- 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)
This commit is contained in:
Christoph Oelckers 2006-12-25 13:43:11 +00:00
commit 3eeef7af77
15 changed files with 1106 additions and 1092 deletions

View file

@ -417,9 +417,8 @@ CCMD (useflechette)
for (j = 0; j < 3; ++j)
{
const PClass *type = PClass::FindClass (bagnames[(i+j)%3]);
AInventory *item;
if (type != NULL && (item = who->FindInventory (type)))
if (item = who->FindInventory (bagnames[(i+j)%3]))
{
SendItemUse = item;
break;