- removed all direct references of AInventory::Owner and AInventory::Amount from the C++ code.
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d6d3dd038e
commit
0e095b0c05
15 changed files with 124 additions and 157 deletions
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@ -2409,28 +2409,11 @@ void FParser::SF_IsPlayerObj(void)
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//
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// CheckInventory
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//
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// Returns how much of a particular item an actor has.
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// forward to the ACS equivalent.
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//
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//============================================================================
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static int FS_CheckInventory (AActor *activator, const char *type)
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{
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if (activator == NULL)
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return 0;
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if (strcmp (type, "Armor") == 0)
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{
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type = "BasicArmor";
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}
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else if (strcmp (type, "Health") == 0)
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{
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return activator->health;
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}
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PClassActor *info = PClass::FindActor (type);
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AInventory *item = activator->FindInventory (info);
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return item ? item->Amount : 0;
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}
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int CheckInventory(AActor *activator, const char *type, bool max = false);
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//==========================================================================
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@ -2463,7 +2446,7 @@ void FParser::SF_PlayerKeys(void)
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if(t_argc == 2)
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{
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t_return.type = svt_int;
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t_return.value.i = FS_CheckInventory(players[playernum].mo, keyname);
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t_return.value.i = CheckInventory(players[playernum].mo, keyname);
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return;
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}
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else
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@ -2707,7 +2690,7 @@ void FParser::SF_CheckInventory(void)
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return;
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}
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t_return.type = svt_int;
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t_return.value.i = FS_CheckInventory(players[playernum].mo, stringvalue(t_argv[1]));
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t_return.value.i = CheckInventory(players[playernum].mo, stringvalue(t_argv[1]));
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}
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}
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