- removed an assert from APowerMorph::EndEffect. With some recent changes to DestroyAllInventory it appears that the asserted condition no longer is true at this point when ending a game.
- fixed: When replacing a tentative class, the pointers in the morph objects were not replaced. Instead of adding more ReplaceClassRef methods I chose to integrate this part into the PointerSubstitution mechanism and delete ReplaceClassRef entirely. The code had some oversights anyway that would have caused problems, now that non-actors can be created.
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20 changed files with 72 additions and 132 deletions
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@ -613,7 +613,14 @@ void InitAllPowerupEffects(AInventory *item)
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// Base class for morphing projectiles --------------------------------------
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IMPLEMENT_CLASS(AMorphProjectile, false, false)
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IMPLEMENT_CLASS(AMorphProjectile, false, true)
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IMPLEMENT_POINTERS_START(AMorphProjectile)
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IMPLEMENT_POINTER(PlayerClass)
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IMPLEMENT_POINTER(MonsterClass)
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IMPLEMENT_POINTER(MorphFlash)
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IMPLEMENT_POINTER(UnMorphFlash)
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IMPLEMENT_POINTERS_END
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DEFINE_FIELD(AMorphProjectile, PlayerClass)
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DEFINE_FIELD(AMorphProjectile, MonsterClass)
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