- set editor numbers through MAPINFO. The DECORATE way still works ans will override any definition made in MAPINFO.
- use a standard TMap for finding editor numbers
This commit is contained in:
parent
463d495b80
commit
15dbbc9137
7 changed files with 227 additions and 165 deletions
21
src/info.cpp
21
src/info.cpp
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@ -142,7 +142,6 @@ void FActorInfo::StaticInit ()
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void FActorInfo::StaticSetActorNums ()
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{
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SpawnableThings.Clear();
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DoomEdMap.Empty ();
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for (unsigned int i = 0; i < PClass::m_RuntimeActors.Size(); ++i)
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{
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@ -171,7 +170,16 @@ void FActorInfo::RegisterIDs ()
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}
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if (DoomEdNum != -1)
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{
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DoomEdMap.AddType (DoomEdNum, cls);
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FDoomEdEntry *oldent = DoomEdMap.CheckKey(DoomEdNum);
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if (oldent != NULL && oldent->Special == -2)
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{
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Printf(TEXTCOLOR_RED"Editor number %d defined twice for classes '%s' and '%s'\n", DoomEdNum, cls->TypeName.GetChars(), oldent->Type->TypeName.GetChars());
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}
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FDoomEdEntry ent;
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memset(&ent, 0, sizeof(ent));
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ent.Type = cls;
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ent.Special = -2; // use -2 instead of -1 so that we can recognize DECORATE defined entries and print a warning message if duplicates occur.
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DoomEdMap.Insert(DoomEdNum, ent);
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if (cls != Class)
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{
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Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
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@ -179,15 +187,6 @@ void FActorInfo::RegisterIDs ()
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}
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}
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// Fill out the list for Chex Quest with Doom's actors
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if (gameinfo.gametype == GAME_Chex && DoomEdMap.FindType(DoomEdNum) == NULL &&
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(GameFilter & GAME_Doom))
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{
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DoomEdMap.AddType (DoomEdNum, Class, true);
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if (cls != Class)
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{
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Printf(TEXTCOLOR_RED"Editor number %d refers to hidden class type '%s'\n", DoomEdNum, cls->TypeName.GetChars());
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}
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}
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}
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//==========================================================================
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