Beispiel #1
0
bool FMapInfoParser::ParseLookupName(FString &dest)
{
	sc.MustGetString();
	if (sc.Compare("lookup"))
	{
		ParseComma();
		sc.MustGetString();
		dest = sc.String;
		return true;
	}
	else if (sc.String[0] == '$')
	{
		dest = sc.String+1;
		return true;
	}
	else if (format_type == FMT_Old)
	{
		dest = sc.String;
		return false;
	}
	else
	{
		sc.UnGet();
		dest = "";
		do
		{
			sc.MustGetString();
			dest << sc.String << '\n';
		}
		while (sc.CheckString(","));
		// strip off the last newline
		dest.Truncate(long(dest.Len()-1));
		return false;
	}
}
Beispiel #2
0
void FMapInfoParser::ParseSkill ()
{
	FSkillInfo skill;
	bool thisisdefault = false;
	bool acsreturnisset = false;

	skill.AmmoFactor = FRACUNIT;
	skill.DoubleAmmoFactor = 2*FRACUNIT;
	skill.DropAmmoFactor = -1;
	skill.DamageFactor = FRACUNIT;
	skill.FastMonsters = false;
	skill.SlowMonsters = false;
	skill.DisableCheats = false;
	skill.EasyBossBrain = false;
	skill.EasyKey = false;
	skill.AutoUseHealth = false;
	skill.RespawnCounter = 0;
	skill.RespawnLimit = 0;
	skill.Aggressiveness = FRACUNIT;
	skill.SpawnFilter = 0;
	skill.ACSReturn = 0;
	skill.MustConfirm = false;
	skill.Shortcut = 0;
	skill.TextColor = "";
	skill.Replace.Clear();
	skill.Replaced.Clear();
	skill.MonsterHealth = FRACUNIT;
	skill.FriendlyHealth = FRACUNIT;
	skill.NoPain = false;
	skill.ArmorFactor = FRACUNIT;
	skill.Infighting = 0;
	skill.HealthFactor = FRACUNIT;

	sc.MustGetString();
	skill.Name = sc.String;

	ParseOpenBrace();

	while (sc.GetString ())
	{
		if (sc.Compare ("ammofactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.AmmoFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("doubleammofactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.DoubleAmmoFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("dropammofactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.DropAmmoFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("damagefactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.DamageFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("fastmonsters"))
		{
			skill.FastMonsters = true;
		}
		else if (sc.Compare ("slowmonsters"))
		{
			skill.SlowMonsters = true;
		}
		else if (sc.Compare ("disablecheats"))
		{
			skill.DisableCheats = true;
		}
		else if (sc.Compare ("easybossbrain"))
		{
			skill.EasyBossBrain = true;
		}
		else if (sc.Compare ("easykey"))
		{
			skill.EasyKey = true;
		}
		else if (sc.Compare("autousehealth"))
		{
			skill.AutoUseHealth = true;
		}
		else if (sc.Compare("respawntime"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.RespawnCounter = int(sc.Float*TICRATE);
		}
		else if (sc.Compare("respawnlimit"))
		{
			ParseAssign();
			sc.MustGetNumber ();
			skill.RespawnLimit = sc.Number;
		}
		else if (sc.Compare("Aggressiveness"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.Aggressiveness = FRACUNIT - FLOAT2FIXED(clamp(sc.Float, 0.,1.));
		}
		else if (sc.Compare("SpawnFilter"))
		{
			ParseAssign();
			if (sc.CheckNumber())
			{
				if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
			}
			else
			{
				sc.MustGetString ();
				if (sc.Compare("baby")) skill.SpawnFilter |= 1;
				else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
				else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
				else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
				else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
			}
		}
		else if (sc.Compare("ACSReturn"))
		{
			ParseAssign();
			sc.MustGetNumber ();
			skill.ACSReturn = sc.Number;
			acsreturnisset = true;
		}
		else if (sc.Compare("ReplaceActor"))
		{
			ParseAssign();
			sc.MustGetString();
			FName replaced = sc.String;
			ParseComma();
			sc.MustGetString();
			FName replacer = sc.String;
			skill.SetReplacement(replaced, replacer);
			skill.SetReplacedBy(replacer, replaced);
		}
		else if (sc.Compare("Name"))
		{
			ParseAssign();
			sc.MustGetString ();
			skill.MenuName = sc.String;
		}
		else if (sc.Compare("PlayerClassName"))
		{
			ParseAssign();
			sc.MustGetString ();
			FName pc = sc.String;
			ParseComma();
			sc.MustGetString ();
			skill.MenuNamesForPlayerClass[pc]=sc.String;
		}
		else if (sc.Compare("PicName"))
		{
			ParseAssign();
			sc.MustGetString ();
			skill.PicName = sc.String;
		}
		else if (sc.Compare("MustConfirm"))
		{
			skill.MustConfirm = true;
			if (format_type == FMT_New) 
			{
				if (CheckAssign())
				{
					sc.MustGetString();
					skill.MustConfirmText = sc.String;
				}
			}
			else
			{
				if (sc.CheckToken(TK_StringConst))
				{
					skill.MustConfirmText = sc.String;
				}
			}
		}
		else if (sc.Compare("Key"))
		{
			ParseAssign();
			sc.MustGetString();
			skill.Shortcut = tolower(sc.String[0]);
		}
		else if (sc.Compare("TextColor"))
		{
			ParseAssign();
			sc.MustGetString();
			skill.TextColor.Format("[%s]", sc.String);
		}
		else if (sc.Compare("MonsterHealth"))
		{
			ParseAssign();
			sc.MustGetFloat();
			skill.MonsterHealth = FLOAT2FIXED(sc.Float);				
		}
		else if (sc.Compare("FriendlyHealth"))
		{
			ParseAssign();
			sc.MustGetFloat();
			skill.FriendlyHealth = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare("NoPain"))
		{
			skill.NoPain = true;
		}
		else if (sc.Compare("ArmorFactor"))
		{
			ParseAssign();
			sc.MustGetFloat();
			skill.ArmorFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare("HealthFactor"))
		{
			ParseAssign();
			sc.MustGetFloat();
			skill.HealthFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare("NoInfighting"))
		{
			skill.Infighting = LEVEL2_NOINFIGHTING;
		}
		else if (sc.Compare("TotalInfighting"))
		{
			skill.Infighting = LEVEL2_TOTALINFIGHTING;
		}
		else if (sc.Compare("DefaultSkill"))
		{
			if (DefaultSkill >= 0)
			{
				sc.ScriptError("%s is already the default skill\n", AllSkills[DefaultSkill].Name.GetChars());
			}
			thisisdefault = true;
		}
		else if (!ParseCloseBrace())
		{
			// Unknown
			sc.ScriptMessage("Unknown property '%s' found in skill definition\n", sc.String);
			SkipToNext();
		}
		else
		{
			break;
		}
	}
	CheckEndOfFile("skill");
	for(unsigned int i = 0; i < AllSkills.Size(); i++)
	{
		if (AllSkills[i].Name == skill.Name)
		{
			if (!acsreturnisset)
			{ // Use the ACS return for the skill we are overwriting.
				skill.ACSReturn = AllSkills[i].ACSReturn;
			}
			AllSkills[i] = skill;
			if (thisisdefault)
			{
				DefaultSkill = i;
			}
			return;
		}
	}
	if (!acsreturnisset)
	{
		skill.ACSReturn = AllSkills.Size();
	}
	if (thisisdefault)
	{
		DefaultSkill = AllSkills.Size();
	}
	AllSkills.Push(skill);
}
FName FMapInfoParser::CheckEndSequence()
{
	const char *seqname = NULL;

	if (sc.Compare("endgame"))
	{
		if (!sc.CheckString("{"))
		{
			// Make Demon Eclipse work again
			sc.UnGet();
			goto standard_endgame;
		}
		return ParseEndGame();
	}
	else if (strnicmp (sc.String, "EndGame", 7) == 0)
	{
		switch (sc.String[7])
		{
		case '1':	seqname = "Inter_Pic1";		break;
		case '2':	seqname = "Inter_Pic2";		break;
		case '3':	seqname = "Inter_Bunny";	break;
		case 'C':	seqname = "Inter_Cast";		break;
		case 'W':	seqname = "Inter_Underwater";	break;
		case 'S':	seqname = "Inter_Strife";	break;
	standard_endgame:
		default:	seqname = "Inter_Pic3";		break;
		}
	}
	else if (sc.Compare("endpic"))
	{
		ParseComma();
		sc.MustGetString ();
		FString seqname;
		seqname << "@EndPic_" << sc.String;
		FIntermissionDescriptor *desc = new FIntermissionDescriptor;
		FIntermissionAction *action = new FIntermissionAction;
		action->mBackground = sc.String;
		desc->mActions.Push(action);
		ReplaceIntermission(seqname, desc);
		return FName(seqname);
	}
	else if (sc.Compare("endbunny"))
	{
		seqname = "Inter_Bunny";
	}
	else if (sc.Compare("endcast"))
	{
		seqname = "Inter_Cast";
	}
	else if (sc.Compare("enddemon"))
	{
		seqname = "Inter_Demonscroll";
	}
	else if (sc.Compare("endchess"))
	{
		seqname = "Inter_Chess";
	}
	else if (sc.Compare("endunderwater"))
	{
		seqname = "Inter_Underwater";
	}
	else if (sc.Compare("endbuystrife"))
	{
		seqname = "Inter_BuyStrife";
	}
	else if (sc.Compare("endtitle"))
	{
		seqname = "Inter_Titlescreen";
	}
	else if (sc.Compare("endsequence"))
	{
		ParseComma();
		sc.MustGetString();
		seqname = sc.String;
	}

	if (seqname != NULL)
	{
		return FName(seqname);
	}
	return NAME_None;
}
FName FMapInfoParser::ParseEndGame()
{
	EndSequence newSeq;
	static int generated = 0;

	newSeq.EndType = -1;
	newSeq.PlayTheEnd = false;
	newSeq.MusicLooping = true;
	while (!sc.CheckString("}"))
	{
		sc.MustGetString();
		if (sc.Compare("pic"))
		{
			ParseAssign();
			sc.MustGetString();
			newSeq.EndType = END_Pic;
			newSeq.PicName = sc.String;
		}
		else if (sc.Compare("hscroll"))
		{
			ParseAssign();
			newSeq.EndType = END_Bunny;
			sc.MustGetString();
			newSeq.PicName = sc.String;
			ParseComma();
			sc.MustGetString();
			newSeq.PicName2 = sc.String;
			if (CheckNumber())
				newSeq.PlayTheEnd = !!sc.Number;
		}
		else if (sc.Compare("vscroll"))
		{
			ParseAssign();
			newSeq.EndType = END_Demon;
			sc.MustGetString();
			newSeq.PicName = sc.String;
			ParseComma();
			sc.MustGetString();
			newSeq.PicName2 = sc.String;
		}
		else if (sc.Compare("cast"))
		{
			newSeq.EndType = END_Cast;
			if (newSeq.PicName.IsEmpty()) newSeq.PicName = "$bgcastcall";
		}
		else if (sc.Compare("music"))
		{
			ParseAssign();
			sc.MustGetString();
			newSeq.Music = sc.String;
			if (CheckNumber())
			{
				newSeq.MusicLooping = !!sc.Number;
			}
		}
		else
		{
			if (format_type == FMT_New)
			{
				// Unknown
				sc.ScriptMessage("Unknown property '%s' found in endgame definition\n", sc.String);
				SkipToNext();
			}
			else
			{
				sc.ScriptError("Unknown property '%s' found in endgame definition\n", sc.String);
			}

		}
	}
	FIntermissionDescriptor *desc = new FIntermissionDescriptor;
	FIntermissionAction *action = NULL;

	switch (newSeq.EndType)
	{
	case END_Pic:
		action = new FIntermissionAction;
		break;

	case END_Bunny:
	{
		FIntermissionActionScroller *bunny = new FIntermissionActionScroller;
		bunny->mSecondPic = newSeq.PicName2;
		bunny->mScrollDir = SCROLL_Left;
		bunny->mScrollDelay = 230;
		bunny->mScrollTime = 640;
		bunny->mDuration = 1130;
		action = bunny;
		if (newSeq.PlayTheEnd) desc->mLink = "TheEnd";
		break;
	}

	case END_Demon:
	{
		FIntermissionActionScroller *demon = new FIntermissionActionScroller;
		demon->mSecondPic = newSeq.PicName2;
		demon->mScrollDir = SCROLL_Up;
		demon->mScrollDelay = 70;
		demon->mScrollTime = 600;
		action = demon;
		break;
	}

	case END_Cast:
		action = new FIntermissionAction;
		action->mDuration = 1;
		desc->mLink = "Doom2Cast";
		break;
	}

	if (action == NULL)
	{
		sc.ScriptError("Endgame type was not defined");
		return NAME_None;	// We won't really get here.
	}
	else
	{
		action->mBackground = newSeq.PicName;
		action->mMusic = newSeq.Music;
		action->mMusicLooping = newSeq.MusicLooping;
		desc->mActions.Push(action);

		FString seq;
		seq.Format("@EndSequence_%d_", generated++);
		ReplaceIntermission(seq, desc);
		return FName(seq);
	}
}
Beispiel #5
0
void FMapInfoParser::ParseNextMap(char *mapname)
{
	EndSequence newSeq;
	bool useseq = false;

	if (sc.CheckNumber())
	{
		if (HexenHack)
		{
			mysnprintf (mapname, 9, "&wt@%02d", sc.Number);
		}
		else
		{
			mysnprintf (mapname, 9, "MAP%02d", sc.Number);
		}
	}
	else
	{

		sc.MustGetString();
		if (sc.Compare("endgame"))
		{
			if (!sc.CheckString("{"))
			{
				// Make Demon Eclipse work again
				sc.UnGet();
				goto standard_endgame;
			}
			newSeq.Advanced = true;
			newSeq.EndType = END_Pic1;
			newSeq.PlayTheEnd = false;
			newSeq.MusicLooping = true;
			while (!sc.CheckString("}"))
			{
				sc.MustGetString();
				if (sc.Compare("pic"))
				{
					ParseAssign();
					sc.MustGetString();
					newSeq.EndType = END_Pic;
					newSeq.PicName = sc.String;
				}
				else if (sc.Compare("hscroll"))
				{
					ParseAssign();
					newSeq.EndType = END_Bunny;
					sc.MustGetString();
					newSeq.PicName = sc.String;
					ParseComma();
					sc.MustGetString();
					newSeq.PicName2 = sc.String;
					if (CheckNumber())
						newSeq.PlayTheEnd = !!sc.Number;
				}
				else if (sc.Compare("vscroll"))
				{
					ParseAssign();
					newSeq.EndType = END_Demon;
					sc.MustGetString();
					newSeq.PicName = sc.String;
					ParseComma();
					sc.MustGetString();
					newSeq.PicName2 = sc.String;
				}
				else if (sc.Compare("cast"))
				{
					newSeq.EndType = END_Cast;
				}
				else if (sc.Compare("music"))
				{
					ParseAssign();
					sc.MustGetString();
					newSeq.Music = sc.String;
					if (CheckNumber())
					{
						newSeq.MusicLooping = !!sc.Number;
					}
				}
				else
				{
					if (format_type == FMT_New)
					{
						// Unknown
						sc.ScriptMessage("Unknown property '%s' found in endgame definition\n", sc.String);
						SkipToNext();
					}
					else
					{
						sc.ScriptError("Unknown property '%s' found in endgame definition\n", sc.String);
					}

				}
			}
			useseq = true;
		}
		else if (strnicmp (sc.String, "EndGame", 7) == 0)
		{
			// If we're in a multiplayer game, don't do the finale, just go back to the
			// beginning.
			if ( NETWORK_GetState( ) == NETSTATE_SERVER )
			{
				switch (sc.String[7])
				{
				case '1':	sprintf (sc.String, "E1M1");	break;
				case '2':	sprintf (sc.String, "E2M1");	break;
				case '3':	sprintf (sc.String, "E3M1");	break;
				case '4':	sprintf (sc.String, "E4M1");	break;
				case 'C':	sprintf (sc.String, "MAP01");	break;
//				case 'W':	type = END_Underwater;	break;
//				case 'S':	type = END_Strife;		break;
				default:	sprintf (sc.String, "MAP01");	break;
				}

				strncpy (mapname, sc.String, 8);
			}
			else
			{
				int type;
				switch (sc.String[7])
				{
				case '1':	type = END_Pic1;		break;
				case '2':	type = END_Pic2;		break;
				case '3':	type = END_Bunny;		break;
				case 'C':	type = END_Cast;		break;
				case 'W':	type = END_Underwater;	break;
				case 'S':	type = END_Strife;		break;
		standard_endgame:
				default:	type = END_Pic3;		break;
				}
				newSeq.EndType = type;
				useseq = true;
			}
		}
		else if (sc.Compare("endpic"))
		{
			ParseComma();
			sc.MustGetString ();
			newSeq.EndType = END_Pic;
			newSeq.PicName = sc.String;
			useseq = true;
		}
		else if (sc.Compare("endbunny"))
		{
			newSeq.EndType = END_Bunny;
			useseq = true;
		}
		else if (sc.Compare("endcast"))
		{
			newSeq.EndType = END_Cast;
			useseq = true;
		}
		else if (sc.Compare("enddemon"))
		{
			newSeq.EndType = END_Demon;
			useseq = true;
		}
		else if (sc.Compare("endchess"))
		{
			newSeq.EndType = END_Chess;
			useseq = true;
		}
		else if (sc.Compare("endunderwater"))
		{
			newSeq.EndType = END_Underwater;
			useseq = true;
		}
		else if (sc.Compare("endbuystrife"))
		{
			newSeq.EndType = END_BuyStrife;
			useseq = true;
		}
		else if (sc.Compare("endtitle"))
		{
			newSeq.EndType = END_TitleScreen;
			useseq = true;
		}
		else
		{
			strncpy (mapname, sc.String, 8);
		}
		if (useseq)
		{
			int seqnum = -1;

			if (!newSeq.Advanced)
			{
				seqnum = FindEndSequence (newSeq.EndType, newSeq.PicName);
			}

			if (seqnum == -1)
			{
				seqnum = (int)EndSequences.Push (newSeq);
			}
			strcpy (mapname, "enDSeQ");
			*((WORD *)(mapname + 6)) = (WORD)seqnum;
		}
	}
}
Beispiel #6
0
void FMapInfoParser::ParseSkill ()
{
	FSkillInfo skill;

	skill.AmmoFactor = FRACUNIT;
	skill.DoubleAmmoFactor = 2*FRACUNIT;
	skill.DropAmmoFactor = -1;
	skill.DamageFactor = FRACUNIT;
	skill.FastMonsters = false;
	skill.DisableCheats = false;
	skill.EasyBossBrain = false;
	skill.AutoUseHealth = false;
	skill.RespawnCounter = 0;
	skill.RespawnLimit = 0;
	skill.Aggressiveness = FRACUNIT;
	skill.SpawnFilter = 0;
	skill.ACSReturn = AllSkills.Size();
	skill.MenuNameIsLump = false;
	skill.MustConfirm = false;
	skill.Shortcut = 0;
	skill.TextColor = "";

	sc.MustGetString();
	skill.Name = sc.String;

	ParseOpenBrace();

	while (sc.GetString ())
	{
		if (sc.Compare ("ammofactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.AmmoFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("doubleammofactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.DoubleAmmoFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("dropammofactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.DropAmmoFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("damagefactor"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.DamageFactor = FLOAT2FIXED(sc.Float);
		}
		else if (sc.Compare ("fastmonsters"))
		{
			skill.FastMonsters = true;
		}
		else if (sc.Compare ("disablecheats"))
		{
			skill.DisableCheats = true;
		}
		else if (sc.Compare ("easybossbrain"))
		{
			skill.EasyBossBrain = true;
		}
		else if (sc.Compare("autousehealth"))
		{
			skill.AutoUseHealth = true;
		}
		else if (sc.Compare("respawntime"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.RespawnCounter = int(sc.Float*TICRATE);
		}
		else if (sc.Compare("respawnlimit"))
		{
			ParseAssign();
			sc.MustGetNumber ();
			skill.RespawnLimit = sc.Number;
		}
		else if (sc.Compare("Aggressiveness"))
		{
			ParseAssign();
			sc.MustGetFloat ();
			skill.Aggressiveness = FRACUNIT - FLOAT2FIXED(clamp(sc.Float, 0.,1.));
		}
		else if (sc.Compare("SpawnFilter"))
		{
			ParseAssign();
			if (sc.CheckNumber())
			{
				if (sc.Number > 0) skill.SpawnFilter |= (1<<(sc.Number-1));
			}
			else
			{
				sc.MustGetString ();
				if (sc.Compare("baby")) skill.SpawnFilter |= 1;
				else if (sc.Compare("easy")) skill.SpawnFilter |= 2;
				else if (sc.Compare("normal")) skill.SpawnFilter |= 4;
				else if (sc.Compare("hard")) skill.SpawnFilter |= 8;
				else if (sc.Compare("nightmare")) skill.SpawnFilter |= 16;
			}
		}
		else if (sc.Compare("ACSReturn"))
		{
			ParseAssign();
			sc.MustGetNumber ();
			skill.ACSReturn = sc.Number;
		}
		else if (sc.Compare("Name"))
		{
			ParseAssign();
			sc.MustGetString ();
			skill.MenuName = sc.String;
			skill.MenuNameIsLump = false;
		}
		else if (sc.Compare("PlayerClassName"))
		{
			ParseAssign();
			sc.MustGetString ();
			FName pc = sc.String;
			ParseComma();
			sc.MustGetString ();
			skill.MenuNamesForPlayerClass[pc]=sc.String;
		}
		else if (sc.Compare("PicName"))
		{
			ParseAssign();
			sc.MustGetString ();
			skill.MenuName = sc.String;
			skill.MenuNameIsLump = true;
		}
		else if (sc.Compare("MustConfirm"))
		{
			skill.MustConfirm = true;
			if (format_type == FMT_New) 
			{
				if (CheckAssign())
				{
					sc.MustGetString();
					skill.MustConfirmText = sc.String;
				}
			}
			else
			{
				if (sc.CheckToken(TK_StringConst))
				{
					skill.MustConfirmText = sc.String;
				}
			}
		}
		else if (sc.Compare("Key"))
		{
			ParseAssign();
			sc.MustGetString();
			skill.Shortcut = tolower(sc.String[0]);
		}
		else if (sc.Compare("TextColor"))
		{
			ParseAssign();
			sc.MustGetString();
			skill.TextColor.Format("[%s]", sc.String);
		}
		else if (!ParseCloseBrace())
		{
			// Unknown
			sc.ScriptMessage("Unknown property '%s' found in skill definition\n", sc.String);
			SkipToNext();
		}
		else
		{
			break;
		}
	}
	CheckEndOfFile("skill");
	for(unsigned int i = 0; i < AllSkills.Size(); i++)
	{
		if (AllSkills[i].Name == skill.Name)
		{
			AllSkills[i] = skill;
			return;
		}
	}
	AllSkills.Push(skill);
}