- Converted the Communicator to DECORATE.
- Renamed the new armor properties to use the same names as Skulltag to avoid confusion. They still don't need a separate base class as in Skulltag though. - Added Skulltag-type armor bonus that increases the max amount that can be given by other armor items. - Separated all armor related code from a_pickups.cpp into a_armor.cpp. SVN r427 (trunk)
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@ -550,6 +550,7 @@ public:
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// Finds the first item of a particular type.
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AInventory *FindInventory (const PClass *type) const;
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AInventory *FindInventory (FName type) const;
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template<class T> T *FindInventory () const
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{
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return static_cast<T *> (FindInventory (RUNTIME_CLASS(T)));
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