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/**
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* Service for storing `FixAmmoSelling`'s `Actor`s.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class FixAmmoSellingService extends FeatureService
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dependson(FixAmmoSelling_Feature);
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var private FixAmmoSelling_Feature ammoSellingFix;
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// All weapons we've detected so far.
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// Made `public` to avoid needless calls, since this is not part of
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// a library's interface anyway.
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var public array<FixAmmoSelling_Feature.WeaponRecord> registeredWeapons;
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protected function Finalizer()
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{
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ammoSellingFix = none;
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}
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public function SetOwnerFeature(Feature newOwnerFeature)
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{
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super.SetOwnerFeature(newOwnerFeature);
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ammoSellingFix = FixAmmoSelling_Feature(newOwnerFeature);
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}
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event Tick(float delta)
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{
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local int i;
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if (ammoSellingFix == none) {
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return;
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}
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// For all the weapon records...
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i = 0;
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while (i < registeredWeapons.length)
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{
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// ...remove dead records
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if (registeredWeapons[i].weapon == none)
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{
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registeredWeapons.Remove(i, 1);
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continue;
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}
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// ...find ammo if it's missing
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if (registeredWeapons[i].ammo == none)
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{
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registeredWeapons[i] =
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ammoSellingFix.FindAmmoInstance(registeredWeapons[i]);
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}
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// ...tax for ammo, if we can
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registeredWeapons[i] =
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ammoSellingFix.TaxAmmoChange(registeredWeapons[i]);
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i += 1;
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}
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}
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defaultproperties
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{
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}
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