- removed the remaining native parts of ABasicArmor.

- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
This commit is contained in:
Christoph Oelckers 2017-01-18 22:57:47 +01:00
commit 2fcffd1fc1
18 changed files with 62 additions and 107 deletions

View file

@ -1148,9 +1148,9 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
{
item->Destroy();
}
else if (item->IsKindOf(RUNTIME_CLASS(ABasicArmor)))
else if (item->IsKindOf(PClass::FindActor(NAME_BasicArmor)))
{
static_cast<ABasicArmor*>(item)->SavePercent = static_cast<ABasicArmor*>(defitem)->SavePercent;
item->IntVar(NAME_SavePercent) = defitem->IntVar(NAME_SavePercent);
item->Amount = defitem->Amount;
}
else if (item->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
@ -1375,10 +1375,8 @@ void APlayerPawn::GiveDefaultInventory ()
// BasicArmor must come right after that. It should not affect any
// other protection item as well but needs to process the damage
// before the HexenArmor does.
ABasicArmor *barmor = Spawn<ABasicArmor> ();
auto barmor = (AInventory*)Spawn(NAME_BasicArmor);
barmor->BecomeItem ();
barmor->SavePercent = 0;
barmor->Amount = 0;
AddInventory (barmor);
// Now add the items from the DECORATE definition