Banned item check

This commit is contained in:
ChocoTaco 2023-01-16 20:55:05 -05:00
parent 29be92e322
commit e9d0be4551

167
Classic/scripts/inventoryHud.cs Executable file → Normal file
View file

@ -2,7 +2,7 @@
function setUpFavPrefs() function setUpFavPrefs()
{ {
if($pref::FavCurrentSelect $= "") if($pref::FavCurrentSelect $= "")
$pref::FavCurrentSelect = 0; $pref::FavCurrentSelect = 0;
for(%i = 0; %i < 10; %i++) for(%i = 0; %i < 10; %i++)
{ {
if($pref::FavNames[%i] $= "") if($pref::FavNames[%i] $= "")
@ -163,7 +163,7 @@ function InventoryScreen::setupHud( %this, %tag )
%this.selId = $pref::FavCurrentSelect - %favListStart + 1; %this.selId = $pref::FavCurrentSelect - %favListStart + 1;
// Add the list menu: // Add the list menu:
$Hud[%tag].staticData[0, 0] = new ShellPopupMenu(INV_ListMenu) $Hud[%tag].staticData[0, 0] = new ShellPopupMenu(INV_ListMenu)
{ {
profile = "ShellPopupProfile"; profile = "ShellPopupProfile";
horizSizing = "right"; horizSizing = "right";
@ -178,8 +178,8 @@ function InventoryScreen::setupHud( %this, %tag )
maxPopupHeight = "220"; maxPopupHeight = "220";
text = ""; text = "";
}; };
// Add favorite tabs: // Add favorite tabs:
for( %i = 0; %i < 10; %i++ ) for( %i = 0; %i < 10; %i++ )
{ {
%yOffset = ( %i * 30 ) + 10; %yOffset = ( %i * 30 ) + 10;
@ -198,17 +198,17 @@ function InventoryScreen::setupHud( %this, %tag )
text = strupr( $pref::FavNames[%favListStart + %i] ); text = strupr( $pref::FavNames[%favListStart + %i] );
}; };
$Hud[%tag].staticData[0, %i + 1].setValue( ( %favListStart + %i ) == $pref::FavCurrentSelect ); $Hud[%tag].staticData[0, %i + 1].setValue( ( %favListStart + %i ) == $pref::FavCurrentSelect );
$Hud[%tag].parent.add( $Hud[%tag].staticData[0, %i + 1] ); $Hud[%tag].parent.add( $Hud[%tag].staticData[0, %i + 1] );
} }
%text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10; %text = "Favorites " @ %favListStart + 1 SPC "-" SPC %favListStart + 10;
$Hud[%tag].staticData[0, 0].onSelect( $pref::FavCurrentList, %text, true ); $Hud[%tag].staticData[0, 0].onSelect( $pref::FavCurrentList, %text, true );
$Hud[%tag].parent.add( $Hud[%tag].staticData[0, 0] ); $Hud[%tag].parent.add( $Hud[%tag].staticData[0, 0] );
// Add the SAVE button: // Add the SAVE button:
$Hud[%tag].staticData[1, 0] = new ShellBitmapButton() $Hud[%tag].staticData[1, 0] = new ShellBitmapButton()
{ {
profile = "ShellButtonProfile"; profile = "ShellButtonProfile";
horizSizing = "right"; horizSizing = "right";
@ -222,10 +222,10 @@ function InventoryScreen::setupHud( %this, %tag )
helpTag = "0"; helpTag = "0";
command = "saveFavorite();"; command = "saveFavorite();";
text = "SAVE"; text = "SAVE";
}; };
// Add the name edit control: // Add the name edit control:
$Hud[%tag].staticData[1, 1] = new ShellTextEditCtrl() $Hud[%tag].staticData[1, 1] = new ShellTextEditCtrl()
{ {
profile = "NewTextEditProfile"; profile = "NewTextEditProfile";
horizSizing = "right"; horizSizing = "right";
@ -241,9 +241,9 @@ function InventoryScreen::setupHud( %this, %tag )
historySize = "0"; historySize = "0";
maxLength = "16"; maxLength = "16";
}; };
$Hud[%tag].staticData[1, 1].setValue( $pref::FavNames[$pref::FavCurrentSelect] ); $Hud[%tag].staticData[1, 1].setValue( $pref::FavNames[$pref::FavCurrentSelect] );
$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 0] ); $Hud[%tag].parent.add( $Hud[%tag].staticData[1, 0] );
$Hud[%tag].parent.add( $Hud[%tag].staticData[1, 1] ); $Hud[%tag].parent.add( $Hud[%tag].staticData[1, 1] );
} }
@ -255,7 +255,7 @@ function InventoryScreen::addLine( %this, %tag, %lineNum, %type, %count )
// Add label: // Add label:
%yOffset = ( %lineNum * 30 ) + 28; %yOffset = ( %lineNum * 30 ) + 28;
$Hud[%tag].data[%lineNum, 0] = new GuiTextCtrl() $Hud[%tag].data[%lineNum, 0] = new GuiTextCtrl()
{ {
profile = "ShellTextRightProfile"; profile = "ShellTextRightProfile";
horizSizing = "right"; horizSizing = "right";
@ -271,7 +271,7 @@ function InventoryScreen::addLine( %this, %tag, %lineNum, %type, %count )
}; };
// Add drop menu: // Add drop menu:
$Hud[%tag].data[%lineNum, 1] = new ShellPopupMenu(INV_Menu) $Hud[%tag].data[%lineNum, 1] = new ShellPopupMenu(INV_Menu)
{ {
profile = "ShellPopupProfile"; profile = "ShellPopupProfile";
horizSizing = "right"; horizSizing = "right";
@ -290,7 +290,7 @@ function InventoryScreen::addLine( %this, %tag, %lineNum, %type, %count )
return 2; return 2;
} }
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
function InventoryScreen::updateHud( %this, %client, %tag ) function InventoryScreen::updateHud( %this, %client, %tag )
{ {
@ -308,7 +308,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
//Create - ARMOR - List //Create - ARMOR - List
%armorList = %client.favorites[0]; %armorList = %client.favorites[0];
for ( %y = 0; $InvArmor[%y] !$= ""; %y++ ) for ( %y = 0; $InvArmor[%y] !$= ""; %y++ )
if ( $InvArmor[%y] !$= %client.favorites[0] ) if ( $InvArmor[%y] !$= %client.favorites[0] )
%armorList = %armorList TAB $InvArmor[%y]; %armorList = %armorList TAB $InvArmor[%y];
//Create - WEAPON - List //Create - WEAPON - List
@ -318,7 +318,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ ) for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
{ {
%WInv = $NameToInv[$InvWeapon[%y]]; %WInv = $NameToInv[$InvWeapon[%y]];
if ( ( $InvWeapon[%y] $= %client.favorites[getField( %client.weaponIndex,%i )] ) || !%armor.max[%WInv] ) if ( ( $InvWeapon[%y] $= %client.favorites[getField( %client.weaponIndex,%i )] ) || !%armor.max[%WInv] )
{ {
%notFound = false; %notFound = false;
break; break;
@ -326,9 +326,9 @@ function InventoryScreen::updateHud( %this, %client, %tag )
else if ( "SniperRifle" $= $NameToInv[%client.favorites[getField( %client.weaponIndex,%i )]] ) else if ( "SniperRifle" $= $NameToInv[%client.favorites[getField( %client.weaponIndex,%i )]] )
{ {
%noSniperRifle = false; %noSniperRifle = false;
%packList = "noSelect\tEnergy Pack\tEnergy Pack must be used when \tLaser Rifle is selected!"; %packList = "noSelect\tEnergy Pack\tEnergy Pack must be used when \tLaser Rifle is selected!";
%client.favorites[getField(%client.packIndex,0)] = "Energy Pack"; %client.favorites[getField(%client.packIndex,0)] = "Energy Pack";
} }
} }
if ( !($InvBanList[%cmt, %WInv]) ) if ( !($InvBanList[%cmt, %WInv]) )
@ -353,11 +353,11 @@ function InventoryScreen::updateHud( %this, %client, %tag )
for ( %y = 0; $InvPack[%y] !$= ""; %y++ ) for ( %y = 0; $InvPack[%y] !$= ""; %y++ )
{ {
%PInv = $NameToInv[$InvPack[%y]]; %PInv = $NameToInv[$InvPack[%y]];
if ( ( $InvPack[%y] !$= %client.favorites[getField( %client.packIndex, 0 )]) && if ( ( $InvPack[%y] !$= %client.favorites[getField( %client.packIndex, 0 )]) &&
%armor.max[%PInv] && !($InvBanList[%cmt, %PInv])) %armor.max[%PInv] && !($InvBanList[%cmt, %PInv]))
%packList = %packList TAB $Invpack[%y]; %packList = %packList TAB $Invpack[%y];
} }
} }
//Create - GRENADE - List //Create - GRENADE - List
for ( %y = 0; $InvGrenade[%y] !$= ""; %y++ ) for ( %y = 0; $InvGrenade[%y] !$= ""; %y++ )
{ {
@ -365,14 +365,14 @@ function InventoryScreen::updateHud( %this, %client, %tag )
for(%i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++) for(%i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
{ {
%GInv = $NameToInv[$InvGrenade[%y]]; %GInv = $NameToInv[$InvGrenade[%y]];
if ( ( $InvGrenade[%y] $= %client.favorites[getField( %client.grenadeIndex, %i )] ) || !%armor.max[%GInv] ) if ( ( $InvGrenade[%y] $= %client.favorites[getField( %client.grenadeIndex, %i )] ) || !%armor.max[%GInv] )
{ {
%notFound = false; %notFound = false;
break; break;
} }
} }
if ( !($InvBanList[%cmt, %GInv]) ) if ( !($InvBanList[%cmt, %GInv]) )
{ {
if ( %notFound && %grenadeList $= "" ) if ( %notFound && %grenadeList $= "" )
%grenadeList = $InvGrenade[%y]; %grenadeList = $InvGrenade[%y];
else if ( %notFound ) else if ( %notFound )
@ -389,7 +389,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
for(%i = 0; %i < getFieldCount( %client.mineIndex ); %i++) for(%i = 0; %i < getFieldCount( %client.mineIndex ); %i++)
{ {
%MInv = $NameToInv[$InvMine[%y]]; %MInv = $NameToInv[$InvMine[%y]];
if ( ( $InvMine[%y] $= %client.favorites[getField( %client.mineIndex, %i )] ) || !%armor.max[%MInv] ) if ( ( $InvMine[%y] $= %client.favorites[getField( %client.mineIndex, %i )] ) || !%armor.max[%MInv] )
{ {
%notFound = false; %notFound = false;
break; break;
@ -418,7 +418,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
{ {
%client.favorites[%client.numFavs] = "INVALID"; %client.favorites[%client.numFavs] = "INVALID";
%client.weaponIndex = %client.weaponIndex TAB %client.numFavs; %client.weaponIndex = %client.weaponIndex TAB %client.numFavs;
} }
} }
else else
{ {
@ -434,7 +434,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Weapon Slot " @ %x + 1 @ ": ", %list , weapon, %client.numFavsCount ); messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Weapon Slot " @ %x + 1 @ ": ", %list , weapon, %client.numFavsCount );
} }
%lineCount = %lineCount + %armor.maxWeapons; %lineCount = %lineCount + %armor.maxWeapons;
%client.numFavsCount++; %client.numFavsCount++;
if ( getField( %packList, 0 ) !$= empty && %noSniperRifle ) if ( getField( %packList, 0 ) !$= empty && %noSniperRifle )
%packList = %packList TAB "EMPTY"; %packList = %packList TAB "EMPTY";
@ -447,7 +447,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
} }
messageClient( %client, 'SetLineHud', "", %tag, %lineCount, "Pack:", %packText, pack, %client.numFavsCount, %packOverFlow ); messageClient( %client, 'SetLineHud', "", %tag, %lineCount, "Pack:", %packText, pack, %client.numFavsCount, %packOverFlow );
%lineCount++; %lineCount++;
for( %x = 0; %x < %armor.maxGrenades; %x++ ) for( %x = 0; %x < %armor.maxGrenades; %x++ )
{ {
%client.numFavsCount++; %client.numFavsCount++;
@ -467,7 +467,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
%client.grenadeIndex = %client.grenadeIndex TAB %client.numFavs; %client.grenadeIndex = %client.grenadeIndex TAB %client.numFavs;
%client.numFavs++; %client.numFavs++;
} }
if ( %list $= empty ) if ( %list $= empty )
%list = %list TAB %grenadeList; %list = %list TAB %grenadeList;
else else
@ -476,7 +476,7 @@ function InventoryScreen::updateHud( %this, %client, %tag )
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Grenade:", %list, grenade, %client.numFavsCount ); messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Grenade:", %list, grenade, %client.numFavsCount );
} }
%lineCount = %lineCount + %armor.maxGrenades; %lineCount = %lineCount + %armor.maxGrenades;
for ( %x = 0; %x < %armor.maxMines; %x++ ) for ( %x = 0; %x < %armor.maxMines; %x++ )
{ {
%client.numFavsCount++; %client.numFavsCount++;
@ -496,17 +496,17 @@ function InventoryScreen::updateHud( %this, %client, %tag )
%client.mineIndex = %client.mineIndex TAB %client.numFavs; %client.mineIndex = %client.mineIndex TAB %client.numFavs;
%client.numFavs++; %client.numFavs++;
} }
if ( %list !$= Invalid ) if ( %list !$= Invalid )
{ {
if ( %list $= empty ) if ( %list $= empty )
%list = %list TAB %mineList; %list = %list TAB %mineList;
else if ( %mineList !$= "" ) else if ( %mineList !$= "" )
%list = %list TAB %mineList TAB "EMPTY"; %list = %list TAB %mineList TAB "EMPTY";
else else
%list = %list TAB "EMPTY"; %list = %list TAB "EMPTY";
} }
messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Mine:", %list, mine, %client.numFavsCount ); messageClient( %client, 'SetLineHud', "", %tag, %x + %lineCount, "Mine:", %list, mine, %client.numFavsCount );
} }
@ -566,27 +566,30 @@ function buyFavorites(%client)
for(%i = 0; %i < getFieldCount( %client.weaponIndex ); %i++) for(%i = 0; %i < getFieldCount( %client.weaponIndex ); %i++)
{ {
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]]; %inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
if(!($InvBanList[%cmt, %inv])){
if( %inv !$= "" ) if( %inv !$= "" )
{ {
%weaponCount++; %weaponCount++;
%client.player.setInventory( %inv, 1 ); %client.player.setInventory( %inv, 1 );
}
// ----------------------------------------------------
// z0dd - ZOD, 4/24/02. Code optimization.
if ( %inv.image.ammo !$= "" )
%client.player.setInventory( %inv.image.ammo, 999 );
// ----------------------------------------------------
} }
// ----------------------------------------------------
// z0dd - ZOD, 4/24/02. Code optimization.
if ( %inv.image.ammo !$= "" )
%client.player.setInventory( %inv.image.ammo, 999 );
// ----------------------------------------------------
} }
%client.player.weaponCount = %weaponCount; %client.player.weaponCount = %weaponCount;
// pack // pack
%pCh = $NameToInv[%client.favorites[%client.packIndex]]; %pCh = $NameToInv[%client.favorites[%client.packIndex]];
if ( %pCh $= "" ) if(!($InvBanList[%cmt, %pCh])){
%client.clearBackpackIcon(); if ( %pCh $= "" )
else %client.clearBackpackIcon();
%client.player.setInventory( %pCh, 1 ); else
%client.player.setInventory( %pCh, 1 );
}
// if this pack is a deployable that has a team limit, warn the purchaser // if this pack is a deployable that has a team limit, warn the purchaser
// if it's a deployable turret, the limit depends on the number of players (deployables.cs) // if it's a deployable turret, the limit depends on the number of players (deployables.cs)
@ -665,11 +668,11 @@ function buyDeployableFavorites(%client)
for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ ) for ( %i = 0; %i < getFieldCount( %client.weaponIndex ); %i++ )
{ {
%inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]]; %inv = $NameToInv[%client.favorites[getField( %client.weaponIndex, %i )]];
if ( !($InvBanList[DeployInv, %inv]) ) if ( !($InvBanList[DeployInv, %inv]) && !$InvBanList[%cmt, %inv])
{ {
%player.setInventory( %inv, 1 ); %player.setInventory( %inv, 1 );
// increment weapon count if current armor can hold this weapon // increment weapon count if current armor can hold this weapon
if(%player.getDatablock().max[%inv] > 0) if(%player.getDatablock().max[%inv] > 0)
%weapCount++; %weapCount++;
// --------------------------------------------- // ---------------------------------------------
// z0dd - ZOD, 4/24/02. Code streamlining. // z0dd - ZOD, 4/24/02. Code streamlining.
@ -683,10 +686,10 @@ function buyDeployableFavorites(%client)
%player.weaponCount = %weapCount; %player.weaponCount = %weapCount;
// give player the grenades and mines they chose, beacons, and a repair kit // give player the grenades and mines they chose, beacons, and a repair kit
for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++) for ( %i = 0; %i < getFieldCount( %client.grenadeIndex ); %i++)
{ {
%GInv = $NameToInv[%client.favorites[getField( %client.grenadeIndex, %i )]]; %GInv = $NameToInv[%client.favorites[getField( %client.grenadeIndex, %i )]];
%client.player.lastGrenade = %GInv; %client.player.lastGrenade = %GInv;
if ( !($InvBanList[DeployInv, %GInv]) ) if ( !($InvBanList[DeployInv, %GInv]) && !$InvBanList[%cmt, %GInv])
%player.setInventory( %GInv, 30 ); %player.setInventory( %GInv, 30 );
} }
@ -705,7 +708,7 @@ function buyDeployableFavorites(%client)
for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ ) for ( %i = 0; %i < getFieldCount( %client.mineIndex ); %i++ )
{ {
%MInv = $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]]; %MInv = $NameToInv[%client.favorites[getField( %client.mineIndex, %i )]];
if ( !($InvBanList[DeployInv, %MInv]) ) if ( !($InvBanList[DeployInv, %MInv]) && !$InvBanList[%cmt, %MInv])
%player.setInventory( %MInv, 30 ); %player.setInventory( %MInv, 30 );
} }
if ( !($InvBanList[DeployInv, Beacon]) && !($InvBanList[%cmt, Beacon]) ) if ( !($InvBanList[DeployInv, Beacon]) && !($InvBanList[%cmt, Beacon]) )
@ -717,7 +720,7 @@ function buyDeployableFavorites(%client)
// players cannot buy deployable station packs from a deployable inventory station // players cannot buy deployable station packs from a deployable inventory station
%packChoice = $NameToInv[%client.favorites[%client.packIndex]]; %packChoice = $NameToInv[%client.favorites[%client.packIndex]];
if ( !($InvBanList[DeployInv, %packChoice]) ) if ( !($InvBanList[DeployInv, %packChoice]) && !$InvBanList[%cmt, %packChoice])
%player.setInventory( %packChoice, 1 ); %player.setInventory( %packChoice, 1 );
// if this pack is a deployable that has a team limit, warn the purchaser // if this pack is a deployable that has a team limit, warn the purchaser
@ -778,7 +781,7 @@ function getAmmoStationLovin(%client)
if(%grenType $= "") if(%grenType $= "")
{ {
%grenType = Grenade; %grenType = Grenade;
} }
if ( !($InvBanList[%cmt, %grenType]) ) if ( !($InvBanList[%cmt, %grenType]) )
%client.player.setInventory( %grenType, 30 ); %client.player.setInventory( %grenType, 30 );
@ -826,7 +829,7 @@ function getAmmoStationLovin(%client)
function invAmmoPackPass(%client) function invAmmoPackPass(%client)
{ {
// "normal" ammo stuff (everything but mines and grenades) // "normal" ammo stuff (everything but mines and grenades)
for ( %idx = 0; %idx < $numAmmoItems; %idx++ ) for ( %idx = 0; %idx < $numAmmoItems; %idx++ )
{ {
%ammo = $AmmoItem[%idx]; %ammo = $AmmoItem[%idx];
%client.player.incInventory(%ammo, AmmoPack.max[%ammo]); %client.player.incInventory(%ammo, AmmoPack.max[%ammo]);
@ -874,7 +877,7 @@ function loadFavorite( %index, %echo )
if ( %echo ) if ( %echo )
addMessageHudLine( "Inventory set \"" @ $pref::FavNames[%index] @ "\" selected." ); addMessageHudLine( "Inventory set \"" @ $pref::FavNames[%index] @ "\" selected." );
commandToServer( 'setClientFav', $pref::Favorite[%index] ); commandToServer( 'setClientFav', $pref::Favorite[%index] );
} }
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
@ -905,54 +908,54 @@ function saveFavorite()
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
function addQuickPackFavorite( %pack, %item ) function addQuickPackFavorite( %pack, %item )
{ {
// this has been such a success it has been changed to handle grenades // this has been such a success it has been changed to handle grenades
// and other equipment as well as packs so everything seems to be called 'pack' // and other equipment as well as packs so everything seems to be called 'pack'
// including the function itself. The default IS pack // including the function itself. The default IS pack
if(%item $= "") if(%item $= "")
%item = "Pack"; %item = "Pack";
%packFailMsg = "You cannot use that equipment with your selected loadout."; %packFailMsg = "You cannot use that equipment with your selected loadout.";
if ( !isObject($Hud['inventoryScreen'].staticData[1, 1]) || $Hud['inventoryScreen'].staticData[1, 1].getValue() $= "" ) if ( !isObject($Hud['inventoryScreen'].staticData[1, 1]) || $Hud['inventoryScreen'].staticData[1, 1].getValue() $= "" )
{ {
//if the player hasnt brought up the inv screen we use his current fav //if the player hasnt brought up the inv screen we use his current fav
%currentFav = $pref::Favorite[$pref::FavCurrentSelect]; %currentFav = $pref::Favorite[$pref::FavCurrentSelect];
//echo(%currentFav); //echo(%currentFav);
for ( %i = 0; %i < getFieldCount( %currentFav ); %i++ ) for ( %i = 0; %i < getFieldCount( %currentFav ); %i++ )
{ {
%type = getField( %currentFav, %i ); %type = getField( %currentFav, %i );
%equipment = getField( %currentFav, %i++ ); %equipment = getField( %currentFav, %i++ );
%invalidPack = checkPackValidity(%pack, %equipment, %item ); %invalidPack = checkPackValidity(%pack, %equipment, %item );
if(%invalidPack) if(%invalidPack)
{ {
addMessageHudLine( %packFailMsg ); addMessageHudLine( %packFailMsg );
return; return;
} }
// Success-------------------------------------------------- // Success--------------------------------------------------
if ( %type $= %item ) if ( %type $= %item )
%favList = %favList @ %type TAB %pack @ "\t"; %favList = %favList @ %type TAB %pack @ "\t";
else else
%favList = %favList @ %type TAB %equipment @ "\t"; %favList = %favList @ %type TAB %equipment @ "\t";
} }
//echo(%favList); //echo(%favList);
} }
else else
{ {
//otherwise we go with whats on the invScreen (even if its asleep) //otherwise we go with whats on the invScreen (even if its asleep)
%armor = $Hud['inventoryScreen'].data[0, 1].getValue(); %armor = $Hud['inventoryScreen'].data[0, 1].getValue();
// check pack validity with armor // check pack validity with armor
%invalidPack = checkPackValidity(%pack, %armor, %item ); %invalidPack = checkPackValidity(%pack, %armor, %item );
if(%invalidPack) if(%invalidPack)
{ {
addMessageHudLine( %packFailMsg ); addMessageHudLine( %packFailMsg );
return; return;
} }
%favList = $Hud['inventoryScreen'].data[0, 1].type TAB %armor; %favList = $Hud['inventoryScreen'].data[0, 1].type TAB %armor;
for ( %i = 1; %i < $Hud['inventoryScreen'].count; %i++ ) for ( %i = 1; %i < $Hud['inventoryScreen'].count; %i++ )
{ {
//echo( $Hud['inventoryScreen'].Data[%i, 1].type); //echo( $Hud['inventoryScreen'].Data[%i, 1].type);
%type = $Hud['inventoryScreen'].data[%i, 1].type; %type = $Hud['inventoryScreen'].data[%i, 1].type;
@ -960,14 +963,14 @@ function addQuickPackFavorite( %pack, %item )
if(%type $= %item) if(%type $= %item)
%equipment = %pack; %equipment = %pack;
// Special Cases again------------------------------------------------ // Special Cases again------------------------------------------------
%invalidPack = checkPackValidity(%pack, %equipment, %item ); %invalidPack = checkPackValidity(%pack, %equipment, %item );
if(%invalidPack) if(%invalidPack)
{ {
addMessageHudLine( %packFailMsg ); addMessageHudLine( %packFailMsg );
return; return;
} }
%favList = %favList TAB %type TAB %equipment; %favList = %favList TAB %type TAB %equipment;
@ -983,15 +986,15 @@ function addQuickPackFavorite( %pack, %item )
function checkPackValidity(%pack, %equipment, %item) function checkPackValidity(%pack, %equipment, %item)
{ {
//echo("validityChecking:" SPC %pack SPC %equipment); //echo("validityChecking:" SPC %pack SPC %equipment);
// this is mostly for ease of mod makers // this is mostly for ease of mod makers
// this is the base restrictions stuff // this is the base restrictions stuff
// for your mod just overwrite this function and // for your mod just overwrite this function and
// change the restrictions and onlyUses // change the restrictions and onlyUses
// you must have #1 to use #2 // you must have #1 to use #2
//%restrict[#1, #2] = true; //%restrict[#1, #2] = true;
%restrict["Scout", "Inventory Station"] = true; %restrict["Scout", "Inventory Station"] = true;
%restrict["Scout", "Landspike Turret"] = true; %restrict["Scout", "Landspike Turret"] = true;
%restrict["Scout", "Spider Clamp Turret"] = true; %restrict["Scout", "Spider Clamp Turret"] = true;
@ -1007,11 +1010,11 @@ function checkPackValidity(%pack, %equipment, %item)
//%require[#1] = #2 TAB #3; //%require[#1] = #2 TAB #3;
%require["Laser Rifle"] = "Pack" TAB "Energy Pack"; %require["Laser Rifle"] = "Pack" TAB "Energy Pack";
if(%restrict[%equipment, %pack] ) if(%restrict[%equipment, %pack] )
return true; return true;
else if(%require[%equipment] !$="" ) else if(%require[%equipment] !$="" )
{ {
if(%item $= getField(%require[%equipment], 0) ) if(%item $= getField(%require[%equipment], 0) )
@ -1038,12 +1041,12 @@ function checkInventory( %client, %text )
for( %i = 3; %i < getFieldCount( %text ); %i = %i + 2 ) for( %i = 3; %i < getFieldCount( %text ); %i = %i + 2 )
{ {
%inv = $NameToInv[getField(%text,%i)]; %inv = $NameToInv[getField(%text,%i)];
if ( (( %armor.max[%inv] && !($InvBanList[%cmt, %inv]) ) || if ( (( %armor.max[%inv] && !($InvBanList[%cmt, %inv]) ) ||
getField( %text, %i ) $= Empty || getField( %text, %i ) $= Invalid) getField( %text, %i ) $= Empty || getField( %text, %i ) $= Invalid)
&& (($InvTotalCount[getField( %text, %i - 1 )] - $BanCount[getField( %text, %i - 1 )]) > 0)) && (($InvTotalCount[getField( %text, %i - 1 )] - $BanCount[getField( %text, %i - 1 )]) > 0))
%list = %list TAB getField( %text, %i - 1 ) TAB getField( %text, %i ); %list = %list TAB getField( %text, %i - 1 ) TAB getField( %text, %i );
else if( $InvBanList[%cmt, %inv] || %inv $= empty || %inv $= "") else if( $InvBanList[%cmt, %inv] || %inv $= empty || %inv $= "")
%list = %list TAB getField( %text, %i - 1 ) TAB "INVALID"; %list = %list TAB getField( %text, %i - 1 ) TAB "INVALID";
} }
return %list; return %list;
} }
@ -1082,7 +1085,7 @@ function InventoryScreen::onWake(%this)
function InventoryScreen::onSleep() function InventoryScreen::onSleep()
{ {
hudMap.pop(); hudMap.pop();
hudMap.delete(); hudMap.delete();
alxStop($HudHandle[inventoryScreen]); alxStop($HudHandle[inventoryScreen]);
alxPlay(HudInventoryDeactivateSound, 0, 0, 0); alxPlay(HudInventoryDeactivateSound, 0, 0, 0);
$HudHandle[inventoryScreen] = ""; $HudHandle[inventoryScreen] = "";
@ -1112,7 +1115,7 @@ function createInvBanCount()
if($InvBanList[$CurrentMissionType, $NameToInv[$InvArmor[%i]]]) if($InvBanList[$CurrentMissionType, $NameToInv[$InvArmor[%i]]])
$BanCount["Armor"]++; $BanCount["Armor"]++;
$InvTotalCount["Armor"] = %i; $InvTotalCount["Armor"] = %i;
for(%i = 0; $InvWeapon[%i] !$= ""; %i++) for(%i = 0; $InvWeapon[%i] !$= ""; %i++)
if($InvBanList[$CurrentMissionType, $NameToInv[$InvWeapon[%i]]]) if($InvBanList[$CurrentMissionType, $NameToInv[$InvWeapon[%i]]])
$BanCount["Weapon"]++; $BanCount["Weapon"]++;