- exported all native components of APlayerPawn.
Only the class definition itself remains and needs to be taken care of.
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3314a1efe5
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c18e895272
20 changed files with 139 additions and 272 deletions
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@ -456,7 +456,7 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, SetLogText)
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int player_t::GetSpawnClass()
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{
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const PClass * type = PlayerClasses[CurrentPlayerClass].Type;
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return static_cast<APlayerPawn*>(GetDefaultByType(type))->SpawnMask;
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return GetDefaultByType(type)->IntVar(NAME_SpawnMask);
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}
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// [Nash] Set FOV
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@ -666,7 +666,7 @@ bool player_t::Resurrect()
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mo->Revive();
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playerstate = PST_LIVE;
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health = mo->health = mo->GetDefault()->health;
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viewheight = ((APlayerPawn *)mo->GetDefault())->ViewHeight;
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viewheight = DefaultViewHeight();
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mo->renderflags &= ~RF_INVISIBLE;
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mo->Height = mo->GetDefault()->Height;
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mo->radius = mo->GetDefault()->radius;
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@ -793,43 +793,7 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetStillBob)
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//
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//===========================================================================
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IMPLEMENT_CLASS(APlayerPawn, false, true)
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IMPLEMENT_POINTERS_START(APlayerPawn)
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IMPLEMENT_POINTER(InvFirst)
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IMPLEMENT_POINTER(InvSel)
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IMPLEMENT_POINTERS_END
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void APlayerPawn::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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auto def = (APlayerPawn*)GetDefault();
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arc("jumpz", JumpZ, def->JumpZ)
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("maxhealth", MaxHealth, def->MaxHealth)
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("bonushealth", BonusHealth, def->BonusHealth)
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("runhealth", RunHealth, def->RunHealth)
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("spawnmask", SpawnMask, def->SpawnMask)
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("forwardmove1", ForwardMove1, def->ForwardMove1)
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("forwardmove2", ForwardMove2, def->ForwardMove2)
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("sidemove1", SideMove1, def->SideMove1)
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("sidemove2", SideMove2, def->SideMove2)
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("scoreicon", ScoreIcon, def->ScoreIcon)
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("invfirst", InvFirst)
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("invsel", InvSel)
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("morphweapon", MorphWeapon, def->MorphWeapon)
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("damagefade", DamageFade, def->DamageFade)
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("playerflags", PlayerFlags, def->PlayerFlags)
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("flechettetype", FlechetteType, def->FlechetteType)
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("gruntspeed", GruntSpeed, def->GruntSpeed)
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("fallingscreammin", FallingScreamMinSpeed, def->FallingScreamMinSpeed)
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("fallingscreammaxn", FallingScreamMaxSpeed, def->FallingScreamMaxSpeed)
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("userange", UseRange, def->UseRange)
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("aircapacity", AirCapacity, def->AirCapacity)
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("viewheight", ViewHeight, def->ViewHeight)
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("viewbob", ViewBob, def->ViewBob)
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("fullheight", FullHeight, def->FullHeight);
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}
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IMPLEMENT_CLASS(APlayerPawn, false, false)
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//===========================================================================
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//
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@ -1193,8 +1157,8 @@ void P_CheckEnvironment(player_t *player)
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// Player must be touching the floor
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P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
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}
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if (player->mo->Vel.Z <= -player->mo->FallingScreamMinSpeed &&
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player->mo->Vel.Z >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
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if (player->mo->Vel.Z <= -player->mo->FloatVar(NAME_FallingScreamMinSpeed) &&
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player->mo->Vel.Z >= -player->mo->FloatVar(NAME_FallingScreamMaxSpeed) && !player->morphTics &&
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player->mo->waterlevel == 0)
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{
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int id = S_FindSkinnedSound(player->mo, "*falling");
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@ -1537,7 +1501,8 @@ void P_UnPredictPlayer ()
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APlayerPawn *act = player->mo;
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AActor *savedcamera = player->camera;
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TObjPtr<AActor*> InvSel = act->InvSel;
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auto &actInvSel = act->PointerVar<AActor*>(NAME_InvSel);
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auto InvSel = actInvSel;
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int inventorytics = player->inventorytics;
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const bool settings_controller = player->settings_controller;
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@ -1602,7 +1567,7 @@ void P_UnPredictPlayer ()
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block = block->NextBlock;
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}
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act->InvSel = InvSel;
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actInvSel = InvSel;
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player->inventorytics = inventorytics;
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}
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}
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@ -1726,39 +1691,6 @@ bool P_IsPlayerTotallyFrozen(const player_t *player)
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//
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//==========================================================================
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DEFINE_FIELD(APlayerPawn, crouchsprite)
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DEFINE_FIELD(APlayerPawn, MaxHealth)
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DEFINE_FIELD(APlayerPawn, BonusHealth)
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DEFINE_FIELD(APlayerPawn, MugShotMaxHealth)
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DEFINE_FIELD(APlayerPawn, RunHealth)
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DEFINE_FIELD(APlayerPawn, PlayerFlags)
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DEFINE_FIELD(APlayerPawn, InvFirst)
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DEFINE_FIELD(APlayerPawn, InvSel)
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DEFINE_FIELD(APlayerPawn, JumpZ)
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DEFINE_FIELD(APlayerPawn, GruntSpeed)
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DEFINE_FIELD(APlayerPawn, FallingScreamMinSpeed)
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DEFINE_FIELD(APlayerPawn, FallingScreamMaxSpeed)
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DEFINE_FIELD(APlayerPawn, ViewHeight)
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DEFINE_FIELD(APlayerPawn, ForwardMove1)
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DEFINE_FIELD(APlayerPawn, ForwardMove2)
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DEFINE_FIELD(APlayerPawn, SideMove1)
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DEFINE_FIELD(APlayerPawn, SideMove2)
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DEFINE_FIELD(APlayerPawn, ScoreIcon)
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DEFINE_FIELD(APlayerPawn, SpawnMask)
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DEFINE_FIELD(APlayerPawn, MorphWeapon)
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DEFINE_FIELD(APlayerPawn, AttackZOffset)
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DEFINE_FIELD(APlayerPawn, UseRange)
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DEFINE_FIELD(APlayerPawn, AirCapacity)
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DEFINE_FIELD(APlayerPawn, FlechetteType)
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DEFINE_FIELD(APlayerPawn, DamageFade)
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DEFINE_FIELD(APlayerPawn, ViewBob)
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DEFINE_FIELD(APlayerPawn, curBob)
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DEFINE_FIELD(APlayerPawn, FullHeight)
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DEFINE_FIELD(APlayerPawn, SoundClass)
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DEFINE_FIELD(APlayerPawn, Portrait)
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DEFINE_FIELD(APlayerPawn, Slot)
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DEFINE_FIELD(APlayerPawn, HexenArmor)
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DEFINE_FIELD_X(PlayerInfo, player_t, mo)
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DEFINE_FIELD_X(PlayerInfo, player_t, playerstate)
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DEFINE_FIELD_X(PlayerInfo, player_t, original_oldbuttons)
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