- 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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0e0eca0e0f
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8 changed files with 40 additions and 62 deletions
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@ -625,8 +625,7 @@ void ZCCCompiler::CreateClassTypes()
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DPrintf(DMSG_SPAMMY, "Registered %s as native with parent %s\n", me->TypeName.GetChars(), parent->TypeName.GetChars());
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}
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c->cls->Type = me;
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auto ac = dyn_cast<PClassActor>(me);
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if (ac != nullptr) ac->ActorInfo()->SourceLumpName = *c->cls->SourceName;
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me->SourceLumpName = *c->cls->SourceName;
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}
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else
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{
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@ -2194,7 +2193,6 @@ void ZCCCompiler::InitDefaults()
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FString mename = ti->TypeName.GetChars();
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ti->InitializeDefaults();
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ti->ParentClass->DeriveData(ti);
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}
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}
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else
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@ -2215,7 +2213,6 @@ void ZCCCompiler::InitDefaults()
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auto ti = static_cast<PClassActor *>(c->Type());
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ti->InitializeDefaults();
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ti->ParentClass->DeriveData(ti);
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// We need special treatment for this one field in AActor's defaults which cannot be made visible to DECORATE as a property.
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// It's better to do this here under controlled conditions than deeper down in the class type classes.
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