- did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled.

This commit is contained in:
Christoph Oelckers 2019-01-03 10:06:45 +01:00
commit 9e5c5b68c5
11 changed files with 61 additions and 61 deletions

View file

@ -1358,7 +1358,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
FString tmp = str;
tmp.ReplaceChars (' ', '_');
defaults->SoundClass = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
defaults->NameVar(NAME_SoundClass) = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
}
//==========================================================================
@ -1369,7 +1369,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
PROP_STRING_PARM(str, 0);
FString tmp = str;
if (tmp.Len() == 0) defaults->Face = NAME_None;
if (tmp.Len() == 0) defaults->NameVar(NAME_Face) = NAME_None;
else
{
tmp.ToUpper();
@ -1384,7 +1384,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
tmp.GetChars(), info->TypeName.GetChars());
}
defaults->Face = tmp;
defaults->NameVar(NAME_Face) = tmp;
}
}
@ -1691,7 +1691,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
PROP_STRING_PARM(str, i);
weapons << ' ' << str;
}
defaults->Slot[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
FName *slots = &defaults->NameVar(NAME_Slot);
slots[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
}
}