- 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)
This commit is contained in:
Randy Heit 2010-04-16 02:57:51 +00:00
commit ee55e0319f
24 changed files with 1200 additions and 346 deletions

View file

@ -2161,7 +2161,7 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
if(statusBar->CPlayer->cls == NULL)
return; //No class so we can not continue
int spawnClass = statusBar->CPlayer->cls->ClassIndex;
PClass *spawnClass = statusBar->CPlayer->cls;
for(unsigned int i = 0;i < classes.Size();i++)
{
if(classes[i] == spawnClass)
@ -2179,7 +2179,7 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
if(stricmp(sc.String, PlayerClasses[c].Type->DisplayName) == 0)
{
foundClass = true;
classes.Push(PlayerClasses[c].Type->ClassIndex);
classes.Push(PlayerClasses[c].Type);
break;
}
}
@ -2192,7 +2192,7 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
}
protected:
TArray<int> classes;
TArray<PClass*> classes;
};
////////////////////////////////////////////////////////////////////////////////