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ExtraDepletionBehavior #2615
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ExtraDepletionBehavior #2615
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Added ExtraDepletionBehavior() functionality to TakeInventory and UseInventory
Added ExtraDepletionBehavior (int takeAmount) function
ExtraDepletionBehavior now requires at least 1 item in reserve to work
hmm, what about renaming it to DepleteBy and moving the whole depletion logic to it?
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Moving the depletion logic to it was the original concept (see here: https://forum.zdoom.org/viewtopic.php?t=79266 and combining the two would definitely be the way to go. My idea was more a functioning proof of concept. Hmm. |
Shoutout to RicardoLuis0
Shoutout to RicardoLuis0
Alright I've just changed HandleDecrement to DepleteBy behavior as per @RicardoLuis0 's suggestion. Also tested it privately and it works perfectly. Though I am not sure if usedItem is necessary or not, I only threw it in because it was present in UsedInventory, and I want to try an avoid any inadvertent effects from not including it. |
wouldn't this |
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Don't forget there's infinite ammo powerups, and the "infinite ammo/items" gameplay options. |
added sv_infiniteinventory checks for takeinventory for custominventory items, restored support for sv_infiniteinventory useinventory items
cleaned up DepleteBy - removing unnecessary "--Amount <= 0 && usedItem" check and usedItem bool
Alright, both are done. Additionally threw in a sv_infiniteinventory check for custominventory items when they are taken with the cvar active. Tested, and all good, so that should be it at the moment. |
if (notakeinfinite && | ||
(sv_infiniteammo || (player && FindInventory('PowerInfiniteAmmo', true))) && (item is 'Ammo')) | ||
(sv_infiniteammo || (player && FindInventory('PowerInfiniteAmmo', true))) && (item is 'Ammo') | ||
|| sv_infiniteinventory && item is 'CustomInventory') |
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I was wrong. TakeInventory is never called if sv_infiniteinventory is true, so this part alone should be reverted. Otherwise this could cause some problems.
Sorry about that.
//=========================================================================== | ||
virtual void DepleteBy(int by) | ||
{ | ||
if (!amount || by >= amount) |
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The check here should be amount < 1
, not !amount
.
amount
is an integer and it can be negative.
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Both changes pushed now.
removed unnecessary sv_infiniteinventory check
amount is integer, depleteordestroy should occur when amount is less than 1
ExtraDepletionBehavior is a dynamic way of expanding upon TakeInventory and UseInventory* with additional behaviour, whilst also preventing code bloat from custom inventory use and take functions.
Extremely useful for weight systems, requires at least 1 item in reserve to function (use DetachFromOwner for when the final item is dropped)
*SetInventory should also be theoretically supported, at least on the takeinventory side