Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.
Conflicts:
src/dobjtype.cpp
src/p_conversation.cpp
src/p_local.h
src/p_things.cpp
src/thingdef/thingdef_properties.cpp
(This is just the conversationID to MAPINFO stuff to keep the conflicts as small as possible)
- "If it ain't broke, don't fix it."
- Some of the changes were downright wrong and some were pointless, so undo
everything that doesn't look like an actual improvement.
- Fixed: Commit 75dd5503, which was to enable the use of LANGUAGE
substitutions for conversation items with a cost attached, neglected to
remove the original code that attached the cost to the end of the item,
so the cost got added twice.
- move D_LoadWadSettings to keysections.cpp.
- made some more data reloadable.
- data structures filled by P_SetupLevel should be cleared before loading the level. They can remain non-empty in case of an error. There's probably more to fix here...
- fixed: MidiDevices and MusicAliases were not cleared before reloading local SNDINFOs.
- fixed signed/unsigned warnings in AddSwitchPair for real (GCC really allows -1u? MSVC prints a warning for that.)
SVN r3036 (trunk)
- merged all places where secrets are credited into one common function.
- added the Doom64 COUNTSECRET actor flag.
- fixed: AInventory::CreateCopy did not clear the COUNTITEM flag.
- fixed: Dropping an item did not increase the item count but the dropped item could still have the COUNTITEM flag. Now this flag gets cleared when the item gets picked up so that dropped items don't count a second time.
SVN r2826 (trunk)
- allow all texts in conversations to reference the string table.
- fixed: If no dialogue is found for the current map, SCRIPT00 should still be loaded.
SVN r2577 (trunk)
machines, so when an NPC need to show the "enough" response, it has enough
information available to do so.
- Some new Strife Teaser fixes I forgot to commit are in here.
- Moved norawinput check into FindRawInputFunctions().
SVN r2120 (trunk)
for all non-Doom games was too wide.
- fixed: Strife's dialogues cannot use the new options menu code to draw
themselves so now they use a stripped down version of the old code.
- Replaced I_MSTime with I_FPSTime in node builder timing because basetime
will not be initialized yet if a map is started directly from the commandline.
SVN r2096 (trunk)
* MBF's dog (definition only, no sprites yet.)
* User variables. There's an array of 10. They can be set and checked in both DECORATE and ACS.
* Made the tag name changeable but eliminated the redundancy of having both the meta property and the individual actor's one. Having one is fully sufficient. TO BE FIXED: Names are case insensitive but this should better be case sensitive. Unfortunately there's currently nothing better than FName to store a string inside an actor without severely complicating matters. Also bumped savegame version to avoid problems with this change.
SVN r1823 (trunk)