- Make the autosegs read-only.
- Derive PClass from dobject.cpp. This has one major ramification: Since the PClass is not allocated until runtime, you cannot initialize any static/global data structures with pointers to PClasses using RUNTIME_CLASS. Attempting to do so will just initialize with a NULL pointer. Instead, you can initialize using the address of the pointer returned by RUNTIME_CLASS and dereference that. By the time you have an opportunity to dereference it, it will no longer be NULL. - Sync CmakeLists.txt. - Random fixes for problems GCC spotted. SVN r1852 (scripting)
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35 changed files with 258 additions and 207 deletions
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@ -52,17 +52,17 @@
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void cht_DoCheat (player_t *player, int cheat)
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{
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static const PClass *BeholdPowers[9] =
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static const PClass *const *BeholdPowers[9] =
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{
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RUNTIME_CLASS(APowerInvulnerable),
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RUNTIME_CLASS(APowerStrength),
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RUNTIME_CLASS(APowerInvisibility),
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RUNTIME_CLASS(APowerIronFeet),
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&RUNTIME_CLASS(APowerInvulnerable),
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&RUNTIME_CLASS(APowerStrength),
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&RUNTIME_CLASS(APowerInvisibility),
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&RUNTIME_CLASS(APowerIronFeet),
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NULL, // MapRevealer
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RUNTIME_CLASS(APowerLightAmp),
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RUNTIME_CLASS(APowerShadow),
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RUNTIME_CLASS(APowerMask),
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RUNTIME_CLASS(APowerTargeter)
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&RUNTIME_CLASS(APowerLightAmp),
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&RUNTIME_CLASS(APowerShadow),
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&RUNTIME_CLASS(APowerMask),
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&RUNTIME_CLASS(APowerTargeter)
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};
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const PClass *type;
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AInventory *item;
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@ -248,12 +248,12 @@ void cht_DoCheat (player_t *player, int cheat)
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}
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else if (player->mo != NULL && player->health >= 0)
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{
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item = player->mo->FindInventory (BeholdPowers[i]);
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item = player->mo->FindInventory (*BeholdPowers[i]);
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if (item == NULL)
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{
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if (i != 0)
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{
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player->mo->GiveInventoryType (BeholdPowers[i]);
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player->mo->GiveInventoryType (*BeholdPowers[i]);
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if (cheat == CHT_BEHOLDS)
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{
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P_GiveBody (player->mo, -100);
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