- Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
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parent
549ddf8035
commit
06995e26d9
59 changed files with 192 additions and 186 deletions
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@ -424,7 +424,7 @@ static void ClearInventory (AActor *activator)
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//
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//============================================================================
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static void DoGiveInv (AActor *actor, const PClass *info, int amount)
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static void DoGiveInv (AActor *actor, PClassActor *info, int amount)
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{
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AWeapon *savedPendingWeap = actor->player != NULL
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? actor->player->PendingWeapon : NULL;
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@ -479,7 +479,7 @@ static void DoGiveInv (AActor *actor, const PClass *info, int amount)
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static void GiveInventory (AActor *activator, const char *type, int amount)
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{
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const PClass *info;
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PClassActor *info;
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if (amount <= 0 || type == NULL)
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{
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@ -489,7 +489,7 @@ static void GiveInventory (AActor *activator, const char *type, int amount)
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{
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type = "BasicArmorPickup";
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}
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info = PClass::FindClass (type);
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info = PClass::FindActor(type);
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if (info == NULL)
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{
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Printf ("ACS: I don't know what %s is.\n", type);
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@ -2259,7 +2259,7 @@ void DLevelScript::ReplaceTextures (int fromnamei, int tonamei, int flags)
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int DLevelScript::DoSpawn (int type, fixed_t x, fixed_t y, fixed_t z, int tid, int angle, bool force)
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{
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const PClass *info = PClass::FindClass (FBehavior::StaticLookupString (type));
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PClassActor *info = PClass::FindActor(FBehavior::StaticLookupString (type));
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AActor *actor = NULL;
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int spawncount = 0;
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@ -5536,7 +5536,7 @@ int DLevelScript::RunScript ()
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}
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else
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{
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item = activator->GiveInventoryType (type);
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item = activator->GiveInventoryType (static_cast<PClassAmmo *>(type));
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item->MaxAmount = STACK(1);
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item->Amount = 0;
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}
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@ -6356,13 +6356,13 @@ int DLevelScript::RunScript ()
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FName playerclass_name = FBehavior::StaticLookupString(STACK(6));
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PClassPlayerPawn *playerclass = dyn_cast<PClassPlayerPawn>(PClass::FindClass (playerclass_name));
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FName monsterclass_name = FBehavior::StaticLookupString(STACK(5));
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const PClass *monsterclass = PClass::FindClass (monsterclass_name);
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PClassActor *monsterclass = PClass::FindActor(monsterclass_name);
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int duration = STACK(4);
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int style = STACK(3);
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FName morphflash_name = FBehavior::StaticLookupString(STACK(2));
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const PClass *morphflash = PClass::FindClass (morphflash_name);
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PClassActor *morphflash = PClass::FindActor(morphflash_name);
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FName unmorphflash_name = FBehavior::StaticLookupString(STACK(1));
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const PClass *unmorphflash = PClass::FindClass (unmorphflash_name);
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PClassActor *unmorphflash = PClass::FindActor(unmorphflash_name);
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int changes = 0;
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if (tag == 0)
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