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Console.Printf("Adjust %s capacity (%d -> %d)",hams.GetTag(),hams.MaxAmount,hams.default.MaxAmount);
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hams.MaxAmount = hams.default.MaxAmount;
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hams.Amount = min(hams.Amount,hams.MaxAmount);
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}
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for ( Inventory inv=mo.inv; inv; inv=inv.inv )
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{
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if ( inv is 'Ammo' )
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{
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Ammo(inv).BackpackMaxAmount = Ammo(inv).default.BackpackMaxAmount;
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int newmax = inv.default.MaxAmount;
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if ( (hams.Amount > 0) && (Ammo(inv).BackpackMaxAmount > 0) )
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{
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double factor = (Ammo(inv).BackpackMaxAmount-inv.default.MaxAmount)/double(hams.MaxAmount);
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newmax = int(inv.default.MaxAmount+hams.Amount*factor);
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}
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if ( inv.MaxAmount != newmax )
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Console.Printf("Adjust %s capacity (%d -> %d)",inv.GetTag(),inv.MaxAmount,newmax);
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int dropme = max(0,inv.Amount-newmax);
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if ( dropme )
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{
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Console.Printf("Dropped %dx %s.",dropme,inv.GetTag());
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// non-SWWM ammos won't subdivide, but whatever, this is a debug command
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inv.CreateTossable(dropme);
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}
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inv.MaxAmount = newmax;
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}
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else if ( inv is 'MagAmmo' )
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{
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if ( inv.MaxAmount != inv.default.MaxAmount )
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Console.Printf("Adjust %s capacity (%d -> %d)",inv.GetTag(),inv.MaxAmount,inv.default.MaxAmount);
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// just drop the extras
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int dropme = max(0,inv.Amount-inv.default.MaxAmount);
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if ( dropme )
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{
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Console.Printf("Dropped %dx %s.",dropme,inv.GetTag());
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inv.CreateTossable(dropme);
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}
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inv.MaxAmount = inv.default.MaxAmount;
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}
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else
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{
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if ( inv.MaxAmount != inv.default.MaxAmount )
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Console.Printf("Adjust %s capacity (%d -> %d)",inv.GetTag(),inv.MaxAmount,inv.default.MaxAmount);
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// only drop droppables (obviously)
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if ( !inv.bUNDROPPABLE && !inv.bUNTOSSABLE )
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{
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int dropme = max(0,inv.Amount-inv.default.MaxAmount);
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if ( dropme )
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{
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Console.Printf("Dropped %dx %s.",dropme,inv.GetTag());
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for ( int j=0; j<dropme; j++ ) inv.CreateTossable(j);
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}
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}
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inv.MaxAmount = inv.default.MaxAmount;
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inv.Amount = min(inv.Amount,inv.MaxAmount);
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}
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}
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}
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}
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else if ( e.Name ~== "swwmupdatetrackers" )
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{
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if ( multiplayer && (e.player != Net_Arbitrator) )
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{
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if ( e.player == consoleplayer )
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Console.Printf("Only the net arbitrator can call this event.");
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return;
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}
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if ( swwm_notrack )
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{
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int n = trackers_cnt;
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while ( trackers ) trackers.Destroy(); // wow that's simple, all in one line
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Console.Printf("%d trackers removed.",n);
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}
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else
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{
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int n = trackers_cnt;
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let ti = ThinkerIterator.Create("Actor");
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Actor a;
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while ( a = Actor(ti.Next()) )
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{
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if ( (!a.bSHOOTABLE && !a.bISMONSTER) || (a is 'LampMoth') || (a is 'CompanionLamp') ) continue;
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let trk = SWWMCombatTracker.Spawn(a,true);
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if ( !a.player ) trk.maxhealth = max(a.health,a.GetSpawnHealth());
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}
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n = (trackers_cnt-n);
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Console.Printf("%d trackers added.",n);
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}
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return;
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}
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else if ( e.Name ~== "swwmtrimsuckables" )
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{
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if ( multiplayer && (e.player != Net_Arbitrator) )
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{
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if ( e.player == consoleplayer )
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Console.Printf("Only the net arbitrator can call this event.");
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return;
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}
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int n = 0;
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for ( int i=0; i<suckableactors.Size(); i++ )
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{
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if ( suckableactors[i] && (suckableactors[i].bSHOOTABLE || suckableactors[i].bMISSILE) ) continue;
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suckableactors.Delete(i);
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i--;
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n++;
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}
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Console.Printf("%d suckable actors trimmed.",n);
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return;
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}
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else if ( e.Name ~== "swwmdebugdumprng" )
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{
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if ( multiplayer && (e.player != Net_Arbitrator) )
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{
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if ( e.player == consoleplayer )
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Console.Printf("Only the net arbitrator can call this event.");
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return;
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}
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// dump the values of all mod RNGs (might help someday to track down what desyncs)
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Console.Printf("\cxSWWM GZ RNG dump for player %d (\c-%s\cx):\c-",consoleplayer,players[consoleplayer].GetUserName());
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Console.Printf("bdscreen: %08x",Random2[bdscreen]());
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Console.Printf("Blood: %08x",Random2[Blood]());
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Console.Printf("Boolet: %08x",Random2[Boolet]());
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Console.Printf("BrainExplode: %08x",Random2[BrainExplode]());
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Console.Printf("Bundle: %08x",Random2[Bundle]());
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Console.Printf("Candy: %08x",Random2[Candy]());
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Console.Printf("Chancebox: %08x",Random2[Chancebox]());
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Console.Printf("ClientSparkles: %08x",Random2[ClientSparkles]());
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Console.Printf("Corrode: %08x",Random2[Corrode]());
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Console.Printf("DemoLines: %08x",Random2[DemoLines]());
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Console.Printf("DoBlast: %08x",Random2[DoBlast]());
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Console.Printf("Eviscerator: %08x",Random2[Eviscerator]());
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Console.Printf("Explodium: %08x",Random2[Explodium]());
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Console.Printf("ExploS: %08x",Random2[ExploS]());
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Console.Printf("ExtraMissiles: %08x",Random2[ExtraMissiles]());
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Console.Printf("FInTheChat: %08x",Random2[FInTheChat]());
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Console.Printf("FlameT: %08x",Random2[FlameT]());
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Console.Printf("Flicker: %08x",Random2[Flicker]());
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Console.Printf("FunTags: %08x",Random2[FunTags]());
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Console.Printf("Gesture: %08x",Random2[Gesture]());
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Console.Printf("Gibs: %08x",Random2[Gibs]());
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Console.Printf("GoldDrop: %08x",Random2[GoldDrop]());
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Console.Printf("Goldy: %08x",Random2[Goldy]());
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Console.Printf("GunFlash: %08x",Random2[GunFlash]());
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Console.Printf("hdscreen: %08x",Random2[hdscreen]());
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Console.Printf("Hellblazer: %08x",Random2[Hellblazer]());
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Console.Printf("HudStuff: %08x",Random2[HudStuff]());
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Console.Printf("Impact: %08x",Random2[Impact]());
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Console.Printf("InterArt: %08x",Random2[InterArt]());
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Console.Printf("Invinciball: %08x",Random2[Invinciball]());
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Console.Printf("Junk: %08x",Random2[Junk]());
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Console.Printf("Moth: %08x",Random2[Moth]());
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Console.Printf("Nugget: %08x",Random2[Nugget]());
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Console.Printf("Parry: %08x",Random2[Parry]());
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Console.Printf("Ponch: %08x",Random2[Ponch]());
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Console.Printf("Puff: %08x",Random2[Puff]());
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Console.Printf("Pusher: %08x",Random2[Pusher]());
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Console.Printf("Rage: %08x",Random2[Rage]());
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Console.Printf("Replacements: %08x",Random2[Replacements]());
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Console.Printf("ScoreBits: %08x",Random2[ScoreBits]());
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Console.Printf("ShellDrop: %08x",Random2[ShellDrop]());
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Console.Printf("Shivers: %08x",Random2[Shivers]());
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Console.Printf("Silverbullet: %08x",Random2[Silverbullet]());
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Console.Printf("SpareShells: %08x",Random2[SpareShells]());
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Console.Printf("Sparkster: %08x",Random2[Sparkster]());
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Console.Printf("Spread: %08x",Random2[Spread]());
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Console.Printf("Spreadgun: %08x",Random2[Spreadgun]());
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Console.Printf("TUID: %08x",Random2[TUID]());
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Console.Printf("UIStuff: %08x",Random2[UIStuff]());
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Console.Printf("Wallbuster: %08x",Random2[Wallbuster]());
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Console.Printf("WallbusterMenu: %08x",Random2[WallbusterMenu]());
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Console.Printf("Ynykron: %08x",Random2[Ynykron]());
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return;
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}
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else if ( e.Name ~== "swwmprofilehandler" )
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{
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if ( multiplayer && (e.player != Net_Arbitrator) )
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{
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if ( e.player == consoleplayer )
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Console.Printf("Only the net arbitrator can call this event.");
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return;
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}
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bprofiletics = profiletics = (e.Args[0]<=0)?10:e.Args[0];
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profiling = true;
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worldtick_ms = 0;
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worldthingspawned_ms = 0;
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worldthingdestroyed_ms = 0;
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worldthingdied_ms = 0;
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worldthingdamaged_ms = 0;
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worldthingrevived_ms = 0;
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checkreplacement_ms = 0;
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checkreplacee_ms = 0;
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Console.Printf("Gathering data for %d tic(s)...",bprofiletics);
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return;
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}
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if ( e.IsManual ) return;
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if ( e.Name.Left(14) ~== "swwmstoregive." )
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{
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Class<Inventory> item = e.Name.Mid(14);
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if ( !item ) return;
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if ( SWWMCredits.Take(players[e.Args[0]],e.Args[1]) )
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{
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let def = GetDefaultByType(item);
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SWWMWeapon sw;
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// drop the swapweapon if we own it first
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if ( swwm_swapweapons && (item is 'SWWMWeapon') && (sw = SWWMWeapon(def).HasSwapWeapon(players[e.Args[0]].mo)) )
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{
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bool swapto = (sw == players[e.Args[0]].ReadyWeapon) || (sw.SisterWeapon && (sw.Sisterweapon == players[e.Args[0]].ReadyWeapon));
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int ngun = sw.Amount;
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double ang = -15*(ngun-1);
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for ( int i=0; i<ngun; i++ )
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{
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let d = players[e.Args[0]].mo.DropInventory(sw);
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if ( !d || (ngun <= 1) ) continue;
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// adjust angle for multi-drops
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d.angle = players[e.Args[0]].mo.angle+ang;
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d.vel.xy = Actor.RotateVector((5,0),d.angle);
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d.vel.z = 1;
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d.vel += players[e.Args[0]].mo.vel;
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ang += 30;
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}
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// don't autoswitch just yet (hacky)
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if ( swapto )
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{
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players[e.Args[0]].ReadyWeapon = null;
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players[e.Args[0]].PendingWeapon = WP_NOCHANGE;
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}
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}
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if ( (item is 'ArmorNuggetItem') || (item is 'HealthNuggetItem') )
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{
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// these have to be given in a loop because fun reasons
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for ( int i=0; i<e.Args[2]; i++ )
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players[e.Args[0]].mo.GiveInventory(item,1,true);
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}
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else players[e.Args[0]].mo.GiveInventory(item,e.Args[2],true);
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// fucky workaround
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let inv = players[e.Args[0]].mo.FindInventory(item);
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if ( inv && (inv.Amount <= 0) && !inv.bKEEPDEPLETED ) inv.Destroy();
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if ( item is 'Weapon' )
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{
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// special case, select dual guns if we bought a second one
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if ( (item is 'ExplodiumGun') && (players[e.Args[0]].mo.CountInv("ExplodiumGun") > 1) )
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players[e.Args[0]].mo.A_SelectWeapon("DualExplodiumGun");
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else players[e.Args[0]].mo.A_SelectWeapon((Class<Weapon>)(item));
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}
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}
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}
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else if ( e.Name.Left(14) ~== "swwmstoretake." )
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{
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Class<Inventory> item = e.Name.Mid(14);
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if ( !item ) return;
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int amt = e.Args[2];
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if ( item is 'CandyGun' )
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{
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// check if we can sell a spare instead, for the same price
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int n = players[e.Args[0]].mo.CountInv('CandyGunSpares');
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if ( n >= amt )
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{
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players[e.Args[0]].mo.TakeInventory('CandyGunSpares',amt);
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SWWMCredits.Give(players[e.Args[0]],e.Args[1]);
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return;
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}
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}
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// if player currently has the dual wield weapon selected, switch over
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if ( item is 'SWWMWeapon' )
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{
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let c = Weapon(players[e.Args[0]].mo.FindInventory(item));
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if ( c.SisterWeapon && (players[e.Args[0]].ReadyWeapon == c.SisterWeapon) )
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{
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players[e.Args[0]].ReadyWeapon = c;
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players[e.Args[0]].SetPSprite(PSP_WEAPON,c.FindState("Ready"));
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players[e.Args[0]].SetPSprite(PSP_WEAPON+1,null); // delete left weapon psprite
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}
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}
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// if we're selling an embiggener, we need to readjust ammo
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if ( item is 'HammerspaceEmbiggener' )
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{
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let ritm = players[e.Args[0]].mo.FindInventory(item);
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for ( Inventory i=players[e.Args[0]].mo.Inv; i; i=i.Inv )
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{
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if ( !(i is 'Ammo') ) continue;
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if ( Ammo(i).BackpackMaxAmount > 0 )
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{
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double factor = (Ammo(i).BackpackMaxAmount-i.default.MaxAmount)/double(ritm.MaxAmount);
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i.MaxAmount = int(i.default.MaxAmount+(ritm.Amount-amt)*factor);
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}
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// drop excess ammo
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int excess = i.Amount-i.MaxAmount;
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if ( excess > 0 ) i.CreateTossable(excess);
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}
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}
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players[e.Args[0]].mo.TakeInventory(item,amt);
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SWWMCredits.Give(players[e.Args[0]],e.Args[1]);
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}
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else if ( e.Name.Left(10) ~== "swwmtrade." )
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{
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Class<Inventory> item = e.Name.Mid(10);
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if ( !item ) return;
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let def = GetDefaultByType(item);
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int amt = def.Amount;
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// if it's an ammo, check the largest unit givable
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if ( item is 'Ammo' )
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{
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for ( int i=0; i<AllActorClasses.Size(); i++ )
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{
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let a = (Class<Ammo>)(AllActorClasses[i]);
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if ( !a || (a.GetParentClass() != item) || (GetDefaultByType(a).Amount < amt) ) continue;
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amt = GetDefaultByType(a).Amount;
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}
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}
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Inventory ritm = players[e.Args[1]].mo.FindInventory(item);
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if ( ritm )
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{
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int maxgive = ritm.MaxAmount-ritm.Amount;
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if ( amt > maxgive ) amt = maxgive;
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}
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else if ( amt > def.MaxAmount ) amt = def.MaxAmount;
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bool rslt = false;
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Class<Inventory> giveitem = item;
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if ( item is 'HammerspaceEmbiggener' ) giveitem = 'TradedHammerspaceEmbiggener';
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if ( (amt > 0) && players[e.Args[1]].mo.GiveInventory(giveitem,amt,true) )
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{
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// if player currently has the dual wield weapon selected, switch over
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if ( item is 'SWWMWeapon' )
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{
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let c = Weapon(players[e.Args[0]].mo.FindInventory(item));
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if ( c.SisterWeapon && (players[e.Args[0]].ReadyWeapon == c.SisterWeapon) )
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{
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players[e.Args[0]].ReadyWeapon = c;
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players[e.Args[0]].SetPSprite(PSP_WEAPON,c.FindState("Ready"));
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players[e.Args[0]].SetPSprite(PSP_WEAPON+1,null); // delete left weapon psprite
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}
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}
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// if we're trading an embiggener, we need to readjust ammo
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if ( item is 'HammerspaceEmbiggener' )
|
|
{
|
|
let ritm = players[e.Args[0]].mo.FindInventory(item);
|
|
for ( Inventory i=players[e.Args[0]].mo.Inv; i; i=i.Inv )
|
|
{
|
|
if ( !(i is 'Ammo') ) continue;
|
|
if ( Ammo(i).BackpackMaxAmount > 0 )
|
|
{
|
|
double factor = (Ammo(i).BackpackMaxAmount-i.default.MaxAmount)/double(ritm.MaxAmount);
|
|
i.MaxAmount = int(i.default.MaxAmount+(ritm.Amount-amt)*factor);
|
|
}
|
|
// drop excess ammo
|
|
int excess = i.Amount-i.MaxAmount;
|
|
if ( excess > 0 ) i.CreateTossable(excess);
|
|
}
|
|
}
|
|
if ( item is 'CandyGun' )
|
|
{
|
|
// see if we can take a fully loaded spare from us instead
|
|
int n = players[e.Args[0]].mo.CountInv('CandyGunSpares');
|
|
int na = players[e.Args[0]].mo.CountInv('CandyGunAmmo');
|
|
if ( (n >= amt) && (na >= amt) )
|
|
{
|
|
players[e.Args[0]].mo.TakeInventory('CandyGunSpares',amt);
|
|
players[e.Args[0]].mo.TakeInventory('CandyGunAmmo',amt);
|
|
}
|
|
else players[e.Args[0]].mo.TakeInventory('CandyGun',amt);
|
|
}
|
|
else players[e.Args[0]].mo.TakeInventory(item,amt);
|
|
// add to history
|
|
SWWMTradeHistory.RegisterSend(players[e.Args[0]],players[e.Args[1]],item,amt);
|
|
SWWMTradeHistory.RegisterReceive(players[e.Args[1]],players[e.Args[0]],item,amt);
|
|
// add messages
|
|
if ( e.Args[0] == consoleplayer ) Console.Printf(StringTable.Localize("$SWWM_MSGSENT"),amt,def.GetTag(),players[e.Args[1]].GetUserName());
|
|
if ( e.Args[1] == consoleplayer ) Console.Printf(StringTable.Localize("$SWWM_MSGRECV"),players[e.Args[0]].GetUserName(),amt,def.GetTag());
|
|
rslt = true;
|
|
}
|
|
if ( e.Args[0] == consoleplayer )
|
|
{
|
|
let t = new("MenuTransaction");
|
|
t.uid = e.Args[2];
|
|
t.type = MenuTransaction.TT_ITEMSEND;
|
|
t.result = rslt;
|
|
t.used = item;
|
|
t.usedup = (players[e.Args[1]].mo.CountInv(item)<=0);
|
|
checklist.Push(t);
|
|
}
|
|
}
|
|
else if ( e.Name.Left(17) ~== "swwmmarkloreread." )
|
|
{
|
|
let l = SWWMLoreLibrary.Find(players[e.Args[0]]);
|
|
let idx = l.FindEntry(e.Name.Mid(17));
|
|
l.MarkRead(idx);
|
|
}
|
|
else if ( e.Name.Left(12) ~== "swwmuseitem." )
|
|
{
|
|
Class<Inventory> item = e.Name.Mid(12);
|
|
if ( !item ) return;
|
|
let i = players[e.Args[0]].mo.FindInventory(item);
|
|
if ( !i ) return;
|
|
bool rslt = players[e.Args[0]].mo.UseInventory(i);
|
|
if ( e.Args[0] == consoleplayer )
|
|
{
|
|
let t = new("MenuTransaction");
|
|
t.uid = e.Args[1];
|
|
t.type = MenuTransaction.TT_ITEMUSE;
|
|
let w = (Class<Weapon>)(item);
|
|
if ( w )
|
|
{
|
|
t.result = (players[e.Args[0]].PendingWeapon==Weapon(i));
|
|
// dual wield gun support
|
|
if ( (i is 'ExplodiumGun') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
|
|
t.result = true;
|
|
}
|
|
else t.result = rslt;
|
|
t.used = item;
|
|
t.usedup = (!i||(i.Amount<=0));
|
|
checklist.Push(t);
|
|
}
|
|
}
|
|
else if ( e.Name.Left(13) ~== "swwmdropitem." )
|
|
{
|
|
Class<Inventory> item = e.Name.Mid(13);
|
|
if ( !item ) return;
|
|
let i = players[e.Args[0]].mo.FindInventory(item);
|
|
if ( !i ) return;
|
|
int amt = i.default.Amount;
|
|
// if it's an ammo, check the largest unit givable
|
|
if ( i is 'Ammo' )
|
|
{
|
|
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
|
{
|
|
let a = (Class<Ammo>)(AllActorClasses[i]);
|
|
if ( !a || (a.GetParentClass() != item) || (GetDefaultByType(a).Amount < amt) ) continue;
|
|
amt = GetDefaultByType(a).Amount;
|
|
}
|
|
}
|
|
if ( amt > i.Amount ) amt = i.Amount;
|
|
let drop = players[e.Args[0]].mo.DropInventory(i,amt);
|
|
// add some random velocity so multiple drops don't get bunched together
|
|
if ( drop ) drop.vel += (Actor.RotateVector((FRandom[Junk](-1.5,.5),FRandom[Junk](-2.5,2.5)),players[e.Args[0]].mo.angle),FRandom[Junk](2.,5.));
|
|
if ( e.Args[0] == consoleplayer )
|
|
{
|
|
let t = new("MenuTransaction");
|
|
t.uid = e.Args[1];
|
|
t.type = MenuTransaction.TT_ITEMDROP;
|
|
t.used = item;
|
|
t.result = drop;
|
|
t.usedup = (!i||(i.Amount<=0));
|
|
checklist.Push(t);
|
|
}
|
|
}
|
|
else if ( e.Name ~== "swwmkoraxline" )
|
|
{
|
|
if ( consoleplayer != e.Args[1] ) return;
|
|
switch ( e.Args[0] )
|
|
{
|
|
case 0:
|
|
AddOneliner("koraxgreet",3,60);
|
|
break;
|
|
case 1:
|
|
AddOneliner("koraxblood",3,150);
|
|
break;
|
|
case 2:
|
|
AddOneliner("koraxgame",3,120);
|
|
break;
|
|
case 3:
|
|
AddOneliner("koraxworship",3,80);
|
|
break;
|
|
case 4:
|
|
AddOneliner("koraxmasters",3,90);
|
|
break;
|
|
}
|
|
}
|
|
else if ( e.Name.Left(16) ~== "swwmremoteliner." )
|
|
{
|
|
if ( consoleplayer == e.Args[0] ) return;
|
|
if ( !swwm_othervoice ) return;
|
|
if ( swwm_mutevoice >= e.Args[1] ) return;
|
|
players[e.Args[0]].mo.A_StartSound(e.Name.Mid(16),CHAN_DEMOVOICE,attenuation:.5);
|
|
}
|
|
else if ( e.Name.Left(19) ~== "swwmremotelinertxt." )
|
|
{
|
|
if ( consoleplayer == e.Args[0] ) return;
|
|
if ( !swwm_othervoice ) return;
|
|
if ( swwm_mutevoice >= e.Args[1] ) return;
|
|
double dist = players[consoleplayer].Camera.Distance3D(players[e.Args[0]].mo);
|
|
if ( dist < 2000 )
|
|
Console.Printf("\cx%s\cx: %s\c-",players[e.Args[0]].GetUserName(),StringTable.Localize(e.Name.Mid(19)));
|
|
}
|
|
else if ( e.Name.Left(8) ~== "swwmcbt." )
|
|
{
|
|
// from wikipedia, the free encyclopedia
|
|
if ( !playeringame[e.Args[0]] || !players[e.Args[0]].mo ) return;
|
|
let cbt = Wallbuster(players[e.Args[0]].mo.FindInventory("Wallbuster"));
|
|
if ( !cbt ) return;
|
|
cbt.reloadqueue.Clear();
|
|
if ( e.Name.Mid(8) ~== "EMPTY" ) cbt.clearout = true;
|
|
else
|
|
{
|
|
cbt.clearout = false;
|
|
Array<String> qs;
|
|
qs.Clear();
|
|
String rite = e.Name.Mid(8);
|
|
rite.Split(qs,",",TOK_SKIPEMPTY);
|
|
for ( int i=0; i<qs.Size(); i++ )
|
|
{
|
|
int qi = qs[i].ToInt();
|
|
if ( (qi < 0) || (qi > 3) ) continue;
|
|
cbt.reloadqueue.Push(cbttypes[qi]);
|
|
}
|
|
}
|
|
cbt.waitreload = false;
|
|
}
|
|
else if ( e.Name ~== "swwmcleartransaction" )
|
|
{
|
|
if ( e.Args[1] != consoleplayer ) return;
|
|
for ( int i=0; i<checklist.Size(); i++ )
|
|
{
|
|
if ( checklist[i].uid != e.Args[0] ) continue;
|
|
checklist.Delete(i);
|
|
i--;
|
|
}
|
|
}
|
|
else if ( e.Name ~== "swwmclearalltransactions" )
|
|
{
|
|
if ( e.Args[0] != consoleplayer ) return;
|
|
checklist.Clear();
|
|
}
|
|
// cheats go here
|
|
else CheatEvent(e);
|
|
}
|
|
|
|
override bool InputProcess( InputEvent e )
|
|
{
|
|
if ( (e.Type == InputEvent.TYPE_KeyDown) && (e.KeyChar >= 0x61) && (e.KeyChar <= 0x7A) )
|
|
{
|
|
// F
|
|
if ( e.KeyChar == 0x66 )
|
|
{
|
|
let demo = Demolitionist(players[consoleplayer].mo);
|
|
let gone = PlayerGone(players[consoleplayer].mo);
|
|
if ( (demo && (demo.Health <= 0) && (demo.deadtimer > 40))
|
|
|| (gone && (gone.Health <= 0) && (gone.deadtimer > 40)) )
|
|
{
|
|
// pay respects
|
|
int numf = Random[FInTheChat](1,6);
|
|
for ( int i=0; i<numf; i++ )
|
|
{
|
|
let f = PayRespects.PressF();
|
|
StatusBar.AttachMessage(f,0,layer:StatusBar.HUDMSGLayer_OverHUD);
|
|
}
|
|
}
|
|
}
|
|
if ( CheatInput(e) ) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
}
|