- cleaned up the class data organization:
* moved RestrictedToPlayerClass and ForbiddenToPlayerClass arrays to AInventory. * moved all copy-from-parent code into DeriveData functions.
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parent
6ce0c9f78e
commit
3358181f18
6 changed files with 33 additions and 34 deletions
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@ -1534,12 +1534,12 @@ DEFINE_PROPERTY(riplevelmax, I, Actor)
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//==========================================================================
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DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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{
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info->RestrictedToPlayerClass.Clear();
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static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Clear();
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for(int i = 0;i < PROP_PARM_COUNT;++i)
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{
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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info->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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static_cast<PClassInventory*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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}
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}
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@ -1548,12 +1548,12 @@ DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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//==========================================================================
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DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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{
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info->ForbiddenToPlayerClass.Clear();
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static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Clear();
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for(int i = 0;i < PROP_PARM_COUNT;++i)
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{
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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info->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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static_cast<PClassInventory*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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}
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}
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