- exported all member fields that make sense. Entirely private ones or classes that are not supposed to be extended were left out.

This commit is contained in:
Christoph Oelckers 2016-11-23 17:34:36 +01:00
commit 7325e3f0f8
9 changed files with 75 additions and 43 deletions

View file

@ -56,6 +56,13 @@ void PClassPowerupGiver::ReplaceClassRef(PClass *oldclass, PClass *newclass)
}
}
DEFINE_FIELD(APowerupGiver, PowerupType)
DEFINE_FIELD(APowerupGiver, EffectTics)
DEFINE_FIELD(APowerupGiver, BlendColor)
DEFINE_FIELD(APowerupGiver, Mode)
DEFINE_FIELD(APowerupGiver, Strength)
//===========================================================================
//
// APowerupGiver :: Use
@ -114,6 +121,11 @@ void APowerupGiver::Serialize(FSerializer &arc)
// Powerup -------------------------------------------------------------------
DEFINE_FIELD(APowerup, EffectTics)
DEFINE_FIELD(APowerup, BlendColor)
DEFINE_FIELD(APowerup, Mode)
DEFINE_FIELD(APowerup, Strength)
//===========================================================================
//
// APowerup :: Tick
@ -1184,40 +1196,12 @@ void APowerWeaponLevel2::EndEffect ()
}
}
// Player Speed Trail (used by the Speed Powerup) ----------------------------
class APlayerSpeedTrail : public AActor
{
DECLARE_CLASS (APlayerSpeedTrail, AActor)
public:
void Tick ();
};
IMPLEMENT_CLASS(APlayerSpeedTrail, false, false, false, false)
//===========================================================================
//
// APlayerSpeedTrail :: Tick
//
//===========================================================================
void APlayerSpeedTrail::Tick ()
{
const double fade = .6 / 8;
if (Alpha <= fade)
{
Destroy ();
}
else
{
Alpha -= fade;
}
}
// Speed Powerup -------------------------------------------------------------
IMPLEMENT_CLASS(APowerSpeed, false, false, false, false)
DEFINE_FIELD(APowerSpeed, SpeedFlags)
//===========================================================================
//
// APowerSpeed :: Serialize
@ -1280,7 +1264,7 @@ void APowerSpeed::DoEffect ()
if (Owner->Vel.LengthSquared() <= 12*12)
return;
AActor *speedMo = Spawn<APlayerSpeedTrail> (Owner->Pos(), NO_REPLACE);
AActor *speedMo = Spawn("PlayerSpeedTrail", Owner->Pos(), NO_REPLACE);
if (speedMo)
{
speedMo->Angles.Yaw = Owner->Angles.Yaw;