- scriptified the remains of AAmmo.

This commit is contained in:
Christoph Oelckers 2017-01-18 14:18:17 +01:00
commit d9fd2d509f
22 changed files with 122 additions and 245 deletions

View file

@ -44,7 +44,6 @@
#include "w_wad.h"
#include "a_keys.h"
#include "a_armor.h"
#include "a_ammo.h"
#include "sbar.h"
#include "sc_man.h"
#include "templates.h"
@ -527,7 +526,7 @@ static void AddAmmoToList(AWeapon * weapdef)
PClassInventory * ti = i==0? weapdef->AmmoType1 : weapdef->AmmoType2;
if (ti)
{
AAmmo * ammodef=(AAmmo*)GetDefaultByType(ti);
auto ammodef=(AInventory*)GetDefaultByType(ti);
if (ammodef && !(ammodef->ItemFlags&IF_INVBAR))
{
@ -561,9 +560,9 @@ static void GetAmmoTextLengths(player_t *CPlayer, int& ammocur, int& ammomax)
{
for (auto type : orderedammos)
{
AAmmo * ammoitem = static_cast<AAmmo*>(CPlayer->mo->FindInventory(type));
AAmmo * inv = nullptr == ammoitem
? static_cast<AAmmo*>(GetDefaultByType(type))
auto ammoitem = CPlayer->mo->FindInventory(type);
auto inv = nullptr == ammoitem
? static_cast<AInventory*>(GetDefaultByType(type))
: ammoitem;
assert(nullptr != inv);
@ -648,9 +647,9 @@ static int DrawAmmo(player_t *CPlayer, int x, int y)
{
PClassInventory * type = orderedammos[i];
AAmmo * ammoitem = (AAmmo*)CPlayer->mo->FindInventory(type);
auto ammoitem = CPlayer->mo->FindInventory(type);
AAmmo * inv = ammoitem? ammoitem : (AAmmo*)GetDefaultByType(orderedammos[i]);
auto inv = ammoitem? ammoitem : (AInventory*)GetDefaultByType(orderedammos[i]);
FTextureID AltIcon = GetHUDIcon(type);
FTextureID icon = !AltIcon.isNull()? AltIcon : inv->Icon;
if (!icon.isValid()) continue;