- did some more lightening on the PlayerPawn class. 4 more properties and one native member function have been handled.
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9e5c5b68c5
11 changed files with 61 additions and 61 deletions
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@ -1358,7 +1358,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, soundclass, S, PlayerPawn)
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FString tmp = str;
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tmp.ReplaceChars (' ', '_');
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defaults->SoundClass = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
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defaults->NameVar(NAME_SoundClass) = tmp.IsNotEmpty()? FName(tmp) : NAME_None;
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}
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//==========================================================================
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@ -1369,7 +1369,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
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PROP_STRING_PARM(str, 0);
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FString tmp = str;
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if (tmp.Len() == 0) defaults->Face = NAME_None;
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if (tmp.Len() == 0) defaults->NameVar(NAME_Face) = NAME_None;
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else
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{
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tmp.ToUpper();
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@ -1384,7 +1384,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, face, S, PlayerPawn)
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"Invalid face '%s' for '%s';\nSTF replacement codes must be 3 alphanumeric characters.\n",
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tmp.GetChars(), info->TypeName.GetChars());
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}
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defaults->Face = tmp;
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defaults->NameVar(NAME_Face) = tmp;
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}
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}
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@ -1691,7 +1691,8 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
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PROP_STRING_PARM(str, i);
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weapons << ' ' << str;
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}
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defaults->Slot[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
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FName *slots = &defaults->NameVar(NAME_Slot);
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slots[slot] = weapons.IsEmpty()? NAME_None : FName(weapons);
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}
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}
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