Removed all remaining references to AInventory

What remains is the class definition and one single reference that will be scriptified.
This commit is contained in:
Christoph Oelckers 2018-12-04 17:11:36 +01:00
commit 9348baeeb1
27 changed files with 74 additions and 89 deletions

View file

@ -289,7 +289,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
r = pr_botmove();
if (r < 128)
{
TThinkerIterator<AInventory> it (MAX_STATNUM+1, bglobal.firstthing);
TThinkerIterator<AActor> it (NAME_Inventory, MAX_STATNUM+1, bglobal.firstthing);
auto item = it.Next();
if (item != NULL || (item = it.Next()) != NULL)
@ -362,9 +362,7 @@ void DBot::WhatToGet (AActor *item)
if (item->IsKindOf(NAME_Weapon))
{
// FIXME
AInventory *heldWeapon;
heldWeapon = player->mo->FindInventory(item->GetClass());
auto heldWeapon = player->mo->FindInventory(item->GetClass());
if (heldWeapon != NULL)
{
if (!weapgiveammo)
@ -383,7 +381,7 @@ void DBot::WhatToGet (AActor *item)
auto ac = PClass::FindActor(NAME_Ammo);
auto parent = item->GetClass();
while (parent->ParentClass != ac) parent = static_cast<PClassActor*>(parent->ParentClass);
AInventory *holdingammo = player->mo->FindInventory(parent);
AActor *holdingammo = player->mo->FindInventory(parent);
if (holdingammo != NULL && holdingammo->IntVar(NAME_Amount) >= holdingammo->IntVar(NAME_MaxAmount))
{
return;