- exported all member fields from the morph items.

- renamed APowerMorph::Player to avoid accidental confusion with AActor::player, which in scripting is the same due to case insensitvity.
- renamed save key for above variable.
This commit is contained in:
Christoph Oelckers 2016-11-23 23:28:03 +01:00
commit 8a7671ad8b
5 changed files with 46 additions and 12 deletions

View file

@ -618,6 +618,13 @@ void InitAllPowerupEffects(AInventory *item)
IMPLEMENT_CLASS(AMorphProjectile, false, false, false, false)
DEFINE_FIELD(AMorphProjectile, PlayerClass)
DEFINE_FIELD(AMorphProjectile, MonsterClass)
DEFINE_FIELD(AMorphProjectile, MorphFlash)
DEFINE_FIELD(AMorphProjectile, UnMorphFlash)
DEFINE_FIELD(AMorphProjectile, Duration)
DEFINE_FIELD(AMorphProjectile, MorphStyle)
int AMorphProjectile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
if (target->player)
@ -652,6 +659,11 @@ IMPLEMENT_POINTERS_START(AMorphedMonster)
IMPLEMENT_POINTER(UnmorphedMe)
IMPLEMENT_POINTERS_END
DEFINE_FIELD(AMorphedMonster, UnmorphedMe)
DEFINE_FIELD(AMorphedMonster, UnmorphTime)
DEFINE_FIELD(AMorphedMonster, MorphStyle)
DEFINE_FIELD(AMorphedMonster, MorphExitFlash)
void AMorphedMonster::Serialize(FSerializer &arc)
{
Super::Serialize (arc);