- P_UndoPlayerMorph scriptified.
Not tested yet and still missing a new native interface.
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parent
192104aea2
commit
78d6832d14
10 changed files with 301 additions and 67 deletions
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@ -916,7 +916,7 @@ void APlayerPawn::Tick()
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void APlayerPawn::PostBeginPlay()
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{
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Super::PostBeginPlay();
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SetupWeaponSlots();
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FWeaponSlots::SetupWeaponSlots(this);
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// Voodoo dolls: restore original floorz/ceilingz logic
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if (player == NULL || player->mo != this)
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@ -931,40 +931,6 @@ void APlayerPawn::PostBeginPlay()
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: SetupWeaponSlots
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//
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// Sets up the default weapon slots for this player. If this is also the
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// local player, determines local modifications and sends those across the
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// network. Ignores voodoo dolls.
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//
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//===========================================================================
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void APlayerPawn::SetupWeaponSlots()
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{
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if (player != NULL && player->mo == this)
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{
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player->weapons.StandardSetup(GetClass());
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// If we're the local player, then there's a bit more work to do.
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// This also applies if we're a bot and this is the net arbitrator.
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if (player - players == consoleplayer ||
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(player->Bot != NULL && consoleplayer == Net_Arbitrator))
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{
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FWeaponSlots local_slots(player->weapons);
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if (player->Bot != NULL)
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{ // Bots only need weapons from KEYCONF, not INI modifications.
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P_PlaybackKeyConfWeapons(&local_slots);
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}
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else
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{
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local_slots.LocalSetup(GetClass());
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}
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local_slots.SendDifferences(int(player - players), player->weapons);
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}
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}
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}
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//===========================================================================
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//
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// APlayerPawn :: AddInventory
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