- scriptified the remains of AKey.
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
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12 changed files with 57 additions and 78 deletions
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@ -2740,8 +2740,8 @@ void AM_drawKeys ()
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mpoint_t p;
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DAngle angle;
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TThinkerIterator<AKey> it;
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AKey *key;
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TThinkerIterator<AInventory> it(NAME_Key);
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AInventory *key;
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while ((key = it.Next()) != NULL)
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{
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@ -2853,7 +2853,7 @@ void AM_drawThings ()
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// Find the key's own color.
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// Only works correctly if single-key locks have lower numbers than any-key locks.
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// That is the case for all default keys, however.
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if (t->IsKindOf(RUNTIME_CLASS(AKey)))
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if (t->IsKindOf(PClass::FindActor(NAME_Key)))
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{
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if (G_SkillProperty(SKILLP_EasyKey))
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{
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@ -2863,7 +2863,7 @@ void AM_drawThings ()
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else if (am_showkeys)
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{
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int P_GetMapColorForKey (AInventory * key);
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int c = P_GetMapColorForKey(static_cast<AKey *>(t));
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int c = P_GetMapColorForKey(static_cast<AInventory *>(t));
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
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else color = AMColors[AMColors.ThingColor_CountItem];
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