Unlimited ammo collection
Moderator: GZDoom Developers
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
- Contact:
Unlimited ammo collection
I found this little feature a good aid for testing (single-player) maps on whether their ammo balance is right. Play through, for example, ED4_RFO1 MAP13, attempting to score >90% kills, and you will notice that you have in the excess of 2000 bullets/shells when you are done. Of course it depends on the particular player, but I'm just sayin' that if you play through MAP27, you end the level with moderate amounts of ammo, indicating the balance is good.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Unlimited ammo collection
I can't merge this patch. Apparently its format is incompatible with TortoiseSVN.
- Macil
- Posts: 2529
- Joined: Mon Mar 22, 2004 7:00 pm
- Preferred Pronouns: He/Him
- Location: California, USA. Previously known as "Agent ME".
- Contact:
Re: Unlimited ammo collection
The diff file doesn't look like it was made by the svn diff tool, and it doesn't seem to be compatible with the diff tool on my linux computer, using an unknown "--git" option. (Obviously the code is human-readable and doesn't seem too hard to do by hand, just a bit trivial.)
@Hirogen: To make an svn diff file, just use the command "svn diff" (and write it to a file, eg "svn diff > mychanges.diff").
EDIT: I added it to my post in the svn diff format.
@Hirogen: To make an svn diff file, just use the command "svn diff" (and write it to a file, eg "svn diff > mychanges.diff").
EDIT: I added it to my post in the svn diff format.
- Attachments
-
- ulp.diff.txt
- In correct svn format
- (3.19 KiB) Downloaded 163 times
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
- Contact:
Re: Unlimited ammo collection
I do not see anything “wrong” with the patch. Though made by git, it conforms to unidiff.
Are you suggesting that tortoise cannot handle unidiff?
Code: Select all
22:55 yaguchi:../zdoom/zdoom-2.3.0 > patch -p1 --dry </dev/shm/ulp.diff.txt
patching file src/c_cmds.cpp
patching file src/d_main.cpp
Hunk #2 succeeded at 2370 (offset -12 lines).
patching file src/g_shared/a_pickups.cpp
patching file src/g_shared/a_weapons.cpp
Re: Unlimited ammo collection
Try this instead. I think it should work.
Code: Select all
--- src/c_cmds.cpp (revision 1463)
+++ src/c_cmds.cpp (working copy)
@@ -73,6 +73,7 @@ extern FILE *Logfile;
extern bool insave;
CVAR (Bool, sv_cheats, false, CVAR_SERVERINFO | CVAR_LATCH)
+ CVAR (Bool, sv_unlimited_pickup, false, CVAR_ARCHIVE | CVAR_SERVERINFO)
CCMD (toggleconsole)
{
--- src/d_main.cpp (revision 1463)
+++ src/d_main.cpp (working copy)
@@ -143,6 +143,7 @@ EXTERN_CVAR (Bool, invertmouse)
EXTERN_CVAR (Bool, lookstrafe)
EXTERN_CVAR (Int, screenblocks)
EXTERN_CVAR (Bool, sv_cheats)
+ EXTERN_CVAR (Bool, sv_unlimited_pickup)
extern gameinfo_t SharewareGameInfo;
extern gameinfo_t RegisteredGameInfo;
@@ -2381,6 +2382,7 @@ void D_DoomMain (void)
if (Args->CheckParm ("-nomonsters")) flags |= DF_NO_MONSTERS;
if (Args->CheckParm ("-respawn")) flags |= DF_MONSTERS_RESPAWN;
if (Args->CheckParm ("-fast")) flags |= DF_FAST_MONSTERS;
+ if (Args->CheckParm("-ulp")) sv_unlimited_pickup = true;
devparm = !!Args->CheckParm ("-devparm");
--- src/g_shared/a_pickups.cpp (revision 1463)
+++ src/g_shared/a_pickups.cpp (working copy)
@@ -67,13 +67,14 @@ const PClass *AAmmo::GetParentAmmo () const
// AAmmo :: HandlePickup
//
//===========================================================================
+ EXTERN_CVAR(Bool, sv_unlimited_pickup)
bool AAmmo::HandlePickup (AInventory *item)
{
if (GetClass() == item->GetClass() ||
(item->IsKindOf (RUNTIME_CLASS(AAmmo)) && static_cast<AAmmo*>(item)->GetParentAmmo() == GetClass()))
{
- if (Amount < MaxAmount)
+ if (Amount < MaxAmount || sv_unlimited_pickup)
{
int receiving = item->Amount;
@@ -84,7 +85,7 @@ bool AAmmo::HandlePickup (AInventory *item)
int oldamount = Amount;
Amount += receiving;
- if (Amount > MaxAmount)
+ if (Amount > MaxAmount && !sv_unlimited_pickup)
{
Amount = MaxAmount;
}
--- src/g_shared/a_weapons.cpp (revision 1463)
+++ src/g_shared/a_weapons.cpp (working copy)
@@ -326,10 +326,11 @@ AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
// Give the owner some more ammo he already has.
//
//===========================================================================
+ EXTERN_CVAR(Bool, sv_unlimited_pickup)
bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
{
- if (ammo != NULL && ammo->Amount < ammo->MaxAmount)
+ if (ammo != NULL && (ammo->Amount < ammo->MaxAmount || sv_unlimited_pickup))
{
// extra ammo in baby mode and nightmare mode
if (!(ItemFlags&IF_IGNORESKILL))
@@ -337,7 +338,7 @@ bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
amount = FixedMul(amount, G_SkillProperty(SKILLP_AmmoFactor));
}
ammo->Amount += amount;
- if (ammo->Amount > ammo->MaxAmount)
+ if (ammo->Amount > ammo->MaxAmount && !sv_unlimited_pickup)
{
ammo->Amount = ammo->MaxAmount;
}
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Unlimited ammo collection
Please post it as attachment. I don't trust patches in code tags.
- Macil
- Posts: 2529
- Joined: Mon Mar 22, 2004 7:00 pm
- Preferred Pronouns: He/Him
- Location: California, USA. Previously known as "Agent ME".
- Contact:
Re: Unlimited ammo collection
It's probably because maybe TortoiseSVN didn't run the diff with the "-p1" option. SVN's diff format doesn't need this.Hirogen2 wrote:Are you suggesting that tortoise cannot handle unidiff?
I posted an attachment of this diff file in svn's format in my previous post. http://forum.zdoom.org/download/file.php?id=6683
Re: Unlimited ammo collection
Is this something that should really be stored in the config? The fact that you provided a command-line option to turn it on but not one to turn it off suggests it shouldn't be.
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
- Contact:
Re: Unlimited ammo collection
Should probably remove the command line option then.
Config file.. you would not think about a config file with a flag named "ARCHIVE" (cf. when FArchive being related to savegames).
Config file.. you would not think about a config file with a flag named "ARCHIVE" (cf. when FArchive being related to savegames).
Re: Unlimited ammo collection
I disagree. This feature is clearly a cheat / debug tool and shouldn't be saved as a player option.
- Hirogen2
- Posts: 2033
- Joined: Sat Jul 19, 2003 6:15 am
- Graphics Processor: Intel with Vulkan/Metal Support
- Location: Central Germany
- Contact:
Re: Unlimited ammo collection
That is what I said, or meant. “CVAR_ARCHIVE” misled, but Graf Zahl was already kind enough to spot this and CVAR_ARCHIVE was soon removed so it does not get stored in zdoom.ini.HotWax wrote:I disagree. This feature is clearly a cheat / debug tool and shouldn't be saved as a player option.