- removed PClass::DeriveData because it is no longer needed.
- fixed: IsVisibleToPlayer and optimized it a bit more. - moved SourceLumpName to PClass, so that it can also be used for non-actors (there's a lot of non-Actor classes already.) - separated the serializer for PClassPointer from PPointer. Even though not doable, a pointer to a class type is something entirely different than a class pointer with a restriction so each should handle its own case.
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parent
0e0eca0e0f
commit
5350721ec5
8 changed files with 40 additions and 62 deletions
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@ -91,7 +91,7 @@ CCMD (dumpactors)
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"25:DoomStrifeChex", "26:HereticStrifeChex", "27:NotHexen", "28:HexenStrifeChex", "29:NotHeretic",
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"30:NotDoom", "31:All",
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};
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Printf("%i object class types total\nActor\tEd Num\tSpawnID\tFilter\tSource\n", PClass::AllClasses.Size());
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Printf("%u object class types total\nActor\tEd Num\tSpawnID\tFilter\tSource\n", PClass::AllClasses.Size());
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for (unsigned int i = 0; i < PClass::AllClasses.Size(); i++)
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{
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PClass *cls = PClass::AllClasses[i];
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@ -102,11 +102,11 @@ CCMD (dumpactors)
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Printf("%s\t%i\t%i\t%s\t%s\n",
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acls->TypeName.GetChars(), ainfo->DoomEdNum,
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ainfo->SpawnID, filters[ainfo->GameFilter & 31],
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acls->ActorInfo()->SourceLumpName.GetChars());
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acls->SourceLumpName.GetChars());
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}
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else if (cls != NULL)
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{
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Printf("%s\tn/a\tn/a\tn/a\tEngine (not an actor type)\n", cls->TypeName.GetChars());
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Printf("%s\tn/a\tn/a\tn/a\tEngine (not an actor type)\tSource: %s\n", cls->TypeName.GetChars(), cls->SourceLumpName.GetChars());
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}
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else
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{
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