- 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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900324c205
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24 changed files with 1200 additions and 346 deletions
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@ -2161,7 +2161,7 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
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if(statusBar->CPlayer->cls == NULL)
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return; //No class so we can not continue
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int spawnClass = statusBar->CPlayer->cls->ClassIndex;
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PClass *spawnClass = statusBar->CPlayer->cls;
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for(unsigned int i = 0;i < classes.Size();i++)
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{
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if(classes[i] == spawnClass)
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@ -2179,7 +2179,7 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
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if(stricmp(sc.String, PlayerClasses[c].Type->DisplayName) == 0)
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{
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foundClass = true;
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classes.Push(PlayerClasses[c].Type->ClassIndex);
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classes.Push(PlayerClasses[c].Type);
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break;
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}
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}
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@ -2192,7 +2192,7 @@ class CommandPlayerClass : public SBarInfoCommandFlowControl
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SBarInfoCommandFlowControl::Parse(sc, fullScreenOffsets);
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}
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protected:
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TArray<int> classes;
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TArray<PClass*> classes;
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};
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////////////////////////////////////////////////////////////////////////////////
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