Merge remote-tracking branch 'remotes/origin/weapon_scriptification' into asmjit
# Conflicts: # src/g_inventory/a_pickups.cpp
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commit
a0c0e8bdfe
96 changed files with 4828 additions and 4759 deletions
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@ -1039,22 +1039,22 @@ public:
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}
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wrapper->ForceHUDScale(script->huds[hud]->ForceScaled());
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if (CPlayer->ReadyWeapon != NULL)
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if (CPlayer->ReadyWeapon != nullptr)
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{
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ammo1 = CPlayer->ReadyWeapon->Ammo1;
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ammo2 = CPlayer->ReadyWeapon->Ammo2;
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if (ammo1 == NULL)
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ammo1 = CPlayer->ReadyWeapon->PointerVar<AInventory>(NAME_Ammo1);
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ammo2 = CPlayer->ReadyWeapon->PointerVar<AInventory>(NAME_Ammo2);
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if (ammo1 == nullptr)
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{
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ammo1 = ammo2;
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ammo2 = NULL;
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ammo2 = nullptr;
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}
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}
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else
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{
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ammo1 = ammo2 = NULL;
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ammo1 = ammo2 = nullptr;
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}
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ammocount1 = ammo1 != NULL ? ammo1->Amount : 0;
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ammocount2 = ammo2 != NULL ? ammo2->Amount : 0;
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ammocount1 = ammo1 != nullptr ? ammo1->Amount : 0;
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ammocount2 = ammo2 != nullptr ? ammo2->Amount : 0;
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//prepare ammo counts
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armor = CPlayer->mo->FindInventory(NAME_BasicArmor);
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@ -1467,6 +1467,12 @@ public:
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return TRANSLATION(TRANSLATION_Players, int(CPlayer - players));
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}
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PClassActor *AmmoType(int no) const
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{
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auto w = StatusBar->CPlayer->ReadyWeapon;
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return w == nullptr ? nullptr : (w->PointerVar<PClassActor>(no == 1 ? NAME_AmmoType1 : NAME_AmmoType2));
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}
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AInventory *ammo1, *ammo2;
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int ammocount1, ammocount2;
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AInventory *armor;
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