- Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
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parent
632e03fa7e
commit
d878c2e7d6
108 changed files with 1476 additions and 1053 deletions
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@ -49,13 +49,13 @@ void AAmmo::Serialize (FArchive &arc)
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//
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//===========================================================================
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const TypeInfo *AAmmo::GetParentAmmo () const
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const PClass *AAmmo::GetParentAmmo () const
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{
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const TypeInfo *type = GetClass ();
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const PClass *type = GetClass ();
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while (type->ParentType != RUNTIME_CLASS(AAmmo))
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while (type->ParentClass != RUNTIME_CLASS(AAmmo))
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{
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type = type->ParentType;
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type = type->ParentClass;
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}
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return type;
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}
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@ -140,9 +140,9 @@ AInventory *AAmmo::CreateCopy (AActor *other)
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amount += amount >> 1;
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}
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if (GetClass()->ParentType != RUNTIME_CLASS(AAmmo))
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if (GetClass()->ParentClass != RUNTIME_CLASS(AAmmo))
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{
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const TypeInfo *type = GetParentAmmo();
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const PClass *type = GetParentAmmo();
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if (!GoAway ())
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{
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Destroy ();
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@ -1208,7 +1208,9 @@ CCMD (printinv)
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}
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for (item = players[consoleplayer].mo->Inventory; item != NULL; item = item->Inventory)
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{
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Printf ("%s #%lu (%d/%d)\n", item->GetClass()->Name+1, item->InventoryID, item->Amount, item->MaxAmount);
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Printf ("%s #%lu (%d/%d)\n", item->GetClass()->TypeName.GetChars(),
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item->InventoryID,
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item->Amount, item->MaxAmount);
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}
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}
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@ -1912,11 +1914,11 @@ AInventory *ABackpack::CreateCopy (AActor *other)
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{
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// Find every unique type of ammo. Give it to the player if
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// he doesn't have it already, and double it's maximum capacity.
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for (unsigned int i = 0; i < TypeInfo::m_Types.Size(); ++i)
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for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
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{
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const TypeInfo *type = TypeInfo::m_Types[i];
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const PClass *type = PClass::m_Types[i];
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if (type->ParentType == RUNTIME_CLASS(AAmmo) &&
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if (type->ParentClass == RUNTIME_CLASS(AAmmo) &&
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((AAmmo *)GetDefaultByType (type))->BackpackAmount > 0)
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{
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AAmmo *ammo = static_cast<AAmmo *>(other->FindInventory (type));
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@ -1959,13 +1961,13 @@ bool ABackpack::HandlePickup (AInventory *item)
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{
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// Since you already have a backpack, that means you already have every
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// kind of ammo in your inventory, so we don't need to look at the
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// entire TypeInfo list to discover what kinds of ammo exist, and we don't
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// entire PClass list to discover what kinds of ammo exist, and we don't
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// have to alter the MaxAmount either.
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if (item->IsKindOf (RUNTIME_CLASS(ABackpack)))
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{
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for (AInventory *probe = Owner->Inventory; probe != NULL; probe = probe->Inventory)
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{
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if (probe->GetClass()->ParentType == RUNTIME_CLASS(AAmmo))
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if (probe->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo))
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{
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if (probe->Amount < probe->MaxAmount)
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{
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@ -2020,7 +2022,7 @@ void ABackpack::DetachFromOwner ()
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for (item = Owner->Inventory; item != NULL; item = item->Inventory)
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{
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if (item->GetClass()->ParentType == RUNTIME_CLASS(AAmmo) &&
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if (item->GetClass()->ParentClass == RUNTIME_CLASS(AAmmo) &&
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item->MaxAmount == static_cast<AAmmo*>(item)->BackpackMaxAmount)
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{
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item->MaxAmount = static_cast<AInventory*>(item->GetDefault())->MaxAmount;
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