- optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself.
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28 changed files with 126 additions and 97 deletions
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@ -612,7 +612,7 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
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// Now check for the remaining weapons that are in the inventory but not in the weapon slots
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for(inv=CPlayer->mo->Inventory;inv;inv=inv->Inventory)
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{
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if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)))
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if (inv->IsKindOf(NAME_Weapon))
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{
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AddAmmoToList((AWeapon*)inv);
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}
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@ -713,7 +713,7 @@ FTextureID GetInventoryIcon(AInventory *item, DWORD flags, bool *applyscale=NULL
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}
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}
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// no spawn state - now try the ready state if it's weapon
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else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(RUNTIME_CLASS(AWeapon)) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
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else if (!(flags & DI_SKIPREADY) && item->GetClass()->IsDescendantOf(NAME_Weapon) && (ReadyState = item->FindState(NAME_Ready)) && ReadyState->sprite!=0)
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{
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state = ReadyState;
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}
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@ -767,7 +767,7 @@ static void DrawWeapons(player_t *CPlayer, int x, int y)
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// First draw all weapons in the inventory that are not assigned to a weapon slot
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for(inv = CPlayer->mo->Inventory; inv; inv = inv->Inventory)
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{
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if (inv->IsKindOf(RUNTIME_CLASS(AWeapon)) &&
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if (inv->IsKindOf(NAME_Weapon) &&
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!CPlayer->weapons.LocateWeapon(static_cast<AWeapon*>(inv)->GetClass(), NULL, NULL))
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{
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DrawOneWeapon(CPlayer, x, y, static_cast<AWeapon*>(inv));
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