- fixed: Any player class inheriting directly from PlayerPawn was left with

empty weapon slots due to the recent rewrite of the weapon slot assignment
  code. To handle such classes each game now defines a default weapon slot
  setting in its gameinfo. This will be used when a player class without any
  weapon slot settings is used.


SVN r1521 (trunk)
This commit is contained in:
Christoph Oelckers 2009-04-04 17:46:33 +00:00
commit 78fb48302c
10 changed files with 100 additions and 1 deletions

View file

@ -175,7 +175,26 @@ void FMapInfoParser::ParseGameInfo()
FString nextKey = sc.String;
sc.MustGetToken('=');
if(nextKey.CompareNoCase("border") == 0)
if (nextKey.CompareNoCase("weaponslot") == 0)
{
sc.MustGetToken(TK_IntConst);
if (sc.Number < 0 || sc.Number >= 10)
{
sc.ScriptError("Weapon slot index must be in range [0..9].\n");
}
int i = sc.Number;
gameinfo.DefaultWeaponSlots[i].Clear();
sc.MustGetToken(',');
do
{
sc.MustGetString();
FName val = sc.String;
gameinfo.DefaultWeaponSlots[i].Push(val);
}
while (sc.CheckToken(','));
}
else if(nextKey.CompareNoCase("border") == 0)
{
if(sc.CheckToken(TK_Identifier))
{