- Finally implemented code to keep some or all of your inventory intact when
respawning in coop. Now the new inventory code should finally be complete. :-) - Fixed: PROP_Inventory_PickupMessage was improperly defined for non-VC++ compilation. SVN r197 (trunk)
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parent
1bd6ac028b
commit
c87e2252ed
16 changed files with 231 additions and 77 deletions
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@ -273,6 +273,19 @@ AInventory *APowerup::CreateTossable ()
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return NULL;
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}
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//===========================================================================
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//
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// APowerup :: OwnerDied
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//
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// Powerups don't last beyond death.
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//
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//===========================================================================
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void APowerup::OwnerDied ()
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{
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Destroy ();
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}
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// Invulnerability Powerup ---------------------------------------------------
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IMPLEMENT_STATELESS_ACTOR (APowerInvulnerable, Any, -1, 0)
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@ -30,6 +30,7 @@ public:
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virtual AInventory *CreateCopy (AActor *other);
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virtual AInventory *CreateTossable ();
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virtual void Serialize (FArchive &arc);
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virtual void OwnerDied ();
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virtual PalEntry GetBlend ();
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virtual bool DrawPowerup (int x, int y);
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@ -529,6 +529,18 @@ void AInventory::Travelled ()
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{
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}
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//===========================================================================
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//
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// AInventory :: OwnerDied
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//
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// Items receive this message when their owners die.
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//
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//===========================================================================
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void AInventory::OwnerDied ()
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{
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}
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//===========================================================================
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//
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// AInventory :: HandlePickup
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@ -146,6 +146,7 @@ public:
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virtual bool HandlePickup (AInventory *item);
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virtual bool Use (bool pickup);
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virtual void Travelled ();
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virtual void OwnerDied ();
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virtual void AbsorbDamage (int damage, int damageType, int &newdamage);
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virtual void AlterWeaponSprite (vissprite_t *vis);
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