- scriptified cht_Give and cht_Take and made them virtual function of PlayerPawn so that this can be better configured for mods that want other options in here.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type. - fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
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21 changed files with 559 additions and 461 deletions
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@ -822,11 +822,13 @@ bool AActor::GiveInventory(PClassInventory *type, int amount, bool givecheat)
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return result;
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}
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DEFINE_ACTION_FUNCTION(AActor, Inventory)
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DEFINE_ACTION_FUNCTION(AActor, GiveInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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ACTION_RETURN_BOOL(self->UseInventory(item));
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PARAM_CLASS(type, AInventory);
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PARAM_INT(amount);
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PARAM_BOOL_DEF(givecheat);
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ACTION_RETURN_BOOL(self->GiveInventory(type, amount, givecheat));
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}
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@ -918,6 +920,16 @@ bool AActor::TakeInventory(PClassActor *itemclass, int amount, bool fromdecorate
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return result;
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}
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DEFINE_ACTION_FUNCTION(AActor, TakeInventory)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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PARAM_INT(amount);
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PARAM_BOOL_DEF(fromdecorate);
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PARAM_BOOL_DEF(notakeinfinite);
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self->RemoveInventory(item);
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return 0;
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}
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//============================================================================
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//
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