- moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed.
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parent
eebe09fb59
commit
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20 changed files with 89 additions and 109 deletions
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@ -931,7 +931,7 @@ bool APlayerPawn::UseInventory (AInventory *item)
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//
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//===========================================================================
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AWeapon *APlayerPawn::BestWeapon(PClassInventory *ammotype)
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AWeapon *APlayerPawn::BestWeapon(PClassActor *ammotype)
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{
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AWeapon *bestMatch = NULL;
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int bestOrder = INT_MAX;
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@ -993,7 +993,7 @@ AWeapon *APlayerPawn::BestWeapon(PClassInventory *ammotype)
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//
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//===========================================================================
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AWeapon *APlayerPawn::PickNewWeapon(PClassInventory *ammotype)
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AWeapon *APlayerPawn::PickNewWeapon(PClassActor *ammotype)
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{
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AWeapon *best = BestWeapon (ammotype);
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@ -1021,7 +1021,7 @@ AWeapon *APlayerPawn::PickNewWeapon(PClassInventory *ammotype)
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//
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//===========================================================================
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void APlayerPawn::CheckWeaponSwitch(PClassInventory *ammotype)
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void APlayerPawn::CheckWeaponSwitch(PClassActor *ammotype)
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{
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if (!player->userinfo.GetNeverSwitch() &&
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player->PendingWeapon == WP_NOCHANGE &&
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@ -1040,7 +1040,7 @@ void APlayerPawn::CheckWeaponSwitch(PClassInventory *ammotype)
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DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponSwitch)
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{
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PARAM_SELF_PROLOGUE(APlayerPawn);
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PARAM_OBJECT(ammotype, PClassInventory);
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PARAM_OBJECT(ammotype, PClassActor);
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self->CheckWeaponSwitch(ammotype);
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return 0;
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}
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@ -1346,7 +1346,7 @@ void APlayerPawn::GiveDefaultInventory ()
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// HexenArmor must always be the first item in the inventory because
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// it provides player class based protection that should not affect
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// any other protection item.
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PClassPlayerPawn *myclass = GetClass();
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auto myclass = GetClass();
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GiveInventoryType(PClass::FindActor(NAME_HexenArmor));
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auto harmor = FindInventory(NAME_HexenArmor);
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