- 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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@ -242,7 +242,7 @@ void AWeapon::AttachToOwner (AActor *other)
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//
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//===========================================================================
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AAmmo *AWeapon::AddAmmo (AActor *other, const TypeInfo *ammotype, int amount)
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AAmmo *AWeapon::AddAmmo (AActor *other, const PClass *ammotype, int amount)
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{
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AAmmo *ammo;
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@ -298,7 +298,7 @@ bool AWeapon::AddExistingAmmo (AAmmo *ammo, int amount)
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//
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//===========================================================================
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AWeapon *AWeapon::AddWeapon (const TypeInfo *weapontype)
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AWeapon *AWeapon::AddWeapon (const PClass *weapontype)
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{
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AWeapon *weap;
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@ -555,10 +555,10 @@ void FWeaponSlot::Clear ()
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bool FWeaponSlot::AddWeapon (const char *type)
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{
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return AddWeapon (TypeInfo::IFindType (type));
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return AddWeapon (PClass::FindClass (type));
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}
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bool FWeaponSlot::AddWeapon (const TypeInfo *type)
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bool FWeaponSlot::AddWeapon (const PClass *type)
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{
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int i;
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@ -628,7 +628,7 @@ void FWeaponSlots::Clear ()
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// then add it to the specified slot. False is returned if the weapon was
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// not in a slot and could not be added. True is returned otherwise.
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ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, const TypeInfo *type)
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ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, const PClass *type)
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{
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int currSlot, index;
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@ -644,7 +644,7 @@ ESlotDef FWeaponSlots::AddDefaultWeapon (int slot, const TypeInfo *type)
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return SLOTDEF_Exists;
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}
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bool FWeaponSlots::LocateWeapon (const TypeInfo *type, int *const slot, int *const index)
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bool FWeaponSlots::LocateWeapon (const PClass *type, int *const slot, int *const index)
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{
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int i, j;
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@ -724,7 +724,7 @@ AWeapon *PickNextWeapon (player_s *player)
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{
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int slot = (unsigned)((start + i) / MAX_WEAPONS_PER_SLOT) % NUM_WEAPON_SLOTS;
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int index = (unsigned)(start + i) % MAX_WEAPONS_PER_SLOT;
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const TypeInfo *type = LocalWeapons.Slots[slot].Weapons[index];
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const PClass *type = LocalWeapons.Slots[slot].Weapons[index];
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AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory (type));
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if (weap != NULL && weap->CheckAmmo (AWeapon::EitherFire, false))
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@ -759,7 +759,7 @@ AWeapon *PickPrevWeapon (player_s *player)
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slot += NUM_WEAPON_SLOTS * MAX_WEAPONS_PER_SLOT;
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int index = slot % MAX_WEAPONS_PER_SLOT;
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slot /= MAX_WEAPONS_PER_SLOT;
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const TypeInfo *type = LocalWeapons.Slots[slot].Weapons[index];
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const PClass *type = LocalWeapons.Slots[slot].Weapons[index];
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AWeapon *weap = static_cast<AWeapon *> (player->mo->FindInventory (type));
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if (weap != NULL && weap->CheckAmmo (AWeapon::EitherFire, false))
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@ -791,7 +791,7 @@ CCMD (setslot)
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i < MAX_WEAPONS_PER_SLOT && LocalWeapons.Slots[slot].GetWeapon(i) != NULL;
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++i)
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{
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Printf (" %s", LocalWeapons.Slots[slot].GetWeapon(i)->Name+1);
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Printf (" %s", LocalWeapons.Slots[slot].GetWeapon(i)->TypeName.GetChars());
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}
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Printf ("\n");
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}
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@ -881,7 +881,7 @@ CCMD (weaponsection)
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CCMD (addslotdefault)
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{
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const TypeInfo *type;
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const PClass *type;
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unsigned int slot;
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if (argv.argc() != 3 || (slot = atoi (argv[1])) >= NUM_WEAPON_SLOTS)
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@ -896,7 +896,7 @@ CCMD (addslotdefault)
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return;
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}
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type = TypeInfo::IFindType (argv[2]);
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type = PClass::FindClass (argv[2]);
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if (type == NULL || !type->IsDescendantOf (RUNTIME_CLASS(AWeapon)))
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{
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Printf ("%s is not a weapon\n", argv[2]);
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@ -975,7 +975,7 @@ void FWeaponSlots::SaveSlots (FConfigFile &config)
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{
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buff[index++] = ' ';
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}
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const char *name = Slots[i].Weapons[j]->Name+1;
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const char *name = Slots[i].Weapons[j]->TypeName.GetChars();
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strcpy (buff+index, name);
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index += (int)strlen (name);
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}
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