- scriptified A_SelectWeapon and inlined the last remaining use of APlayerPawn::SelectWeapon.
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3 changed files with 8 additions and 26 deletions
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@ -938,29 +938,6 @@ void APlayerPawn::PostBeginPlay()
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: PickNewWeapon
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//
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// Picks a new weapon for this player. Used mostly for running out of ammo,
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// but it also works when an ACS script explicitly takes the ready weapon
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// away or the player picks up some ammo they had previously run out of.
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//
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//===========================================================================
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AActor *APlayerPawn::PickNewWeapon(PClassActor *ammotype)
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{
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AActor *best = nullptr;
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IFVM(PlayerPawn, PickNewWeapon)
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{
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VMValue param[] = { player->mo, ammotype };
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VMReturn ret((void**)&best);
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VMCall(func, param, 2, &ret, 1);
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}
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return best;
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}
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//===========================================================================
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//
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// APlayerPawn :: GiveDeathmatchInventory
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