- removed all direct access to AWeapon's members to prepare moving this class fully to the script side.
Disregarding UI-side and setup-related calls there's unfortunately still 6 places in the native game code which require direct access.
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18 changed files with 95 additions and 76 deletions
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@ -799,7 +799,7 @@ static int LookAdjust(int look)
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if (players[consoleplayer].playerstate != PST_DEAD && // No adjustment while dead.
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players[consoleplayer].ReadyWeapon != NULL) // No adjustment if no weapon.
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{
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auto scale = players[consoleplayer].ReadyWeapon->FOVScale;
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auto scale = players[consoleplayer].ReadyWeapon->FloatVar(NAME_FOVScale);
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if (scale > 0) // No adjustment if it is non-positive.
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{
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look = int(look * scale);
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@ -1301,8 +1301,8 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
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item = next;
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}
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if (p->ReadyWeapon != NULL &&
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p->ReadyWeapon->WeaponFlags&WIF_POWERED_UP &&
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p->PendingWeapon == p->ReadyWeapon->SisterWeapon)
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p->ReadyWeapon->IntVar(NAME_WeaponFlags) & WIF_POWERED_UP &&
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p->PendingWeapon == p->ReadyWeapon->PointerVar<AInventory>(NAME_SisterWeapon))
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{
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// Unselect powered up weapons if the unpowered counterpart is pending
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p->ReadyWeapon=p->PendingWeapon;
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