- Removed the old meta data system. All meta data is now stored in subclasses of PClass. This
should simplify scripting, since it means that meta fields can be treated (mostly) the same as normal fields. SVN r2242 (scripting)
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f88f601230
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62 changed files with 902 additions and 802 deletions
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@ -2099,7 +2099,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_SUMMONFRIEND2:
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case DEM_SUMMONFOE2:
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{
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const PClass *typeinfo;
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PClassActor *typeinfo;
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int angle = 0;
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SWORD tid = 0;
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BYTE special = 0;
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@ -2114,8 +2114,8 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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for(i = 0; i < 5; i++) args[i] = ReadLong(stream);
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}
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typeinfo = PClass::FindClass (s);
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if (typeinfo != NULL && typeinfo->IsKindOf(RUNTIME_CLASS(PClassActor)))
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typeinfo = PClass::FindActor(s);
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if (typeinfo != NULL)
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{
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AActor *source = players[player].mo;
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if (source != NULL)
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@ -2318,7 +2318,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_MORPHEX:
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{
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s = ReadString (stream);
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const char *msg = cht_Morph (players + player, PClass::FindClass (s), false);
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const char *msg = cht_Morph (players + player, dyn_cast<PClassPlayerPawn>(PClass::FindClass (s)), false);
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if (player == consoleplayer)
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{
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Printf ("%s\n", *msg != '\0' ? msg : "Morph failed.");
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@ -2383,7 +2383,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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}
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for(int i = 0; i < count; ++i)
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{
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PClassActor *wpn = Net_ReadWeapon(stream);
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PClassWeapon *wpn = Net_ReadWeapon(stream);
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players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
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}
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}
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@ -2392,7 +2392,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_ADDSLOT:
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{
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int slot = ReadByte(stream);
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PClassActor *wpn = Net_ReadWeapon(stream);
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PClassWeapon *wpn = Net_ReadWeapon(stream);
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players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
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}
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break;
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@ -2400,7 +2400,7 @@ void Net_DoCommand (int type, BYTE **stream, int player)
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case DEM_ADDSLOTDEFAULT:
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{
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int slot = ReadByte(stream);
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PClassActor *wpn = Net_ReadWeapon(stream);
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PClassWeapon *wpn = Net_ReadWeapon(stream);
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players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
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}
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break;
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