- Removed the third parameter from dumpclasses when it was restricted it to Actors, because

I have no idea what that was all about.
- Got rid of FActorInfo and merged it into a new PClassActor.

SVN r2240 (scripting)
This commit is contained in:
Randy Heit 2010-03-24 02:49:37 +00:00
commit f88f601230
78 changed files with 1171 additions and 1039 deletions

View file

@ -263,8 +263,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
if (self->target == NULL)
return 0;
if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
if (damage == 0) damage = 2;
if (pufftype == NULL)
{
pufftype = PClass::FindActor(NAME_BulletPuff);
}
if (damage == 0)
{
damage = 2;
}
A_FaceTarget (self);
if (self->CheckMeleeRange ())
@ -357,7 +363,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
//
//============================================================================
void P_GunShot2 (AActor *mo, bool accurate, int pitch, const PClass *pufftype)
void P_GunShot2 (AActor *mo, bool accurate, int pitch, PClassActor *pufftype)
{
angle_t angle;
int damage;
@ -390,7 +396,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
A_FaceTarget (self);
P_GunShot2 (self, accurate, P_AimLineAttack (self, self->angle, MISSILERANGE),
PClass::FindClass(NAME_BulletPuff));
PClass::FindActor(NAME_BulletPuff));
return 0;
}
@ -414,7 +420,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun)
pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
for (int i = 0; i < 7; ++i)
{
P_GunShot2 (self, false, pitch, PClass::FindClass(NAME_BulletPuff));
P_GunShot2 (self, false, pitch, PClass::FindActor(NAME_BulletPuff));
}
self->special1 = level.maptime + 27;
return 0;
@ -489,7 +495,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
A_FaceTarget (self);
P_GunShot2 (self, accurate, P_AimLineAttack (self, self->angle, MISSILERANGE),
PClass::FindClass(NAME_BulletPuff));
PClass::FindActor(NAME_BulletPuff));
return 0;
}
@ -637,9 +643,9 @@ void AScriptedMarine::SetWeapon (EMarineWeapon type)
void AScriptedMarine::SetSprite (const PClass *source)
{
if (source == NULL || source->ActorInfo == NULL)
if (source == NULL)
{ // A valid actor class wasn't passed, so use the standard sprite
SpriteOverride = sprite = GetClass()->ActorInfo->OwnedStates[0].sprite;
SpriteOverride = sprite = GetClass()->OwnedStates[0].sprite;
// Copy the standard scaling
scaleX = GetDefault()->scaleX;
scaleY = GetDefault()->scaleY;