- scriptified the methods of APowerMorph.
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
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2d2963ead4
commit
66cc68606f
5 changed files with 88 additions and 86 deletions
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@ -154,6 +154,18 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
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return true;
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}
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DEFINE_ACTION_FUNCTION(_PlayerInfo, MorphPlayer)
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{
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PARAM_SELF_STRUCT_PROLOGUE(player_t);
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PARAM_POINTER(victim, player_t);
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PARAM_CLASS(spawntype, APlayerPawn);
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PARAM_INT(duration);
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PARAM_INT(style);
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PARAM_CLASS_DEF(enter_flash, AActor);
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PARAM_CLASS_DEF(exit_flash, AActor);
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ACTION_RETURN_BOOL(P_MorphPlayer(self, victim, spawntype, duration, style, enter_flash, exit_flash));
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}
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//----------------------------------------------------------------------------
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//
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// FUNC P_UndoPlayerMorph
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@ -204,14 +216,15 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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mo->target = pmo->target;
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mo->tracer = pmo->tracer;
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pmo->player = nullptr;
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mo->alternative = pmo->alternative = nullptr;
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// Remove the morph power if the morph is being undone prematurely.
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auto pmtype = PClass::FindActor("PowerMorph");
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for (AInventory *item = pmo->Inventory, *next = nullptr; item != nullptr; item = next)
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{
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next = item->Inventory;
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if (item->IsKindOf(RUNTIME_CLASS(APowerMorph)))
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if (item->IsKindOf(pmtype))
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{
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static_cast<APowerMorph *>(item)->SetNoCallUndoMorph();
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item->Destroy();
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}
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}
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@ -348,8 +361,6 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
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beastweap->Destroy ();
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}
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}
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mo->alternative = nullptr;
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pmo->alternative = nullptr;
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pmo->Destroy ();
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// Restore playerclass armor to its normal amount.
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AHexenArmor *hxarmor = mo->FindInventory<AHexenArmor>();
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