Removed more literal references to AInventory.

This commit is contained in:
Christoph Oelckers 2018-12-04 17:00:48 +01:00
commit cd563cc4db
29 changed files with 80 additions and 93 deletions

View file

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