- 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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@ -810,14 +810,14 @@ void APlayerPawn::CheckWeaponSwitch(const PClass *ammotype)
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void APlayerPawn::GiveDeathmatchInventory()
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{
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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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if (PClass::m_Types[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
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if (PClassActor::AllActorClasses[i]->IsDescendantOf (RUNTIME_CLASS(AKey)))
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{
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AKey *key = (AKey *)GetDefaultByType (PClass::m_Types[i]);
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AKey *key = (AKey *)GetDefaultByType (PClassActor::AllActorClasses[i]);
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if (key->KeyNumber != 0)
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{
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key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClass::m_Types[i]), 0,0,0, NO_REPLACE));
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key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClassActor::AllActorClasses[i]), 0,0,0, NO_REPLACE));
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if (!key->CallTryPickup (this))
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{
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key->Destroy ();
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