- 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
commit
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14 changed files with 19 additions and 19 deletions
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@ -373,7 +373,7 @@ static FStrifeDialogueNode *ReadRetailNode (FileReader &lump, uint32_t &prevSpea
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for (j = 0; j < 3; ++j)
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{
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auto inv = GetStrifeType(speech.ItemCheck[j]);
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if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr;
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if (!inv->IsDescendantOf(NAME_Inventory)) inv = nullptr;
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node->ItemCheck[j].Item = inv;
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node->ItemCheck[j].Amount = -1;
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}
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@ -519,7 +519,7 @@ static void ParseReplies (FStrifeDialogueReply **replyptr, Response *responses)
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for (k = 0; k < 3; ++k)
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{
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auto inv = GetStrifeType(rsp->Item[k]);
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if (!inv->IsDescendantOf(RUNTIME_CLASS(AInventory))) inv = nullptr;
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if (!inv->IsDescendantOf(NAME_Inventory)) inv = nullptr;
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reply->ItemCheck[k].Item = inv;
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reply->ItemCheck[k].Amount = rsp->Count[k];
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}
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@ -951,7 +951,7 @@ static void HandleReply(player_t *player, bool isconsole, int nodenum, int reply
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takestuff = true;
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if (reply->GiveType != NULL)
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{
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if (reply->GiveType->IsDescendantOf(RUNTIME_CLASS(AInventory)))
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if (reply->GiveType->IsDescendantOf(NAME_Inventory))
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{
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if (reply->GiveType->IsDescendantOf(NAME_Weapon))
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{
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