- 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)
This commit is contained in:
Randy Heit 2010-03-25 20:38:00 +00:00
commit 604b5ef673
62 changed files with 902 additions and 802 deletions

View file

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