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

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