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

@ -3450,9 +3450,9 @@ bool AActor::AdjustReflectionAngle (AActor *thing, DAngle &angle)
int AActor::AbsorbDamage(int damage, FName dmgtype)
{
for (auto item = Inventory; item != nullptr; item = item->Inventory)
for (AActor *item = Inventory; item != nullptr; item = item->Inventory)
{
IFVIRTUALPTR(item, AInventory, AbsorbDamage)
IFVIRTUALPTRNAME(item, NAME_Inventory, AbsorbDamage)
{
VMValue params[4] = { item, damage, dmgtype.GetIndex(), &damage };
VMCall(func, params, 4, nullptr, 0);
@ -3464,15 +3464,15 @@ int AActor::AbsorbDamage(int damage, FName dmgtype)
void AActor::AlterWeaponSprite(visstyle_t *vis)
{
int changed = 0;
TArray<AInventory *> items;
TArray<AActor *> items;
// This needs to go backwards through the items but the list has no backlinks.
for (auto item = Inventory; item != nullptr; item = item->Inventory)
for (AActor *item = Inventory; item != nullptr; item = item->Inventory)
{
items.Push(item);
}
for(int i=items.Size()-1;i>=0;i--)
{
IFVIRTUALPTR(items[i], AInventory, AlterWeaponSprite)
IFVIRTUALPTRNAME(items[i], NAME_Inventory, AlterWeaponSprite)
{
VMValue params[3] = { items[i], vis, &changed };
VMCall(func, params, 3, nullptr, 0);
@ -3785,11 +3785,11 @@ void AActor::Tick ()
{
// Handle powerup effects here so that the order is controlled
// by the order in the inventory, not the order in the thinker table
auto item = Inventory;
AActor *item = Inventory;
while (item != NULL)
{
IFVIRTUALPTR(item, AInventory, DoEffect)
IFVIRTUALPTRNAME(item, NAME_Inventory, DoEffect)
{
VMValue params[1] = { item };
VMCall(func, params, 1, nullptr, 0);
@ -8129,7 +8129,7 @@ void PrintMiscActorInfo(AActor *query)
/*for (flagi = 0; flagi < 31; flagi++)
if (query->BounceFlags & 1<<flagi) Printf(" %s", flagnamesb[flagi]);*/
Printf("\nRender style = %i:%s, alpha %f\nRender flags: %x",
querystyle, (querystyle < countof(renderstyles) ? renderstyles[querystyle] : "Custom"),
querystyle, ((unsigned)querystyle < countof(renderstyles) ? renderstyles[querystyle] : "Custom"),
query->Alpha, query->renderflags.GetValue());
/*for (flagi = 0; flagi < 31; flagi++)
if (query->renderflags & 1<<flagi) Printf(" %s", flagnamesr[flagi]);*/