- moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed.

This commit is contained in:
Christoph Oelckers 2017-02-08 18:11:23 +01:00
commit c77f6636f8
20 changed files with 89 additions and 109 deletions

View file

@ -340,7 +340,7 @@ inline int T_FindFirstSectorFromTag(int tagnum)
// Doom index is only supported for the 4 original ammo types
//
//==========================================================================
static PClassInventory * T_GetAmmo(const svalue_t &t)
static PClassActor * T_GetAmmo(const svalue_t &t)
{
const char * p;
@ -361,8 +361,8 @@ static PClassInventory * T_GetAmmo(const svalue_t &t)
}
p=DefAmmo[ammonum];
}
PClassInventory * am=dyn_cast<PClassInventory>(PClass::FindActor(p));
if (am == NULL)
auto am = PClass::FindActor(p);
if (am == NULL || !am->IsKindOf(PClass::FindClass(NAME_Ammo)))
{
script_error("unknown ammo type : %s", p);
return NULL;
@ -2434,8 +2434,8 @@ static void FS_GiveInventory (AActor *actor, const char * type, int amount)
{
type = "BasicArmorPickup";
}
PClassInventory * info = dyn_cast<PClassInventory>(PClass::FindActor (type));
if (info == NULL)
auto info = PClass::FindActor (type);
if (info == NULL || !info->IsKindOf(RUNTIME_CLASS(AInventory)))
{
Printf ("Unknown inventory item: %s\n", type);
return;
@ -2564,7 +2564,7 @@ void FParser::SF_PlayerKeys(void)
void FParser::SF_PlayerAmmo(void)
{
int playernum, amount;
PClassInventory * ammotype;
PClassActor * ammotype;
if (CheckArgs(2))
{
@ -2600,7 +2600,7 @@ void FParser::SF_PlayerAmmo(void)
void FParser::SF_MaxPlayerAmmo()
{
int playernum, amount;
PClassInventory * ammotype;
PClassActor * ammotype;
if (CheckArgs(2))
{