- scriptified GiveAmmo and the one remaining piece of native code still using it.
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2c59172c42
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6 changed files with 55 additions and 64 deletions
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@ -942,44 +942,6 @@ DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
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ACTION_RETURN_OBJECT(self->GiveInventoryType(type));
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}
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//============================================================================
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//
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// AActor :: GiveAmmo
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//
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// Returns true if the ammo was added, false if not.
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//
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//============================================================================
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bool AActor::GiveAmmo (PClassActor *type, int amount)
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{
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if (type != NULL)
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{
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if (!type->IsDescendantOf(RUNTIME_CLASS(AInventory))) return false;
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AInventory *item = static_cast<AInventory *>(Spawn (type));
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if (item)
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{
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item->Amount = amount;
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item->flags |= MF_DROPPED;
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if (!item->CallTryPickup (this))
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{
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item->Destroy ();
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return false;
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}
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return true;
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}
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}
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, GiveAmmo)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS(type, AInventory);
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PARAM_INT(amount);
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ACTION_RETURN_BOOL(self->GiveAmmo(type, amount));
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}
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//============================================================================
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//
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// AActor :: ClearInventory
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