- converted all of Doom's actors.

- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
This commit is contained in:
Christoph Oelckers 2016-10-14 20:08:41 +02:00
commit 784f7ed671
58 changed files with 4377 additions and 3903 deletions

View file

@ -2431,7 +2431,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
// Yuck! What was I thinking when I decided to prepend "Power" to the name?
// Now it's too late to change it...
PClassActor *cls = PClass::FindActor(str);
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup)))
if (cls == NULL || !cls->IsDescendantOf(RUNTIME_CLASS(APowerup)) && !bag.fromZScript)
{
FString st;
st.Format("%s%s", strnicmp(str, "power", 5)? "Power" : "", str);