- replaced the last access operator, too
Now everything uses a function. This really wasn't what operators are supposef to be used for.
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42b18e6dfb
commit
9409843931
30 changed files with 71 additions and 79 deletions
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@ -4574,10 +4574,10 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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{
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return 0;
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}
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FTexture *tex = TexMan.FindTexture(FBehavior::StaticLookupString(string), ETextureType::Flat,
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FTextureID tex = TexMan.CheckForTexture(FBehavior::StaticLookupString(string), ETextureType::Flat,
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FTextureManager::TEXMAN_Overridable|FTextureManager::TEXMAN_TryAny|FTextureManager::TEXMAN_DontCreate);
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if (tex == NULL)
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if (!tex.Exists())
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{ // If the texture we want to check against doesn't exist, then
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// they're obviously not the same.
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return 0;
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@ -4596,7 +4596,7 @@ bool DLevelScript::DoCheckActorTexture(int tid, AActor *activator, int string, b
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NextHighestCeilingAt(actor->Sector, actor->X(), actor->Y(), actor->Z(), actor->Top(), 0, &resultsec, &resffloor);
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secpic = resffloor ? *resffloor->bottom.texture : resultsec->planes[sector_t::ceiling].Texture;
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}
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return tex == TexMan[secpic];
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return tex == secpic;
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}
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@ -6690,7 +6690,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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auto a = SingleActorFromTID(args[0], activator);
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if (a != nullptr)
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{
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return GlobalACSStrings.AddString(TexMan[a->floorpic]->GetName());
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return GlobalACSStrings.AddString(TexMan.GetTexture(a->floorpic)->GetName());
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}
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else
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{
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