- 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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@ -795,6 +795,11 @@ AInventory *AActor::FindInventory (const PClass *type) const
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return item;
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}
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AInventory *AActor::FindInventory (FName type) const
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{
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return FindInventory(PClass::FindClass(type));
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}
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//============================================================================
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//
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// AActor :: GiveInventoryType
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