- scriptified the weapon piece functions.
- fixed: ClearInventory did not process depleted items properly. - changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
This commit is contained in:
parent
d8acf774a6
commit
30a8541a15
12 changed files with 290 additions and 313 deletions
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@ -3183,7 +3183,7 @@ bool ADehackedPickup::ShouldRespawn ()
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void ADehackedPickup::PlayPickupSound (AActor *toucher)
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{
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if (RealPickup != nullptr)
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RealPickup->PlayPickupSound (toucher);
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RealPickup->CallPlayPickupSound (toucher);
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}
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void ADehackedPickup::DoPickupSpecial (AActor *toucher)
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@ -79,71 +79,6 @@ void PClassInventory::Finalize(FStateDefinitions &statedef)
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((AActor*)Defaults)->flags |= MF_SPECIAL;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing1
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//
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// Make a special thing visible again.
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing1)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
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if (self->DoRespawn ())
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{
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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}
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialThing2
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialThing2)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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self->SetState (self->SpawnState);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_RestoreSpecialDoomThing
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION(AInventory, A_RestoreSpecialDoomThing)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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self->renderflags &= ~RF_INVISIBLE;
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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{
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self->flags &= ~MF_NOGRAVITY;
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}
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if (self->DoRespawn ())
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{
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self->SetState (self->SpawnState);
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S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
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Spawn ("ItemFog", self->Pos(), ALLOW_REPLACE);
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}
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return 0;
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}
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int AInventory::StaticLastMessageTic;
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FString AInventory::StaticLastMessage;
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@ -907,7 +842,7 @@ void AInventory::Touch (AActor *toucher)
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// real player to make noise.
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if (player != NULL)
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{
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PlayPickupSound (player->mo);
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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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@ -915,7 +850,7 @@ void AInventory::Touch (AActor *toucher)
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}
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else
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{
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PlayPickupSound (toucher);
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CallPlayPickupSound (toucher);
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}
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}
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@ -1272,6 +1207,11 @@ bool AInventory::DoRespawn ()
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return true;
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}
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DEFINE_ACTION_FUNCTION(AInventory, DoRespawn)
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{
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PARAM_SELF_PROLOGUE(AInventory);
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ACTION_RETURN_BOOL(self->DoRespawn());
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}
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//===========================================================================
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//
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@ -78,181 +78,6 @@ void AWeaponPiece::Serialize(FSerializer &arc)
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("piecevalue", PieceValue, def->PieceValue);
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}
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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bool AWeaponPiece::TryPickupRestricted (AActor *&toucher)
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{
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// Wrong class, but try to pick up for ammo
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if (CallShouldStay())
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{ // Can't pick up weapons for other classes in coop netplay
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return false;
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}
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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bool gaveSome = !!(toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2));
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if (gaveSome)
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{
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GoAwayAndDie ();
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}
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return gaveSome;
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}
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//==========================================================================
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//
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// TryPickupWeaponPiece
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//
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//==========================================================================
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bool AWeaponPiece::TryPickup (AActor *&toucher)
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{
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AInventory * inv;
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AWeaponHolder * hold=NULL;
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bool shouldStay = PrivateShouldStay ();
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int gaveAmmo;
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AWeapon * Defaults=(AWeapon*)GetDefaultByType(WeaponClass);
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FullWeapon=NULL;
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for(inv=toucher->Inventory;inv;inv=inv->Inventory)
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{
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if (inv->IsKindOf(RUNTIME_CLASS(AWeaponHolder)))
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{
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hold=static_cast<AWeaponHolder*>(inv);
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if (hold->PieceWeapon==WeaponClass) break;
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hold=NULL;
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}
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}
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if (!hold)
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{
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hold=static_cast<AWeaponHolder*>(Spawn(RUNTIME_CLASS(AWeaponHolder)));
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hold->BecomeItem();
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hold->AttachToOwner(toucher);
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hold->PieceMask=0;
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hold->PieceWeapon=WeaponClass;
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}
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if (shouldStay)
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{
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// Cooperative net-game
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if (hold->PieceMask & PieceValue)
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{
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// Already has the piece
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return false;
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}
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toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1);
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2);
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}
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else
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{ // Deathmatch or singleplayer game
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gaveAmmo = toucher->GiveAmmo (Defaults->AmmoType1, Defaults->AmmoGive1) +
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toucher->GiveAmmo (Defaults->AmmoType2, Defaults->AmmoGive2);
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if (hold->PieceMask & PieceValue)
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{
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// Already has the piece, check if mana needed
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if (!gaveAmmo) return false;
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GoAwayAndDie();
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return true;
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}
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}
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hold->PieceMask |= PieceValue;
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// Check if weapon assembled
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if (hold->PieceMask== (1<<Defaults->health)-1)
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{
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if (!toucher->FindInventory (WeaponClass))
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{
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FullWeapon= static_cast<AWeapon*>(Spawn(WeaponClass));
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// The weapon itself should not give more ammo to the player!
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FullWeapon->AmmoGive1=0;
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FullWeapon->AmmoGive2=0;
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FullWeapon->AttachToOwner(toucher);
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FullWeapon->AmmoGive1=Defaults->AmmoGive1;
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FullWeapon->AmmoGive2=Defaults->AmmoGive2;
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}
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}
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GoAwayAndDie();
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return true;
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool AWeaponPiece::ShouldStay ()
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{
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return PrivateShouldStay ();
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}
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//===========================================================================
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//
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//
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//
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//===========================================================================
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bool AWeaponPiece::PrivateShouldStay ()
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{
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// We want a weapon piece to behave like a weapon, so follow the exact
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// same logic as weapons when deciding whether or not to stay.
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if (((multiplayer &&
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(!deathmatch && !alwaysapplydmflags)) || (dmflags & DF_WEAPONS_STAY)) &&
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!(flags&MF_DROPPED))
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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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//===========================================================================
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//
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// 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 AWeaponPiece::PickupMessage ()
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{
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if (FullWeapon)
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{
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return FullWeapon->PickupMessage();
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}
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else
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{
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return Super::PickupMessage();
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}
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}
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//===========================================================================
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//
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// DoPlayPickupSound
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//
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// Plays a sound when this actor is picked up.
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//
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//===========================================================================
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void AWeaponPiece::PlayPickupSound (AActor *toucher)
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{
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if (FullWeapon)
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{
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FullWeapon->PlayPickupSound(toucher);
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}
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else
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{
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Super::PlayPickupSound(toucher);
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}
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}
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DEFINE_FIELD(AWeaponPiece, PieceValue);
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DEFINE_FIELD(AWeaponPiece, WeaponClass);
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DEFINE_FIELD(AWeaponPiece, FullWeapon);
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@ -11,11 +11,6 @@ protected:
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public:
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virtual void Serialize(FSerializer &arc) override;
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virtual bool TryPickup (AActor *&toucher) override;
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virtual bool TryPickupRestricted (AActor *&toucher) override;
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virtual bool ShouldStay () override;
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virtual FString PickupMessage () override;
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virtual void PlayPickupSound (AActor *toucher) override;
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int PieceValue;
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PClassActor *WeaponClass;
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@ -3691,3 +3691,5 @@ SBarInfoCommand *SBarInfoCommandFlowControl::NextCommand(FScanner &sc)
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sc.MustGetToken('}');
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return NULL;
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}
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@ -1211,12 +1211,7 @@ void AActor::ClearInventory()
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if (!(inv->ItemFlags & IF_UNDROPPABLE))
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{
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inv->DepleteOrDestroy();
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}
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else if (inv->GetClass() == RUNTIME_CLASS(AHexenArmor))
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{
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AHexenArmor *harmor = static_cast<AHexenArmor *> (inv);
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harmor->Slots[3] = harmor->Slots[2] = harmor->Slots[1] = harmor->Slots[0] = 0;
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invp = &inv->Inventory;
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if (!(inv->ObjectFlags & OF_EuthanizeMe)) invp = &inv->Inventory; // was only depleted so advance the pointer manually.
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}
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else
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{
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