Removed more literal references to AInventory.
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3d28006eda
commit
cd563cc4db
29 changed files with 80 additions and 93 deletions
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@ -63,9 +63,7 @@ struct OneKey
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if (owner->IsA(key) || owner->GetSpecies() == key->TypeName) return true;
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// Other calls check an actor that may have a key in its inventory.
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AInventory *item;
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for (item = owner->Inventory; item != NULL; item = item->Inventory)
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for (AActor *item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsA(key))
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{
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@ -129,7 +127,7 @@ struct Lock
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if (!keylist.Size())
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{
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auto kt = PClass::FindActor(NAME_Key);
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for (AInventory * item = owner->Inventory; item != NULL; item = item->Inventory)
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for (AActor *item = owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->IsKindOf (kt))
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{
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@ -430,9 +428,9 @@ static void CreateSortedKeyList()
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if (ti->IsDescendantOf(kt))
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{
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AInventory *key = (AInventory*)(GetDefaultByType(ti));
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auto key = GetDefaultByType(ti);
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if (key->Icon.isValid() && key->special1 > 0)
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if (key->special1 > 0)
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{
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KeyTypes.Push(ti);
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}
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@ -587,7 +585,7 @@ int P_GetMapColorForLock (int lock)
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//
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//==========================================================================
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int P_GetMapColorForKey (AInventory * key)
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int P_GetMapColorForKey (AActor * key)
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{
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int i;
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