Directory restructuring to make it easier to version projects that don't build zdoom.exe.
SVN r4 (trunk)
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821 changed files with 361202 additions and 0 deletions
88
src/g_hexen/a_boostarmor.cpp
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88
src/g_hexen/a_boostarmor.cpp
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#include "info.h"
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#include "a_pickups.h"
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#include "a_artifacts.h"
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#include "gstrings.h"
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#include "p_local.h"
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#include "gi.h"
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#include "s_sound.h"
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// Boost Armor Artifact (Dragonskin Bracers) --------------------------------
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class AArtiBoostArmor : public AInventory
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{
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DECLARE_ACTOR (AArtiBoostArmor, AInventory)
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public:
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bool Use (bool pickup);
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const char *PickupMessage ();
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};
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FState AArtiBoostArmor::States[] =
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{
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#define S_ARTI_ARMOR1 0
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S_BRIGHT (BRAC, 'A', 4, NULL , &States[1]),
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S_BRIGHT (BRAC, 'B', 4, NULL , &States[2]),
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S_BRIGHT (BRAC, 'C', 4, NULL , &States[3]),
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S_BRIGHT (BRAC, 'D', 4, NULL , &States[4]),
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S_BRIGHT (BRAC, 'E', 4, NULL , &States[5]),
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S_BRIGHT (BRAC, 'F', 4, NULL , &States[6]),
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S_BRIGHT (BRAC, 'G', 4, NULL , &States[7]),
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S_BRIGHT (BRAC, 'H', 4, NULL , &States[0]),
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};
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IMPLEMENT_ACTOR (AArtiBoostArmor, Hexen, 8041, 22)
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PROP_Flags (MF_SPECIAL)
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PROP_Flags2 (MF2_FLOATBOB)
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PROP_SpawnState (0)
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PROP_Inventory_DefMaxAmount
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PROP_Inventory_FlagsSet (IF_INVBAR|IF_PICKUPFLASH|IF_FANCYPICKUPSOUND)
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PROP_Inventory_Icon ("ARTIBRAC")
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PROP_Inventory_PickupSound ("misc/p_pkup")
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END_DEFAULTS
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bool AArtiBoostArmor::Use (bool pickup)
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{
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int count = 0;
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if (gameinfo.gametype == GAME_Hexen)
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{
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AHexenArmor *armor;
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for (int i = 0; i < 4; ++i)
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{
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armor = Spawn<AHexenArmor> (0,0,0);
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armor->flags |= MF_DROPPED;
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armor->health = i;
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armor->Amount = 1;
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if (!armor->TryPickup (Owner))
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{
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armor->Destroy ();
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}
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else
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{
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count++;
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}
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}
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return count != 0;
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}
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else
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{
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ABasicArmorBonus *armor = Spawn<ABasicArmorBonus> (0,0,0);
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armor->flags |= MF_DROPPED;
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armor->SaveAmount = 50;
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armor->MaxSaveAmount = 300;
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if (!armor->TryPickup (Owner))
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{
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armor->Destroy ();
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return false;
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}
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else
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{
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return true;
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}
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}
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}
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const char *AArtiBoostArmor::PickupMessage ()
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{
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return GStrings("TXT_ARTIBOOSTARMOR");
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}
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