- started replacing direct references to class AInventory.
The easiest part was the type checks which could be changed to the name variant with a global search and replace.
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6fd3bea38c
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14 changed files with 19 additions and 19 deletions
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@ -555,7 +555,7 @@ void GLSprite::SplitSprite(HWDrawInfo *di, sector_t * frontsector, bool transluc
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void GLSprite::PerformSpriteClipAdjustment(AActor *thing, const DVector2 &thingpos, float spriteheight)
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{
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const float NO_VAL = 100000000.0f;
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bool clipthing = (thing->player || thing->flags3&MF3_ISMONSTER || thing->IsKindOf(RUNTIME_CLASS(AInventory))) && (thing->flags&MF_ICECORPSE || !(thing->flags&MF_CORPSE));
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bool clipthing = (thing->player || thing->flags3&MF3_ISMONSTER || thing->IsKindOf(NAME_Inventory)) && (thing->flags&MF_ICECORPSE || !(thing->flags&MF_CORPSE));
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bool smarterclip = !clipthing && gl_spriteclip == 3;
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if (clipthing || gl_spriteclip > 1)
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{
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@ -932,7 +932,7 @@ void GLSprite::Process(HWDrawInfo *di, AActor* thing, sector_t * sector, area_t
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if (di->isNightvision())
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{
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if ((thing->IsKindOf(RUNTIME_CLASS(AInventory)) || thing->flags3&MF3_ISMONSTER || thing->flags&MF_MISSILE || thing->flags&MF_CORPSE))
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if ((thing->IsKindOf(NAME_Inventory) || thing->flags3&MF3_ISMONSTER || thing->flags&MF_MISSILE || thing->flags&MF_CORPSE))
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{
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RenderStyle.Flags |= STYLEF_InvertSource;
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}
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