- copied inventory files to their own folder.
It's about time this stuff is getting cleaned up seriously. Both a_pickups.cpp and a_artifacts.cpp are so overstuffed that it has become a chore finding stuff in there.
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13 changed files with 11 additions and 9 deletions
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "c_console.h"
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#include "doomstat.h"
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#include "v_font.h"
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IMPLEMENT_CLASS(PClassPuzzleItem, false, false)
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void PClassPuzzleItem::DeriveData(PClass *newclass)
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{
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Super::DeriveData(newclass);
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassPuzzleItem)));
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static_cast<PClassPuzzleItem *>(newclass)->PuzzFailMessage = PuzzFailMessage;
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}
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IMPLEMENT_CLASS(APuzzleItem, false, false)
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DEFINE_FIELD(APuzzleItem, PuzzleItemNumber)
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bool APuzzleItem::HandlePickup (AInventory *item)
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{
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// Can't carry more than 1 of each puzzle item in coop netplay
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if (multiplayer && !deathmatch && item->GetClass() == GetClass())
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{
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return true;
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}
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return Super::HandlePickup (item);
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}
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bool APuzzleItem::Use (bool pickup)
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{
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if (P_UsePuzzleItem (Owner, PuzzleItemNumber))
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{
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return true;
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}
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// [RH] Always play the sound if the use fails.
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S_Sound (Owner, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
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if (Owner != NULL && Owner->CheckLocalView (consoleplayer))
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{
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FString message = GetClass()->PuzzFailMessage;
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if (message.IsNotEmpty() && message[0] == '$') message = GStrings[&message[1]];
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if (message.IsEmpty()) message = GStrings("TXT_USEPUZZLEFAILED");
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C_MidPrintBold (SmallFont, message);
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}
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return false;
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}
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bool APuzzleItem::ShouldStay ()
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{
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return !!multiplayer;
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}
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