- Backported the classnames-are-names changes from the FP code.
SVN r97 (trunk)
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108 changed files with 1476 additions and 1053 deletions
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@ -204,7 +204,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile)
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}
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else if (domissile && MissileName != NAME_None)
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{
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const TypeInfo * ti=TypeInfo::IFindType(MissileName);
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const PClass * ti=PClass::FindClass(MissileName);
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if (ti)
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{
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// Although there is a P_SpawnMissileZ function its
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@ -416,7 +416,7 @@ void DoJumpIfInventory(AActor * self, AActor * owner)
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const char * ItemType=(const char *)StateParameters[index];
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int ItemAmount = EvalExpressionI (StateParameters[index+1], self);
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int JumpOffset = StateParameters[index+2];
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const TypeInfo * Type=TypeInfo::FindType(ItemType);
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const PClass * Type=PClass::FindClass(ItemType);
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if (!Type) return;
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@ -526,7 +526,7 @@ void A_CustomMissile(AActor * self)
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if (self->target != NULL || aimmode==2)
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{
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const TypeInfo * ti=TypeInfo::FindType(MissileName);
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const PClass * ti=PClass::FindClass(MissileName);
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if (ti)
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{
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angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
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@ -638,14 +638,14 @@ void A_CustomBulletAttack (AActor *self)
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int i;
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int bangle;
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int bslope;
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const TypeInfo *pufftype;
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const PClass *pufftype;
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if (self->target)
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{
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A_FaceTarget (self);
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bangle = self->angle;
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pufftype = TypeInfo::FindType(PuffType);
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pufftype = PClass::FindClass(PuffType);
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if (!pufftype) pufftype=RUNTIME_CLASS(ABulletPuff);
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bslope = P_AimLineAttack (self, bangle, MISSILERANGE);
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@ -733,7 +733,7 @@ void A_FireBullets (AActor *self)
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bool UseAmmo=EvalExpressionN (StateParameters[index+5], self);
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fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+6], self) * FRACUNIT);
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const TypeInfo * PuffType;
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const PClass * PuffType;
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player_t * player=self->player;
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AWeapon * weapon=player->ReadyWeapon;
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@ -755,7 +755,7 @@ void A_FireBullets (AActor *self)
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bangle = self->angle;
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bslope = bulletpitch;
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PuffType = TypeInfo::FindType(PuffTypeName);
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PuffType = PClass::FindClass(PuffTypeName);
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if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
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S_SoundID (self, CHAN_WEAPON, weapon->AttackSound, 1, ATTN_NORM);
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@ -803,7 +803,7 @@ void A_FireCustomMissile (AActor * self)
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if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
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}
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const TypeInfo * ti=TypeInfo::FindType(MissileName);
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const PClass * ti=PClass::FindClass(MissileName);
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if (ti)
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{
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angle_t ang = (self->angle - ANGLE_90) >> ANGLETOFINESHIFT;
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@ -847,7 +847,7 @@ void A_CustomPunch (AActor *self)
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const char * PuffTypeName=(const char *)StateParameters[index+3];
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fixed_t Range=fixed_t(EvalExpressionF (StateParameters[index+4], self) * FRACUNIT);
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const TypeInfo * PuffType;
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const PClass * PuffType;
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player_t *player=self->player;
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@ -868,7 +868,7 @@ void A_CustomPunch (AActor *self)
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if (!weapon->DepleteAmmo(weapon->bAltFire, true)) return; // out of ammo
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}
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PuffType = TypeInfo::FindType(PuffTypeName);
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PuffType = PClass::FindClass(PuffTypeName);
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if (!PuffType) PuffType=RUNTIME_CLASS(ABulletPuff);
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if (Range == 0) Range = MELEERANGE;
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@ -988,7 +988,7 @@ static void DoGiveInventory(AActor * self, AActor * receiver)
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int amount=EvalExpressionI (StateParameters[index+1], self);
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if (amount==0) amount=1;
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const TypeInfo * mi=TypeInfo::FindType(item);
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const PClass * mi=PClass::FindClass(item);
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if (mi)
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{
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AInventory *item = static_cast<AInventory *>(Spawn (mi, 0, 0, 0));
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@ -1040,7 +1040,7 @@ void DoTakeInventory(AActor * self, AActor * receiver)
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const char * item =(const char*)StateParameters[index];
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int amount=EvalExpressionI (StateParameters[index+1], self);
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const TypeInfo * mi=TypeInfo::FindType(item);
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const PClass * mi=PClass::FindClass(item);
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StateCall.Result=false;
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if (mi)
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@ -1083,7 +1083,7 @@ void A_SpawnItem(AActor * self)
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int index=CheckIndex(4, &CallingState);
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if (index<0) return;
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const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
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const PClass * missile= PClass::FindClass((const char *)StateParameters[index]);
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fixed_t distance = EvalExpressionF (StateParameters[index+1], self);
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fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
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bool useammo = EvalExpressionN (StateParameters[index+3], self);
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@ -1180,7 +1180,7 @@ void A_ThrowGrenade(AActor * self)
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int index=CheckIndex(5, &CallingState);
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if (index<0) return;
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const TypeInfo * missile= TypeInfo::FindType((const char *)StateParameters[index]);
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const PClass * missile= PClass::FindClass((const char *)StateParameters[index]);
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fixed_t zheight = fixed_t(EvalExpressionF (StateParameters[index+1], self) * FRACUNIT);
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fixed_t xymom = fixed_t(EvalExpressionF (StateParameters[index+2], self) * FRACUNIT);
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fixed_t zmom = fixed_t(EvalExpressionF (StateParameters[index+3], self) * FRACUNIT);
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@ -1251,7 +1251,7 @@ void A_SelectWeapon(AActor * actor)
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int index=CheckIndex(1, NULL);
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if (index<0 || actor->player == NULL) return;
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const TypeInfo * weapon= TypeInfo::FindType((const char *)StateParameters[index]);
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const PClass * weapon= PClass::FindClass((const char *)StateParameters[index]);
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AWeapon * weaponitem = static_cast<AWeapon*>(actor->FindInventory(weapon));
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if (weaponitem != NULL && weaponitem->IsKindOf(RUNTIME_CLASS(AWeapon)))
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@ -1357,12 +1357,12 @@ void A_SpawnDebris(AActor * self)
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{
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int i;
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AActor * mo;
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const TypeInfo * debris;
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const PClass * debris;
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int index=CheckIndex(1, NULL);
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if (index<0) return;
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debris = TypeInfo::FindType((const char *)StateParameters[index]);
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debris = PClass::FindClass((const char *)StateParameters[index]);
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if (debris == NULL) return;
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for (i = 0; i < GetDefaultByType(debris)->health; i++)
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@ -1454,7 +1454,7 @@ void A_DropInventory(AActor * self)
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{
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int index=CheckIndex(1, &CallingState);
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if (index<0) return;
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const TypeInfo * ti = TypeInfo::FindType((const char*)StateParameters[index]);
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const PClass * ti = PClass::FindClass((const char*)StateParameters[index]);
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if (ti)
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{
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AInventory * inv = self->FindInventory(ti);
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