Removed all remaining references to AInventory
What remains is the class definition and one single reference that will be scriptified.
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cd563cc4db
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27 changed files with 74 additions and 89 deletions
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@ -4065,7 +4065,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
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if ((flags & RGF_NOSIGHT) || P_CheckSight(thing, self, SF_IGNOREVISIBILITY | SF_IGNOREWATERBOUNDARY))
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{ // OK to give; target is in direct path, or the monster doesn't care about it being in line of sight.
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AInventory *gift = static_cast<AInventory *>(Spawn(item));
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auto gift = Spawn(item);
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if (gift->IsKindOf(NAME_Health))
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{
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gift->IntVar(NAME_Amount) *= amount;
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@ -4093,7 +4093,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
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DEFINE_ACTION_FUNCTION(AActor, A_RadiusGive)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS (item, AInventory);
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PARAM_CLASS (item, AActor);
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PARAM_FLOAT (distance);
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PARAM_INT (flags);
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PARAM_INT (amount);
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@ -4103,7 +4103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RadiusGive)
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PARAM_INT (limit);
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// We need a valid item, valid targets, and a valid range
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if (item == nullptr || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance)
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if (item == nullptr || (flags & RGF_MASK) == 0 || !flags || distance <= 0 || mindist >= distance || !item->IsDescendantOf(NAME_Inventory))
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{
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ACTION_RETURN_INT(0);
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}
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