- 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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62 changed files with 902 additions and 802 deletions
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@ -349,9 +349,9 @@ void APowerInvulnerable::InitEffect ()
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{
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Owner->effects &= ~FX_RESPAWNINVUL;
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Owner->flags2 |= MF2_INVULNERABLE;
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if (Mode == NAME_None)
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if (Mode == NAME_None && Owner->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
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{
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Mode = (ENamedName)RUNTIME_TYPE(Owner)->Meta.GetMetaInt(APMETA_InvulMode);
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Mode = static_cast<PClassPlayerPawn *>(Owner->GetClass())->InvulMode;
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}
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if (Mode == NAME_Reflective)
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{
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@ -1729,7 +1729,7 @@ void APowerMorph::InitEffect( )
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player_t *realplayer = Owner->player; // Remember the identity of the player
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const PClass *morph_flash = PClass::FindClass (MorphFlash);
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const PClass *unmorph_flash = PClass::FindClass (UnMorphFlash);
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const PClass *player_class = PClass::FindClass (PlayerClass);
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PClassPlayerPawn *player_class = dyn_cast<PClassPlayerPawn>(PClass::FindClass (PlayerClass));
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if (P_MorphPlayer(realplayer, realplayer, player_class, -1/*INDEFINITELY*/, MorphStyle, morph_flash, unmorph_flash))
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{
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Owner = realplayer->mo; // Replace the new owner in our owner; safe because we are not attached to anything yet
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