- more exporting of AInventory.
This commit is contained in:
parent
7c6542e595
commit
1750ded7c4
14 changed files with 290 additions and 396 deletions
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@ -39,7 +39,7 @@ void PClassInventory::DeriveData(PClass *newclass)
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Super::DeriveData(newclass);
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PClassInventory *newc = static_cast<PClassInventory *>(newclass);
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newc->PickupMessage = PickupMessage;
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newc->PickupMsg = PickupMsg;
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newc->GiveQuest = GiveQuest;
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newc->AltHUDIcon = AltHUDIcon;
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newc->ForbiddenToPlayerClass = ForbiddenToPlayerClass;
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@ -79,19 +79,16 @@ void PClassInventory::Finalize(FStateDefinitions &statedef)
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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int AInventory::StaticLastMessageTic;
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FString AInventory::StaticLastMessage;
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IMPLEMENT_CLASS(AInventory, false, true)
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IMPLEMENT_POINTERS_START(AInventory)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTER(Owner)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bPickupGood, IF_PICKUPGOOD)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bCreateCopyMoved, IF_CREATECOPYMOVED)
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DEFINE_FIELD_BIT(AInventory, ItemFlags, bInitEffectFailed, IF_INITEFFECTFAILED)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Owner)
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DEFINE_FIELD(AInventory, Amount)
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DEFINE_FIELD(AInventory, MaxAmount)
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DEFINE_FIELD(AInventory, InterHubAmount)
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@ -101,6 +98,7 @@ DEFINE_FIELD(AInventory, DropTime)
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DEFINE_FIELD(AInventory, SpawnPointClass)
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DEFINE_FIELD(AInventory, PickupFlash)
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DEFINE_FIELD(AInventory, PickupSound)
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DEFINE_FIELD(PClassInventory, PickupMsg)
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//===========================================================================
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//
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@ -179,42 +177,6 @@ void AInventory::MarkPrecacheSounds() const
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PickupSound.MarkUsed();
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}
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//===========================================================================
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//
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// AInventory :: SpecialDropAction
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//
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// Called by P_DropItem. Return true to prevent the standard drop tossing.
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// A few Strife items that are meant to trigger actions rather than be
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// picked up use this. Normal items shouldn't need it.
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//
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//===========================================================================
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bool AInventory::SpecialDropAction (AActor *dropper)
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{
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return false;
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}
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DEFINE_ACTION_FUNCTION(AInventory, SpecialDropAction)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT_NOT_NULL(dropper, AActor);
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ACTION_RETURN_BOOL(self->SpecialDropAction(dropper));
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}
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bool AInventory::CallSpecialDropAction(AActor *dropper)
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{
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IFVIRTUAL(AInventory, SpecialDropAction)
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{
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VMValue params[2] = { (DObject*)this, (DObject*)dropper };
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VMReturn ret;
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int retval;
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ret.IntAt(&retval);
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GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
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return !!retval;
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}
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return SpecialDropAction(dropper);
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}
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//===========================================================================
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//
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// AInventory :: ShouldRespawn
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@ -231,18 +193,6 @@ bool AInventory::ShouldRespawn ()
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return !!((dmflags & DF_ITEMS_RESPAWN) || (ItemFlags & IF_ALWAYSRESPAWN));
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}
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//===========================================================================
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//
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// AInventory :: BeginPlay
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//
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//===========================================================================
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void AInventory::BeginPlay ()
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{
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Super::BeginPlay ();
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flags |= MF_DROPPED; // [RH] Items are dropped by default
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}
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//===========================================================================
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//
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// AInventory :: Grind
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@ -270,68 +220,6 @@ bool AInventory::Grind(bool items)
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return Super::Grind(items);
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}
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//===========================================================================
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//
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// AInventory :: DoEffect
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//
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// Handles any effect an item might apply to its owner
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// Normally only used by subclasses of Powerup
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//
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//===========================================================================
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void AInventory::DoEffect()
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{
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IFVIRTUAL(AInventory, DoEffect)
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{
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VMValue params[1] = { (DObject*)this };
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VMFrameStack stack;
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GlobalVMStack.Call(func, params, 1, nullptr, 0, nullptr);
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}
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}
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//===========================================================================
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//
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// AInventory :: HandlePickup
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//
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// Returns true if the pickup was handled (or should not happen at all),
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// false if not.
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//
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//===========================================================================
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bool AInventory::HandlePickup (AInventory *item)
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{
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if (item->GetClass() == GetClass())
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{
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if (Amount < MaxAmount || (sv_unlimited_pickup && !item->CallShouldStay()))
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{
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if (Amount > 0 && Amount + item->Amount < 0)
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{
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Amount = 0x7fffffff;
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}
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else
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{
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Amount += item->Amount;
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}
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if (Amount > MaxAmount && !sv_unlimited_pickup)
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{
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Amount = MaxAmount;
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}
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item->ItemFlags |= IF_PICKUPGOOD;
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}
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return true;
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AInventory, HandlePickup)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT_NOT_NULL(item, AInventory);
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ACTION_RETURN_BOOL(self->HandlePickup(item));
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}
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//===========================================================================
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//
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// AInventory :: GoAway
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@ -392,67 +280,6 @@ DEFINE_ACTION_FUNCTION(AInventory, GoAwayAndDie)
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return 0;
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}
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//===========================================================================
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//
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// AInventory :: CreateCopy
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//
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// Returns an actor suitable for placing in an inventory, either itself or
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// a copy based on whether it needs to respawn or not. Returning NULL
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// indicates the item should not be picked up.
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//
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//===========================================================================
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AInventory *AInventory::CreateCopy (AActor *other)
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{
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AInventory *copy;
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Amount = MIN(Amount, MaxAmount);
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if (GoAway ())
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{
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copy = static_cast<AInventory *>(Spawn (GetClass()));
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copy->Amount = Amount;
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copy->MaxAmount = MaxAmount;
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}
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else
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{
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copy = this;
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}
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return copy;
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}
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DEFINE_ACTION_FUNCTION(AInventory, CreateCopy)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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PARAM_OBJECT(other, AActor);
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ACTION_RETURN_OBJECT(self->CreateCopy(other));
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}
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//===========================================================================
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//
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// AInventory::CreateTossable
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//
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// Creates a copy of the item suitable for dropping. If this actor embodies
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// only one item, then it is tossed out itself. Otherwise, the count drops
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// by one and a new item with an amount of 1 is spawned.
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//
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//===========================================================================
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AInventory *AInventory::CreateTossable()
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{
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IFVIRTUAL(AInventory, CreateTossable)
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{
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VMValue params[1] = { (DObject*)this };
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VMReturn ret;
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AInventory *retval;
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ret.PointerAt((void**)&retval);
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GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
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return retval;
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}
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else return CreateTossable();
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}
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//===========================================================================
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//
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// AInventory :: BecomeItem
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@ -518,30 +345,6 @@ DEFINE_ACTION_FUNCTION(AInventory, BecomePickup)
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return 0;
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}
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//===========================================================================
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//
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// AInventory :: ModifyDamage
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//
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// Allows inventory items to manipulate the amount of damage
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// inflicted. Damage is the amount of damage that would be done without manipulation,
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// and newdamage is the amount that should be done after the item has changed
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// it.
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// 'active' means it is called by the inflictor, 'passive' by the target.
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// It may seem that this is redundant and AbsorbDamage is the same. However,
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// AbsorbDamage is called only for players and also depends on other settings
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// which are undesirable for a protection artifact.
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//
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//===========================================================================
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void AInventory::ModifyDamage (int damage, FName damageType, int &newdamage, bool passive)
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{
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IFVIRTUAL(AInventory, ModifyDamage)
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{
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VMValue params[5] = { (DObject*)this, damage, int(damageType), &newdamage, passive };
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GlobalVMStack.Call(func, params, 5, nullptr, 0, nullptr);
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}
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}
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//===========================================================================
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//
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// AInventory :: GetSpeedFactor
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@ -556,10 +359,9 @@ double AInventory::GetSpeedFactor()
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{
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IFVIRTUALPTR(self, AInventory, GetSpeedFactor)
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{
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VMValue params[2] = { (DObject*)self };
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VMReturn ret;
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VMValue params[1] = { (DObject*)self };
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double retval;
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ret.FloatAt(&retval);
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VMReturn ret(&retval);
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GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
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factor *= retval;
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}
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@ -581,10 +383,9 @@ bool AInventory::GetNoTeleportFreeze ()
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{
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IFVIRTUALPTR(self, AInventory, GetNoTeleportFreeze)
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{
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VMValue params[2] = { (DObject*)self };
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VMReturn ret;
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VMValue params[1] = { (DObject*)self };
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int retval;
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ret.IntAt(&retval);
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VMReturn ret(&retval);
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GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
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if (retval) return true;
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}
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@ -610,6 +411,7 @@ bool AInventory::CallUse(bool pickup)
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GlobalVMStack.Call(func, params, 2, &ret, 1, nullptr);
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return !!retval;
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}
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return false;
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}
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@ -669,100 +471,25 @@ void AInventory::Hide ()
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//
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//
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//===========================================================================
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static int StaticLastMessageTic;
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static FString StaticLastMessage;
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static void PrintPickupMessage (const char *str)
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DEFINE_ACTION_FUNCTION(AInventory, PrintPickupMessage)
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{
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if (str != NULL)
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PARAM_PROLOGUE;
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PARAM_BOOL(localview);
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PARAM_STRING(str);
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if (str.IsNotEmpty() && localview && (StaticLastMessageTic != gametic || StaticLastMessage.Compare(str)))
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{
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if (str[0]=='$')
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{
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str=GStrings(str+1);
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}
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if (str[0] != 0) Printf (PRINT_LOW, "%s\n", str);
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}
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}
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StaticLastMessageTic = gametic;
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StaticLastMessage = str;
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const char *pstr = str.GetChars();
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//===========================================================================
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//
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// AInventory :: Touch
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//
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// Handles collisions from another actor, possible adding itself to the
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// collider's inventory.
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//
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//===========================================================================
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void AInventory::Touch (AActor *toucher)
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{
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player_t *player = toucher->player;
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// If a voodoo doll touches something, pretend the real player touched it instead.
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if (player != NULL)
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{
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toucher = player->mo;
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}
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bool localview = toucher->CheckLocalView(consoleplayer);
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if (!CallTryPickup (toucher, &toucher)) return;
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// This is the only situation when a pickup flash should ever play.
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if (PickupFlash != NULL && !CallShouldStay())
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{
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Spawn(PickupFlash, Pos(), ALLOW_REPLACE);
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}
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if (!(ItemFlags & IF_QUIET))
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{
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FString message = GetPickupMessage ();
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if (message.IsNotEmpty() && localview
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&& (StaticLastMessageTic != gametic || StaticLastMessage.Compare(message)))
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{
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StaticLastMessageTic = gametic;
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StaticLastMessage = message;
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PrintPickupMessage (message);
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StatusBar->FlashCrosshair ();
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}
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// Special check so voodoo dolls picking up items cause the
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// real player to make noise.
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if (player != NULL)
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{
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CallPlayPickupSound (player->mo);
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if (!(ItemFlags & IF_NOSCREENFLASH))
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{
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player->bonuscount = BONUSADD;
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}
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}
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else
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{
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CallPlayPickupSound (toucher);
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}
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}
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// [RH] Execute an attached special (if any)
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DoPickupSpecial (toucher);
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if (flags & MF_COUNTITEM)
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{
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if (player != NULL)
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{
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player->itemcount++;
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}
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level.found_items++;
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}
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if (flags5 & MF5_COUNTSECRET)
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{
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P_GiveSecret(player != NULL? (AActor*)player->mo : toucher, true, true, -1);
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}
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//Added by MC: Check if item taken was the roam destination of any bot
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for (int i = 0; i < MAXPLAYERS; i++)
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{
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if (players[i].Bot != NULL && this == players[i].Bot->dest)
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players[i].Bot->dest = NULL;
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if (pstr[0] == '$') pstr = GStrings(pstr + 1);
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if (pstr[0] != 0) Printf(PRINT_LOW, "%s\n", pstr);
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StatusBar->FlashCrosshair();
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}
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return 0;
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}
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//===========================================================================
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@ -783,37 +510,12 @@ void AInventory::DoPickupSpecial (AActor *toucher)
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}
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}
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//===========================================================================
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//
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// AInventory :: PickupMessage
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//
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// Returns the message to print when this actor is picked up.
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//
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//===========================================================================
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FString AInventory::PickupMessage ()
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{
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return GetClass()->PickupMessage;
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}
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DEFINE_ACTION_FUNCTION(AInventory, PickupMessage)
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DEFINE_ACTION_FUNCTION(AInventory, DoPickupSpecial)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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ACTION_RETURN_STRING(self->PickupMessage());
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}
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FString AInventory::GetPickupMessage()
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{
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IFVIRTUAL(AInventory, PickupMessage)
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{
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VMValue params[1] = { (DObject*)this };
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VMReturn ret;
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FString retval;
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ret.StringAt(&retval);
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GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
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return retval;
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}
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else return PickupMessage();
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PARAM_OBJECT(toucher, AActor);
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self->DoPickupSpecial(toucher);
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return 0;
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}
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//===========================================================================
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@ -881,17 +583,6 @@ void AInventory::CallPlayPickupSound(AActor *other)
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//
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//===========================================================================
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bool AInventory::ShouldStay ()
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{
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return false;
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}
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DEFINE_ACTION_FUNCTION(AInventory, ShouldStay)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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ACTION_RETURN_BOOL(self->ShouldStay());
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}
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bool AInventory::CallShouldStay()
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{
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IFVIRTUAL(AInventory, ShouldStay)
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@ -903,7 +594,7 @@ bool AInventory::CallShouldStay()
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GlobalVMStack.Call(func, params, 1, &ret, 1, nullptr);
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return !!retval;
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}
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else return ShouldStay();
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return false;
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}
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