- handle player meta properties.

Only two really make sense, the rest is never used from scripts and may just remain where it was.
This commit is contained in:
Christoph Oelckers 2017-02-28 01:23:12 +01:00
commit a93a7e1cac
5 changed files with 19 additions and 36 deletions

View file

@ -2699,24 +2699,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
bag.DropItemList = di;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
defaults->InvulMode = str;
}
//==========================================================================
//
//==========================================================================
DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
{
PROP_STRING_PARM(str, 0);
defaults->HealingRadiusType = str;
}
//==========================================================================
//
//==========================================================================

View file

@ -1188,8 +1188,10 @@ bool ZCCCompiler::CompileProperties(PClass *type, TArray<ZCC_Property *> &Proper
FString qualifiedname;
// Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen.
// All these will be removed from the symbol table after the compiler finishes to free up the allocated space.
if (prefix == NAME_None) qualifiedname.Format("@property@%s", FName(p->NodeName).GetChars());
else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), FName(p->NodeName).GetChars());
FName name = FName(p->NodeName);
if (prefix == NAME_None) qualifiedname.Format("@property@%s", name.GetChars());
else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), name.GetChars());
fields.ShrinkToFit();
if (!type->Symbols.AddSymbol(new PProperty(qualifiedname, fields)))
{