- no need to keep AArmor native, now that all child classes have been scriptified.
This commit is contained in:
parent
632a29e365
commit
8256f25a84
15 changed files with 4 additions and 83 deletions
|
|
@ -13,7 +13,6 @@
|
|||
#include "serializer.h"
|
||||
#include "p_enemy.h"
|
||||
#include "d_player.h"
|
||||
#include "a_armor.h"
|
||||
#include "r_data/sprites.h"
|
||||
#include "g_levellocals.h"
|
||||
#include "virtual.h"
|
||||
|
|
@ -137,7 +136,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
|
|||
for (item = morphed->Inventory; item != nullptr; )
|
||||
{
|
||||
AInventory *next = item->Inventory;
|
||||
if (item->IsKindOf (RUNTIME_CLASS(AArmor)))
|
||||
if (item->IsKindOf (PClass::FindActor(NAME_Armor)))
|
||||
{
|
||||
item->DepleteOrDestroy();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue