- added a no-parameter Spawn function for inventory items that never show on the map, because the coordinate and replacement parameters will always be 0 for them.
- started converting g_hexen. Most importantly this removes CHolyWeave as it is just a specialized version of A_Weave with far more convoluted use of parameters.
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parent
4e60ea0252
commit
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33 changed files with 168 additions and 175 deletions
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@ -1053,7 +1053,7 @@ void APlayerPawn::GiveDeathmatchInventory()
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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 *>(PClassActor::AllActorClasses[i]), 0,0,0, NO_REPLACE));
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key = static_cast<AKey *>(Spawn(static_cast<PClassActor *>(PClassActor::AllActorClasses[i])));
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if (!key->CallTryPickup (this))
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{
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key->Destroy ();
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@ -1327,7 +1327,7 @@ void APlayerPawn::GiveDefaultInventory ()
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// BasicArmor must come right after that. It should not affect any
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// other protection item as well but needs to process the damage
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// before the HexenArmor does.
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ABasicArmor *barmor = Spawn<ABasicArmor> (0,0,0, NO_REPLACE);
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ABasicArmor *barmor = Spawn<ABasicArmor> ();
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barmor->BecomeItem ();
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barmor->SavePercent = 0;
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barmor->Amount = 0;
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@ -1350,7 +1350,7 @@ void APlayerPawn::GiveDefaultInventory ()
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}
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else
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{
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item = static_cast<AInventory *>(Spawn (ti, 0,0,0, NO_REPLACE));
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item = static_cast<AInventory *>(Spawn (ti));
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item->ItemFlags |= IF_IGNORESKILL; // no skill multiplicators here
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item->Amount = di->Amount;
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if (item->IsKindOf (RUNTIME_CLASS (AWeapon)))
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