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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@ -437,7 +437,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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}
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// Has hit ground.
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AInventory *ironfeet;
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AActor *ironfeet;
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// [RH] Apply any customizable damage
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if (sector->damageamount > 0)
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@ -445,10 +445,9 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
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// Allow subclasses. Better would be to implement it as armor and let that reduce
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// the damage as part of the normal damage procedure. Unfortunately, I don't have
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// different damage types yet, so that's not happening for now.
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auto pitype = PClass::FindActor(NAME_PowerIronFeet);
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for (ironfeet = player->mo->Inventory; ironfeet != NULL; ironfeet = ironfeet->Inventory)
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{
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if (ironfeet->IsKindOf(pitype))
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if (ironfeet->IsKindOf(NAME_PowerIronFeet))
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break;
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}
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@ -646,7 +645,7 @@ void P_PlayerOnSpecialFlat (player_t *player, int floorType)
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if (Terrains[floorType].DamageAmount &&
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!(level.time & Terrains[floorType].DamageTimeMask))
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{
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AInventory *ironfeet = NULL;
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AActor *ironfeet = NULL;
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if (Terrains[floorType].AllowProtection)
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{
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