- removed all direct access to AInventory's members.
We are getting closer to make class Inventory fully scripted.
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parent
e333a886e9
commit
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11 changed files with 64 additions and 56 deletions
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@ -1548,7 +1548,7 @@ static int PatchAmmo (int ammoNum)
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defaultAmmo = (AInventory*)GetDefaultByType (ammoType);
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if (defaultAmmo != NULL)
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{
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max = &defaultAmmo->MaxAmount;
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max = &defaultAmmo->IntVar(NAME_MaxAmount);
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per = &defaultAmmo->IntVar(NAME_Amount);
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}
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}
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@ -1571,7 +1571,7 @@ static int PatchAmmo (int ammoNum)
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// Calculate the new backpack-given amounts for this ammo.
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if (ammoType != NULL)
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{
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defaultAmmo->IntVar("BackpackMaxAmount") = defaultAmmo->MaxAmount * 2;
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defaultAmmo->IntVar("BackpackMaxAmount") = defaultAmmo->IntVar(NAME_MaxAmount) * 2;
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defaultAmmo->IntVar("BackpackAmount") = defaultAmmo->IntVar(NAME_Amount);
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}
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@ -1588,7 +1588,7 @@ static int PatchAmmo (int ammoNum)
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if (type->IsDescendantOf (ammoType))
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{
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defaultAmmo = (AInventory *)GetDefaultByType (type);
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defaultAmmo->MaxAmount = *max;
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defaultAmmo->IntVar(NAME_MaxAmount) = *max;
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defaultAmmo->IntVar(NAME_Amount) = Scale (defaultAmmo->IntVar(NAME_Amount), *per, oldclip);
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}
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else if (type->IsDescendantOf (NAME_Weapon))
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@ -1981,20 +1981,20 @@ static int PatchMisc (int dummy)
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health = static_cast<AInventory *> (GetDefaultByName ("HealthBonus"));
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if (health!=NULL)
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{
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health->MaxAmount = 2 * deh.MaxHealth;
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health->IntVar(NAME_MaxAmount) = 2 * deh.MaxHealth;
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}
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health = static_cast<AInventory *> (GetDefaultByName ("Soulsphere"));
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if (health!=NULL)
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{
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health->IntVar(NAME_Amount) = deh.SoulsphereHealth;
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health->MaxAmount = deh.MaxSoulsphere;
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health->IntVar(NAME_MaxAmount) = deh.MaxSoulsphere;
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}
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health = static_cast<AInventory *> (GetDefaultByName ("MegasphereHealth"));
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if (health!=NULL)
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{
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health->IntVar(NAME_Amount) = health->MaxAmount = deh.MegasphereHealth;
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health->IntVar(NAME_Amount) = health->IntVar(NAME_MaxAmount) = deh.MegasphereHealth;
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}
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APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
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