- Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
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632e03fa7e
commit
d878c2e7d6
108 changed files with 1476 additions and 1053 deletions
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@ -123,7 +123,7 @@ void DCajunMaster::ThinkForMove (AActor *actor, ticcmd_t *cmd)
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//Check if it's more important to get an item than fight.
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if (b->dest && (b->dest->flags&MF_SPECIAL)) //Must be an item, that is close enough.
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{
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#define is(x) b->dest->IsKindOf (TypeInfo::FindType (#x))
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#define is(x) b->dest->IsKindOf (PClass::FindClass (#x))
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if (
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(
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(actor->health < b->skill.isp &&
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@ -321,7 +321,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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return;
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}
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#define typeis(x) item->IsKindOf (TypeInfo::FindType (#x))
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#define typeis(x) item->IsKindOf (PClass::FindClass (#x))
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if ((item->renderflags & RF_INVISIBLE) //Under respawn and away.
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|| item == b->prev)
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{
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@ -353,7 +353,7 @@ void DCajunMaster::WhatToGet (AActor *actor, AActor *item)
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else if (item->IsKindOf (RUNTIME_CLASS(AAmmo)))
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{
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AAmmo *ammo = static_cast<AAmmo *> (item);
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const TypeInfo *parent = ammo->GetParentAmmo ();
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const PClass *parent = ammo->GetParentAmmo ();
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AInventory *holdingammo = b->mo->FindInventory (parent);
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if (holdingammo != NULL && holdingammo->Amount >= holdingammo->MaxAmount)
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