- started removing literal references of AInventory, so far only simple stuff.
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99a87f62b6
commit
3d28006eda
13 changed files with 48 additions and 50 deletions
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@ -781,7 +781,7 @@ void AActor::DestroyAllInventory ()
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while (inv != nullptr)
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{
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toDelete.Push(inv);
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AInventory *item = inv->Inventory;
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auto item = inv->Inventory;
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inv->Inventory = nullptr;
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inv->PointerVar<AActor>(NAME_Owner) = nullptr;
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inv = item;
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@ -902,18 +902,17 @@ DEFINE_ACTION_FUNCTION(AActor, FindInventory)
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AInventory *AActor::GiveInventoryType (PClassActor *type)
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{
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AInventory *item = NULL;
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if (type != NULL)
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if (type != nullptr)
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{
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item = static_cast<AInventory *>(Spawn (type));
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auto item = static_cast<AInventory *>(Spawn (type));
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if (!CallTryPickup (item, this))
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{
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item->Destroy ();
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return NULL;
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return nullptr;
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}
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return item;
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}
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return item;
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return nullptr;
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}
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DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
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@ -1005,7 +1004,7 @@ void AActor::ObtainInventory (AActor *other)
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you->InvSel = NULL;
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}
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AInventory *item = Inventory;
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auto item = Inventory;
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while (item != nullptr)
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{
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item->PointerVar<AActor>(NAME_Owner) = this;
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@ -3451,7 +3450,7 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
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int AActor::AbsorbDamage(int damage, FName dmgtype)
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{
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for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
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for (auto item = Inventory; item != nullptr; item = item->Inventory)
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{
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IFVIRTUALPTR(item, AInventory, AbsorbDamage)
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{
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@ -3467,7 +3466,7 @@ void AActor::AlterWeaponSprite(visstyle_t *vis)
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int changed = 0;
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TArray<AInventory *> items;
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// This needs to go backwards through the items but the list has no backlinks.
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for (AInventory *item = Inventory; item != nullptr; item = item->Inventory)
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for (auto item = Inventory; item != nullptr; item = item->Inventory)
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{
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items.Push(item);
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}
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@ -3786,7 +3785,7 @@ void AActor::Tick ()
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{
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// Handle powerup effects here so that the order is controlled
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// by the order in the inventory, not the order in the thinker table
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AInventory *item = Inventory;
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auto item = Inventory;
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while (item != NULL)
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{
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