Enable string & float user_ properties in UDMF things

This commit is contained in:
Jason Francis 2018-03-19 10:39:50 -04:00 committed by Christoph Oelckers
commit 4494b18e8a
4 changed files with 47 additions and 55 deletions

View file

@ -167,7 +167,7 @@ bool hasglnodes;
TArray<FMapThing> MapThingsConverted;
TMap<unsigned,unsigned> MapThingsUserDataIndex; // from mapthing idx -> user data idx
TArray<FMapThingUserData> MapThingsUserData;
TArray<FUDMFKey> MapThingsUserData;
int sidecount;
sidei_t *sidetemp;
@ -1645,23 +1645,34 @@ static void SetMapThingUserData(AActor *actor, unsigned udi)
{
return;
}
while (MapThingsUserData[udi].Property != NAME_None)
while (MapThingsUserData[udi].Key != NAME_None)
{
FName varname = MapThingsUserData[udi].Property;
int value = MapThingsUserData[udi].Value;
FName varname = MapThingsUserData[udi].Key;
PField *var = dyn_cast<PField>(actor->GetClass()->FindSymbol(varname, true));
udi++;
if (var == NULL || (var->Flags & (VARF_Native|VARF_Private|VARF_Protected|VARF_Static)) || !var->Type->isScalar())
{
DPrintf(DMSG_WARNING, "%s is not a user variable in class %s\n", varname.GetChars(),
DPrintf(DMSG_WARNING, "%s is not a writable user variable in class %s\n", varname.GetChars(),
actor->GetClass()->TypeName.GetChars());
}
else
{ // Set the value of the specified user variable.
var->Type->SetValue(reinterpret_cast<uint8_t *>(actor) + var->Offset, value);
void *addr = reinterpret_cast<uint8_t *>(actor) + var->Offset;
if (var->Type->isString())
{
var->Type->InitializeValue(addr, &MapThingsUserData[udi].StringVal);
}
else if (var->Type->isFloat())
{
var->Type->SetValue(addr, MapThingsUserData[udi].FloatVal);
}
else if (var->Type->isIntCompatible())
{
var->Type->SetValue(addr, MapThingsUserData[udi].IntVal);
}
}
udi++;
}
}