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

@ -770,10 +770,10 @@ DEFINE_ACTION_FUNCTION(AActor, SetState)
void AActor::DestroyAllInventory ()
{
AInventory *inv = Inventory;
AActor *inv = Inventory;
if (inv != nullptr)
{
TArray<AInventory *> toDelete;
TArray<AActor *> toDelete;
// Delete the list in a two stage approach.
// This is necessary because an item may destroy another item (e.g. sister weapons)
@ -813,7 +813,7 @@ DEFINE_ACTION_FUNCTION(AActor, DestroyAllInventory)
//
//============================================================================
bool AActor::UseInventory (AInventory *item)
bool AActor::UseInventory (AActor *item)
{
IFVIRTUAL(AActor, UseInventory)
{
@ -834,12 +834,12 @@ bool AActor::UseInventory (AInventory *item)
//
//===========================================================================
AInventory *AActor::DropInventory (AInventory *item, int amt)
AActor *AActor::DropInventory (AActor *item, int amt)
{
IFVM(Actor, DropInventory)
{
VMValue params[] = { this, item, amt };
AInventory *retval = 0;
AActor *retval = 0;
VMReturn ret((void**)&retval);
VMCall(func, params, 3, &ret, 1);
return retval;
@ -853,9 +853,9 @@ AInventory *AActor::DropInventory (AInventory *item, int amt)
//
//============================================================================
AInventory *AActor::FindInventory (PClassActor *type, bool subclass)
AActor *AActor::FindInventory (PClassActor *type, bool subclass)
{
AInventory *item;
AActor *item;
if (type == NULL)
{
@ -881,7 +881,7 @@ AInventory *AActor::FindInventory (PClassActor *type, bool subclass)
return item;
}
AInventory *AActor::FindInventory (FName type, bool subclass)
AActor *AActor::FindInventory (FName type, bool subclass)
{
return FindInventory(PClass::FindActor(type), subclass);
}
@ -889,7 +889,7 @@ AInventory *AActor::FindInventory (FName type, bool subclass)
DEFINE_ACTION_FUNCTION(AActor, FindInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_CLASS(type, AActor);
PARAM_BOOL(subclass);
ACTION_RETURN_OBJECT(self->FindInventory(type, subclass));
}
@ -900,11 +900,11 @@ DEFINE_ACTION_FUNCTION(AActor, FindInventory)
//
//============================================================================
AInventory *AActor::GiveInventoryType (PClassActor *type)
AActor *AActor::GiveInventoryType (PClassActor *type)
{
if (type != nullptr)
{
auto item = static_cast<AInventory *>(Spawn (type));
auto item = Spawn (type);
if (!CallTryPickup (item, this))
{
item->Destroy ();
@ -918,7 +918,7 @@ AInventory *AActor::GiveInventoryType (PClassActor *type)
DEFINE_ACTION_FUNCTION(AActor, GiveInventoryType)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(type, AInventory);
PARAM_CLASS(type, AActor);
ACTION_RETURN_OBJECT(self->GiveInventoryType(type));
}
@ -4806,7 +4806,7 @@ void AActor::LevelSpawned ()
tics = 1 + (pr_spawnmapthing() % tics);
}
// [RH] Clear MF_DROPPED flag if the default version doesn't have it set.
// (AInventory::BeginPlay() makes all inventory items spawn with it set.)
// (Inventory.BeginPlay() makes all inventory items spawn with it set.)
if (!(GetDefault()->flags & MF_DROPPED))
{
flags &= ~MF_DROPPED;
@ -7534,7 +7534,7 @@ int AActor::GetModifiedDamage(FName damagetype, int damage, bool passive)
auto inv = Inventory;
while (inv != nullptr)
{
IFVIRTUALPTR(inv, AInventory, ModifyDamage)
IFVIRTUALPTRNAME(inv, NAME_Inventory, ModifyDamage)
{
VMValue params[5] = { (DObject*)inv, damage, int(damagetype), &damage, passive };
VMCall(func, params, 5, nullptr, 0);
@ -8051,7 +8051,7 @@ DEFINE_ACTION_FUNCTION(AActor, ClearInterpolation)
DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
{
PARAM_PROLOGUE;
PARAM_CLASS(itemcls, AInventory);
PARAM_CLASS(itemcls, AActor);
PARAM_NAME(damagetype);
PARAM_INT(damage);
PARAM_INT(defdamage);