- handle player meta properties.
Only two really make sense, the rest is never used from scripts and may just remain where it was.
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5 changed files with 19 additions and 36 deletions
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@ -2699,24 +2699,6 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, startitem, S_i, PlayerPawn)
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bag.DropItemList = di;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(player, invulnerabilitymode, S, PlayerPawn)
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{
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PROP_STRING_PARM(str, 0);
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defaults->InvulMode = str;
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY_PREFIX(player, healradiustype, S, PlayerPawn)
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{
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PROP_STRING_PARM(str, 0);
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defaults->HealingRadiusType = str;
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1188,8 +1188,10 @@ bool ZCCCompiler::CompileProperties(PClass *type, TArray<ZCC_Property *> &Proper
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FString qualifiedname;
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// Store the full qualified name and prepend some 'garbage' to the name so that no conflicts with other symbol types can happen.
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// All these will be removed from the symbol table after the compiler finishes to free up the allocated space.
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if (prefix == NAME_None) qualifiedname.Format("@property@%s", FName(p->NodeName).GetChars());
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else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), FName(p->NodeName).GetChars());
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FName name = FName(p->NodeName);
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if (prefix == NAME_None) qualifiedname.Format("@property@%s", name.GetChars());
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else qualifiedname.Format("@property@%s.%s", prefix.GetChars(), name.GetChars());
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fields.ShrinkToFit();
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if (!type->Symbols.AddSymbol(new PProperty(qualifiedname, fields)))
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{
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