- cleaned up the class data organization:

* moved RestrictedToPlayerClass and ForbiddenToPlayerClass arrays to AInventory.
 * moved all copy-from-parent code into DeriveData functions.
This commit is contained in:
Christoph Oelckers 2016-02-10 00:46:51 +01:00
commit 3358181f18
6 changed files with 33 additions and 34 deletions

View file

@ -1534,12 +1534,12 @@ DEFINE_PROPERTY(riplevelmax, I, Actor)
//==========================================================================
DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
{
info->RestrictedToPlayerClass.Clear();
static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
}
}
@ -1548,12 +1548,12 @@ DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
//==========================================================================
DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
{
info->ForbiddenToPlayerClass.Clear();
static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Clear();
for(int i = 0;i < PROP_PARM_COUNT;++i)
{
PROP_STRING_PARM(n, i);
if (*n != 0)
info->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
}
}