- Standardized use of PClassActor::AllActorClasses for iterating over all classes of actors
instead of PClass::m_Types (now PClass::AllClasses). - Removed ClassIndex from PClass. It was only needed by FArchive, and maps take care of the problem just as well. - Moved PClass into a larger type system (which is likely to change some/lots once I try and actually use it and have a better feel for what I need from it). SVN r2281 (scripting)
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24 changed files with 1200 additions and 346 deletions
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@ -1119,9 +1119,9 @@ void FWeaponSlots::AddExtraWeapons()
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}
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// Append extra weapons to the slots.
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for (unsigned int i = 0; i < PClass::m_Types.Size(); ++i)
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for (unsigned int i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClass *cls = PClass::m_Types[i];
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PClass *cls = PClassActor::AllActorClasses[i];
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if (!cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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@ -1569,9 +1569,9 @@ void P_SetupWeapons_ntohton()
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cls = NULL;
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Weapons_ntoh.Push(cls); // Index 0 is always NULL.
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for (i = 0; i < PClass::m_Types.Size(); ++i)
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for (i = 0; i < PClassActor::AllActorClasses.Size(); ++i)
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{
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PClass *cls = PClass::m_Types[i];
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PClassActor *cls = PClassActor::AllActorClasses[i];
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if (cls->IsDescendantOf(RUNTIME_CLASS(AWeapon)))
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{
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