- 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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@ -144,7 +144,7 @@ void cht_DoCheat (player_t *player, int cheat)
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break;
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case CHT_MORPH:
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msg = cht_Morph (player, PClass::FindClass (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer), true);
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msg = cht_Morph (player, static_cast<PClassPlayerPawn *>(PClass::FindClass (gameinfo.gametype == GAME_Heretic ? NAME_ChickenPlayer : NAME_PigPlayer)), true);
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break;
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case CHT_NOTARGET:
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@ -521,13 +521,13 @@ void cht_DoCheat (player_t *player, int cheat)
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Printf ("%s is a cheater: %s\n", player->userinfo.netname, msg);
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}
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const char *cht_Morph (player_t *player, const PClass *morphclass, bool quickundo)
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const char *cht_Morph (player_t *player, PClassPlayerPawn *morphclass, bool quickundo)
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{
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if (player->mo == NULL)
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{
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return "";
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}
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PClass *oldclass = player->mo->GetClass();
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PClassPlayerPawn *oldclass = player->mo->GetClass();
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// Set the standard morph style for the current game
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int style = MORPH_UNDOBYTOMEOFPOWER;
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@ -750,7 +750,7 @@ void cht_Give (player_t *player, const char *name, int amount)
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// is in a weapon slot.
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if (static_cast<PClassActor *>(type)->GameFilter == GAME_Any ||
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(static_cast<PClassActor *>(type)->GameFilter & gameinfo.gametype) ||
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player->weapons.LocateWeapon(static_cast<PClassActor *>(type), NULL, NULL))
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player->weapons.LocateWeapon(static_cast<PClassWeapon *>(type), NULL, NULL))
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{
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AWeapon *def = (AWeapon*)GetDefaultByType (type);
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if (!(def->WeaponFlags & WIF_CHEATNOTWEAPON))
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