- 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.
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12 changed files with 29 additions and 29 deletions
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@ -201,16 +201,11 @@ PClassActor::PClassActor()
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FastSpeed = FIXED_MIN;
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RDFactor = FRACUNIT;
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CameraHeight = FIXED_MIN;
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BloodType = NAME_Blood;
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BloodType2 = NAME_BloodSplatter;
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BloodType3 = NAME_AxeBlood;
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DropItems = NULL;
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DontHurtShooter = false;
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ExplosionDamage = 128;
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ExplosionRadius = -1;
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MissileHeight = 32*FRACUNIT;
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MeleeDamage = 0;
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// Record this in the master list.
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@ -250,10 +245,9 @@ PClassActor::~PClassActor()
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//
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//==========================================================================
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void PClassActor::Derive(PClass *newclass)
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void PClassActor::DeriveData(PClass *newclass)
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{
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assert(newclass->IsKindOf(RUNTIME_CLASS(PClassActor)));
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Super::Derive(newclass);
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PClassActor *newa = static_cast<PClassActor *>(newclass);
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newa->Obituary = Obituary;
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