- turned many of PClassPlayerPawn's strings into names and moved all scalar properties into APlayerPawn.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
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9 changed files with 82 additions and 98 deletions
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@ -290,8 +290,8 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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// and for the original DOOM status bar.
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if (player == &players[consoleplayer])
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{
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FString face = pmo->GetClass()->Face;
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if (face.IsNotEmpty() && strcmp(face, "None") != 0)
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FName face = pmo->Face;
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if (face != NAME_None)
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{
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// Assume root-level base skin to begin with
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size_t skinindex = 0;
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@ -367,7 +367,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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if (hxarmor != nullptr)
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{
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double *Slots = (double*)hxarmor->ScriptVar(NAME_Slots, nullptr);
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Slots[4] = mo->GetClass()->HexenArmor[0];
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Slots[4] = mo->HexenArmor[0];
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}
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return true;
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}
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