- most thinkers are done. Some stuff about polyobject pointers is temporarily disabled right now because some of the required functions have already been pulled out.

This commit is contained in:
Christoph Oelckers 2016-09-19 19:14:30 +02:00
commit e89d072abc
39 changed files with 290 additions and 342 deletions

View file

@ -16,7 +16,7 @@ public:
virtual bool HandlePickup (AInventory *item);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual void OwnerDied ();
virtual bool GetNoTeleportFreeze();
@ -52,7 +52,7 @@ class APowerupGiver : public AInventory
DECLARE_CLASS_WITH_META (APowerupGiver, AInventory, PClassPowerupGiver)
public:
virtual bool Use (bool pickup);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
@ -123,7 +123,7 @@ class APowerTorch : public APowerLightAmp
{
DECLARE_CLASS (APowerTorch, APowerLightAmp)
public:
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
protected:
void DoEffect ();
@ -135,7 +135,7 @@ class APowerFlight : public APowerup
DECLARE_CLASS (APowerFlight, APowerup)
public:
bool DrawPowerup (int x, int y);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
protected:
@ -159,7 +159,7 @@ class APowerSpeed : public APowerup
DECLARE_CLASS (APowerSpeed, APowerup)
protected:
void DoEffect ();
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
double GetSpeedFactor();
public:
@ -277,7 +277,7 @@ class APowerMorph : public APowerup
{
DECLARE_CLASS( APowerMorph, APowerup )
public:
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
void SetNoCallUndoMorph() { bNoCallUndoMorph = true; }

View file

@ -55,7 +55,7 @@ public:
void PostBeginPlay ();
void Tick ();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
protected:
DAngle Center;
@ -118,7 +118,7 @@ public:
void PostBeginPlay ();
void Tick ();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
protected:
DAngle MaxPitchChange;

View file

@ -60,7 +60,7 @@ public:
AInterpolationPoint *ScanForLoop ();
void FormChain ();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
TObjPtr<AInterpolationPoint> Next;
@ -167,7 +167,7 @@ protected:
virtual bool Interpolate ();
virtual void NewNode ();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
bool bActive, bJustStepped;
@ -584,7 +584,7 @@ class AMovingCamera : public APathFollower
public:
void PostBeginPlay ();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
protected:
bool Interpolate ();

View file

@ -153,7 +153,7 @@ class AInventory : public AActor
HAS_OBJECT_POINTERS
public:
virtual void Touch (AActor *toucher);
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual void MarkPrecacheSounds() const;
@ -255,7 +255,7 @@ class AAmmo : public AInventory
{
DECLARE_CLASS_WITH_META(AAmmo, AInventory, PClassAmmo)
public:
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
AInventory *CreateCopy (AActor *other);
bool HandlePickup (AInventory *item);
@ -313,7 +313,7 @@ public:
bool bAltFire; // Set when this weapon's alternate fire is used.
virtual void MarkPrecacheSounds() const;
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual bool ShouldStay ();
virtual void AttachToOwner (AActor *other);
@ -398,7 +398,7 @@ class AWeaponGiver : public AWeapon
public:
bool TryPickup(AActor *&toucher);
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
double DropAmmoFactor;
@ -435,7 +435,7 @@ class AHealthPickup : public AInventory
public:
int autousemode;
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
@ -456,7 +456,7 @@ class ABasicArmor : public AArmor
{
DECLARE_CLASS (ABasicArmor, AArmor)
public:
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual void Tick ();
virtual AInventory *CreateCopy (AActor *other);
@ -477,7 +477,7 @@ class ABasicArmorPickup : public AArmor
{
DECLARE_CLASS (ABasicArmorPickup, AArmor)
public:
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual bool Use (bool pickup);
@ -493,7 +493,7 @@ class ABasicArmorBonus : public AArmor
{
DECLARE_CLASS (ABasicArmorBonus, AArmor)
public:
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual bool Use (bool pickup);
@ -513,7 +513,7 @@ class AHexenArmor : public AArmor
{
DECLARE_CLASS (AHexenArmor, AArmor)
public:
DECLARE_OLD_SERIAL
virtual void Serialize(FSerializer &arc);
virtual AInventory *CreateCopy (AActor *other);
virtual AInventory *CreateTossable ();
@ -542,7 +542,7 @@ class APuzzleItem : public AInventory
{
DECLARE_CLASS_WITH_META(APuzzleItem, AInventory, PClassPuzzleItem)
public:
DECLARE_OLD_SERIAL
bool ShouldStay ();
bool Use (bool pickup);
bool HandlePickup (AInventory *item);
@ -564,7 +564,7 @@ class ABackpackItem : public AInventory
{
DECLARE_CLASS (ABackpackItem, AInventory)
public:
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
bool HandlePickup (AInventory *item);
AInventory *CreateCopy (AActor *other);

View file

@ -194,7 +194,7 @@ class AMorphProjectile : public AActor
DECLARE_CLASS (AMorphProjectile, AActor)
public:
int DoSpecialDamage (AActor *target, int damage, FName damagetype);
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
FNameNoInit PlayerClass, MonsterClass, MorphFlash, UnMorphFlash;
@ -207,7 +207,7 @@ class AMorphedMonster : public AActor
HAS_OBJECT_POINTERS
public:
void Tick ();
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
void Die (AActor *source, AActor *inflictor, int dmgflags);
void Destroy ();

View file

@ -74,7 +74,7 @@ class ASoundSequenceSlot : public AActor
DECLARE_CLASS (ASoundSequenceSlot, AActor)
HAS_OBJECT_POINTERS
public:
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
TObjPtr<DSeqNode> Sequence;

View file

@ -15,7 +15,7 @@ class AWeaponPiece : public AInventory
protected:
bool PrivateShouldStay ();
public:
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
bool TryPickup (AActor *&toucher);
bool TryPickupRestricted (AActor *&toucher);
@ -38,6 +38,6 @@ public:
int PieceMask;
PClassActor * PieceWeapon;
DECLARE_OLD_SERIAL
void Serialize(FSerializer &arc);
};