- scriptified the weapon firing logic.
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parent
abee2805cb
commit
b84f7bcada
8 changed files with 289 additions and 362 deletions
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@ -446,46 +446,6 @@ FState *AWeapon::GetReadyState ()
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return nullptr;
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}
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//===========================================================================
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//
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// AWeapon :: GetAtkState
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//
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//===========================================================================
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FState *AWeapon::GetAtkState (bool hold)
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{
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IFVIRTUAL(AWeapon, GetAtkState)
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{
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VMValue params[2] = { (DObject*)this, hold };
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VMReturn ret;
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FState *retval;
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ret.PointerAt((void**)&retval);
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VMCall(func, params, 2, &ret, 1);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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//
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// AWeapon :: GetAtkState
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//
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//===========================================================================
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FState *AWeapon::GetAltAtkState (bool hold)
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{
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IFVIRTUAL(AWeapon, GetAltAtkState)
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{
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VMValue params[2] = { (DObject*)this, hold };
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VMReturn ret;
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FState *retval;
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ret.PointerAt((void**)&retval);
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VMCall(func, params, 2, &ret, 1);
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return retval;
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}
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return nullptr;
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}
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//===========================================================================
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//
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// AWeapon :: GetStateForButtonName
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