- 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

@ -2557,9 +2557,9 @@ FUNC(LS_SendToCommunicator)
if (arg1 && backSide)
return false;
if (it != NULL && it->player != NULL && it->FindInventory<ACommunicator>())
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
{
char name[32];
char name[32];
sprintf (name, "svox/voc%d", arg0);
if (!arg3)