Removed the UTAmmo class entirely, as it's more trouble than it's worth.

This commit is contained in:
Marisa the Magician 2018-05-24 14:20:57 +02:00
commit 5b0fbf589d
11 changed files with 15 additions and 51 deletions

View file

@ -7,7 +7,7 @@ Class UTPlayer : DoomPlayer
Player.StartItem "Enforcer";
}
// Have to modify the give cheat to recognize UT ammo and handle UT armor
// Have to modify the give cheat to handle UT armor
override void CheatGive( String name, int amount )
{
if ( PlayerNumber() != consoleplayer )
@ -39,7 +39,7 @@ Class UTPlayer : DoomPlayer
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Ammo>)(AllActorClasses[i]);
if ( !type || ((type.GetParentClass() != "Ammo") && (type.GetParentClass() != "UTAmmo")) )
if ( !type || (type.GetParentClass() != "Ammo") )
continue;
// Only give if it's for a valid weapon, unless using "give everything"
bool isvalid = false;
@ -158,32 +158,6 @@ Class UTPlayer : DoomPlayer
}
}
enum EAmmoSlot
{
AMMO_SLOT10 = 1,
AMMO_SLOT1 = 2,
AMMO_SLOT2 = 4,
AMMO_SLOT3 = 8,
AMMO_SLOT4 = 16,
AMMO_SLOT5 = 32,
AMMO_SLOT6 = 64,
AMMO_SLOT7 = 128,
AMMO_SLOT8 = 256,
AMMO_SLOT9 = 512,
};
Class UTAmmo : Ammo
{
int usedinslot; // bitfield indicating which weapon slots use this ammo
Property UsedInSlot : usedinslot;
Default
{
UTAmmo.UsedInSlot 0;
}
}
// Random Spawner that passes through dropped status to items
Class RandomSpawner2 : RandomSpawner
{