- scriptified A_SpawnItem(Ex) and A_ThrowGrenade.
These were the last native functions referencing AWeapon::DepleteAmmo, so that function is now exclusively on the scripting side.
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5 changed files with 361 additions and 474 deletions
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@ -227,30 +227,6 @@ bool AWeapon::CheckAmmo(int fireMode, bool autoSwitch, bool requireAmmo, int amm
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return false;
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}
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//===========================================================================
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//
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// AWeapon :: DepleteAmmo
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//
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// Use up some of the weapon's ammo. Returns true if the ammo was successfully
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// depleted. If checkEnough is false, then the ammo will always be depleted,
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// even if it drops below zero.
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//
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//===========================================================================
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bool AWeapon::DepleteAmmo(bool altFire, bool checkEnough, int ammouse)
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{
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IFVIRTUAL(AWeapon, DepleteAmmo)
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{
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VMValue params[] = { (DObject*)this, altFire, checkEnough, ammouse };
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VMReturn ret;
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int retval;
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ret.IntAt(&retval);
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VMCall(func, params, 4, &ret, 1);
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return !!retval;
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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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// AWeapon :: GetUpState
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