bool ATeleporterBeacon::Use (bool pickup) { AInventory *drop; // [BC] This is handled server-side. if (( NETWORK_GetState( ) == NETSTATE_CLIENT ) || ( CLIENTDEMO_IsPlaying( ))) { return ( true ); } // Increase the amount by one so that when DropInventory decrements it, // the actor will have the same number of beacons that he started with. // When we return to UseInventory, it will take care of decrementing // Amount again and disposing of this item if there are no more. Amount++; drop = Owner->DropInventory (this); if (drop == NULL) { Amount--; return false; } else { drop->SetState(drop->FindState(NAME_Drop)); drop->target = Owner; return true; } }
bool ATeleporterBeacon::Use (bool pickup) { AInventory *drop; // Increase the amount by one so that when DropInventory decrements it, // the actor will have the same number of beacons that he started with. // When we return to UseInventory, it will take care of decrementing // Amount again and disposing of this item if there are no more. Amount++; drop = Owner->DropInventory (this); if (drop == NULL) { Amount--; return false; } else { drop->SetState(drop->FindState(NAME_Drop)); drop->target = Owner; return true; } }
bool AInventory::TryPickup (AActor *&toucher) { AActor *newtoucher = toucher; // in case changed by the powerup // If HandlePickup() returns true, it will set the IF_PICKUPGOOD flag // to indicate that this item has been picked up. If the item cannot be // picked up, then it leaves the flag cleared. ItemFlags &= ~IF_PICKUPGOOD; if (toucher->Inventory != NULL && toucher->Inventory->HandlePickup (this)) { // Let something else the player is holding intercept the pickup. if (!(ItemFlags & IF_PICKUPGOOD)) { return false; } ItemFlags &= ~IF_PICKUPGOOD; GoAwayAndDie (); } else if (MaxAmount == 0 && !IsKindOf(RUNTIME_CLASS(AAmmo))) { // Special case: If an item's MaxAmount is 0, you can still pick it // up if it is autoactivate-able. if (!(ItemFlags & IF_AUTOACTIVATE)) { return false; } // The item is placed in the inventory just long enough to be used. toucher->AddInventory (this); bool usegood = Use (true); toucher->RemoveInventory (this); if (usegood) { GoAwayAndDie (); } else { return false; } } else { // Add the item to the inventory. It is not already there, or HandlePickup // would have already taken care of it. AInventory *copy = CreateCopy (toucher); if (copy == NULL) { return false; } // Some powerups cannot activate absolutely, for // example, PowerMorph; fail the pickup if so. if (copy->ItemFlags & IF_INITEFFECTFAILED) { if (copy != this) copy->Destroy(); else ItemFlags &= ~IF_INITEFFECTFAILED; return false; } // Handle owner-changing powerups if (copy->ItemFlags & IF_CREATECOPYMOVED) { newtoucher = copy->Owner; copy->Owner = NULL; copy->ItemFlags &= ~IF_CREATECOPYMOVED; } // Continue onwards with the rest copy->AttachToOwner (newtoucher); if (ItemFlags & IF_AUTOACTIVATE) { if (copy->Use (true)) { if (--copy->Amount <= 0) { copy->flags &= ~MF_SPECIAL; copy->SetState (copy->FindState("HoldAndDestroy")); } } } } return true; }