- 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.
This commit is contained in:
Christoph Oelckers 2017-02-08 16:42:13 +01:00
commit 2ca0e34785
9 changed files with 82 additions and 98 deletions

View file

@ -725,18 +725,22 @@ void R_InitSkins (void)
if (!remove)
{
skins[i].range0start = transtype->ColorRangeStart;
skins[i].range0end = transtype->ColorRangeEnd;
auto transdef = ((APlayerPawn*)GetDefaultByType(transtype));
auto basedef = ((APlayerPawn*)GetDefaultByType(basetype));
skins[i].range0start = transdef->ColorRangeStart;
skins[i].range0end = transdef->ColorRangeEnd;
remove = true;
for (j = 0; j < (int)PlayerClasses.Size (); j++)
{
PClassPlayerPawn *type = PlayerClasses[j].Type;
auto type_def = ((APlayerPawn*)GetDefaultByType(type));
if (type->IsDescendantOf (basetype) &&
GetDefaultByType(type)->SpawnState->sprite == GetDefaultByType(basetype)->SpawnState->sprite &&
type->ColorRangeStart == basetype->ColorRangeStart &&
type->ColorRangeEnd == basetype->ColorRangeEnd)
type_def->ColorRangeStart == basedef->ColorRangeStart &&
type_def->ColorRangeEnd == basedef->ColorRangeEnd)
{
PlayerClasses[j].Skins.Push ((int)i);
remove = false;
@ -935,10 +939,10 @@ void R_InitSprites ()
memset (skins, 0, sizeof(*skins) * numskins);
for (i = 0; i < numskins; i++)
{ // Assume Doom skin by default
PClassPlayerPawn *type = PlayerClasses[0].Type;
auto type = ((APlayerPawn*)GetDefaultByType(PlayerClasses[0].Type));
skins[i].range0start = type->ColorRangeStart;
skins[i].range0end = type->ColorRangeEnd;
skins[i].Scale = GetDefaultByType (type)->Scale;
skins[i].Scale = type->Scale;
}
R_InitSpriteDefs ();
@ -950,11 +954,10 @@ void R_InitSprites ()
// [GRB] Each player class has its own base skin
for (i = 0; i < PlayerClasses.Size (); i++)
{
PClassPlayerPawn *basetype = PlayerClasses[i].Type;
FString classface = basetype->Face;
auto basetype = ((APlayerPawn*)GetDefaultByType(PlayerClasses[i].Type));
strcpy (skins[i].name, "Base");
if (classface.IsEmpty() || strcmp(classface, "None") == 0)
if (basetype->Face == NAME_None)
{
skins[i].face[0] = 'S';
skins[i].face[1] = 'T';
@ -963,12 +966,12 @@ void R_InitSprites ()
}
else
{
strcpy(skins[i].face, classface);
strcpy(skins[i].face, basetype->Face);
}
skins[i].range0start = basetype->ColorRangeStart;
skins[i].range0end = basetype->ColorRangeEnd;
skins[i].Scale = GetDefaultByType (basetype)->Scale;
skins[i].sprite = GetDefaultByType (basetype)->SpawnState->sprite;
skins[i].Scale = basetype->Scale;
skins[i].sprite = basetype->SpawnState->sprite;
skins[i].namespc = ns_global;
PlayerClasses[i].Skins.Push (i);