- split up PClass::Derive and its child functions because part of them is also needed when initializing an inherited native class with the properties of its parent - but calling the base version in PClass is not possible.

- moved a few AActor properties out of the EXE so that I could easily test if it works.
This commit is contained in:
Christoph Oelckers 2016-02-10 00:17:00 +01:00
commit 6ce0c9f78e
12 changed files with 29 additions and 29 deletions

View file

@ -201,16 +201,11 @@ PClassActor::PClassActor()
FastSpeed = FIXED_MIN;
RDFactor = FRACUNIT;
CameraHeight = FIXED_MIN;
BloodType = NAME_Blood;
BloodType2 = NAME_BloodSplatter;
BloodType3 = NAME_AxeBlood;
DropItems = NULL;
DontHurtShooter = false;
ExplosionDamage = 128;
ExplosionRadius = -1;
MissileHeight = 32*FRACUNIT;
MeleeDamage = 0;
// Record this in the master list.
@ -250,10 +245,9 @@ PClassActor::~PClassActor()
//
//==========================================================================
void PClassActor::Derive(PClass *newclass)
void PClassActor::DeriveData(PClass *newclass)
{
assert(newclass->IsKindOf(RUNTIME_CLASS(PClassActor)));
Super::Derive(newclass);
PClassActor *newa = static_cast<PClassActor *>(newclass);
newa->Obituary = Obituary;