- scriptified the remains of AAmmo.
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cfdd580044
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22 changed files with 122 additions and 245 deletions
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@ -54,7 +54,7 @@
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#include "serializer.h"
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#include "thingdef.h"
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#include "virtual.h"
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#include "a_ammo.h"
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#define BONUSADD 6
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@ -499,9 +499,9 @@ void AWeapon::AttachToOwner (AActor *other)
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//
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//===========================================================================
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AAmmo *AWeapon::AddAmmo (AActor *other, PClassActor *ammotype, int amount)
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AInventory *AWeapon::AddAmmo (AActor *other, PClassActor *ammotype, int amount)
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{
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AAmmo *ammo;
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AInventory *ammo;
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if (ammotype == NULL)
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{
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@ -518,10 +518,10 @@ AAmmo *AWeapon::AddAmmo (AActor *other, PClassActor *ammotype, int amount)
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{
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amount = int(amount * G_SkillProperty(SKILLP_AmmoFactor));
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}
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ammo = static_cast<AAmmo *>(other->FindInventory (ammotype));
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ammo = other->FindInventory (ammotype);
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if (ammo == NULL)
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{
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ammo = static_cast<AAmmo *>(Spawn (ammotype));
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ammo = static_cast<AInventory *>(Spawn (ammotype));
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ammo->Amount = MIN (amount, ammo->MaxAmount);
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ammo->AttachToOwner (other);
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}
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@ -545,7 +545,7 @@ AAmmo *AWeapon::AddAmmo (AActor *other, PClassActor *ammotype, int amount)
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//===========================================================================
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EXTERN_CVAR(Bool, sv_unlimited_pickup)
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bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
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bool AWeapon::AddExistingAmmo (AInventory *ammo, int amount)
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{
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if (ammo != NULL && (ammo->Amount < ammo->MaxAmount || sv_unlimited_pickup))
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{
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