- optimized the FName versions of IsDescendantOf and IsKindOf. These can be done without first looking up the class type itself.
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31223ca180
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28 changed files with 126 additions and 97 deletions
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@ -5716,7 +5716,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if (argCount >= 2)
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{
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PClassActor *powerupclass = PClass::FindActor(FBehavior::StaticLookupString(args[1]));
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if (powerupclass == NULL || !powerupclass->IsDescendantOf(PClass::FindActor(NAME_Powerup)))
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if (powerupclass == NULL || !powerupclass->IsDescendantOf(NAME_Powerup))
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{
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Printf("'%s' is not a type of Powerup.\n", FBehavior::StaticLookupString(args[1]));
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return 0;
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@ -9042,7 +9042,7 @@ scriptwait:
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AInventory *item = activator->FindInventory (dyn_cast<PClassActor>(
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PClass::FindClass (FBehavior::StaticLookupString (STACK(1)))));
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if (item == NULL || !item->IsKindOf (RUNTIME_CLASS(AWeapon)))
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if (item == NULL || !item->IsKindOf(NAME_Weapon))
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{
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STACK(1) = 0;
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}
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@ -9110,7 +9110,7 @@ scriptwait:
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}
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else
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{
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if (activator != nullptr && activator->IsKindOf(PClass::FindClass("ScriptedMarine")))
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if (activator != nullptr && activator->IsKindOf("ScriptedMarine"))
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{
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SetMarineSprite(activator, type);
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}
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