- fixed generic class type properties to handle "" and "none" as 'no class'.
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2c789a2d75
commit
ac95cba848
4 changed files with 36 additions and 61 deletions
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@ -96,18 +96,6 @@ static PClassActor *FindClassTentative(const char *name, PClass *ancestor, bool
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}
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return static_cast<PClassActor *>(cls);
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}
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static AInventory::MetaClass *FindClassTentativeAmmo(const char *name, bool optional = false)
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{
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return static_cast<AInventory::MetaClass *>(FindClassTentative(name, PClass::FindActor(NAME_Ammo), optional));
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}
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static AWeapon::MetaClass *FindClassTentativeWeapon(const char *name, bool optional = false)
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{
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return static_cast<AWeapon::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(AWeapon), optional));
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}
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static APlayerPawn::MetaClass *FindClassTentativePlayerPawn(const char *name, bool optional = false)
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{
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return static_cast<APlayerPawn::MetaClass *>(FindClassTentative(name, RUNTIME_CLASS(APlayerPawn), optional));
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}
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//==========================================================================
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//
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@ -1065,7 +1053,7 @@ DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
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{
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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info->VisibleToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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info->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
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}
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}
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@ -1107,7 +1095,7 @@ DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
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{
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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static_cast<PClassActor*>(info)->RestrictedToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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static_cast<PClassActor*>(info)->RestrictedToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
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}
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}
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@ -1121,7 +1109,7 @@ DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
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{
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PROP_STRING_PARM(n, i);
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if (*n != 0)
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static_cast<PClassActor*>(info)->ForbiddenToPlayerClass.Push(FindClassTentativePlayerPawn(n));
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static_cast<PClassActor*>(info)->ForbiddenToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
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}
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}
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@ -1184,36 +1172,6 @@ DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
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{
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(ammotype, S, Weapon)
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{
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PROP_STRING_PARM(str, 0);
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if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
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else defaults->AmmoType1 = FindClassTentativeAmmo(str);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(ammotype1, S, Weapon)
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{
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PROP_STRING_PARM(str, 0);
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if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
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else defaults->AmmoType1 = FindClassTentativeAmmo(str);
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}
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//==========================================================================
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//
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//==========================================================================
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DEFINE_CLASS_PROPERTY(ammotype2, S, Weapon)
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{
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PROP_STRING_PARM(str, 0);
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if (!stricmp(str, "none") || *str == 0) defaults->AmmoType1 = NULL;
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else defaults->AmmoType2 = FindClassTentativeAmmo(str);
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}
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//==========================================================================
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//
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//==========================================================================
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@ -1779,7 +1737,7 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, viewbob, F, PlayerPawn)
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DEFINE_SCRIPTED_PROPERTY(playerclass, S, MorphProjectile)
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{
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PROP_STRING_PARM(str, 0);
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defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
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}
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//==========================================================================
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@ -1833,7 +1791,7 @@ DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile)
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DEFINE_SCRIPTED_PROPERTY(playerclass, S, PowerMorph)
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{
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PROP_STRING_PARM(str, 0);
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defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentativePlayerPawn(str, bag.fromDecorate);
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defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
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}
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//==========================================================================
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