- 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)
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78 changed files with 1171 additions and 1039 deletions
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@ -1053,7 +1053,7 @@ void APlayerPawn::GiveDefaultInventory ()
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while (di)
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{
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const PClass *ti = PClass::FindClass (di->Name);
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PClassActor *ti = PClass::FindActor (di->Name);
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if (ti)
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{
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AInventory *item = FindInventory (ti);
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@ -1104,7 +1104,7 @@ void APlayerPawn::MorphPlayerThink ()
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void APlayerPawn::ActivateMorphWeapon ()
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{
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const PClass *morphweapon = PClass::FindClass (MorphWeapon);
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PClassActor *morphweapon = PClass::FindActor (MorphWeapon);
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player->PendingWeapon = WP_NOCHANGE;
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player->psprites[ps_weapon].sy = WEAPONTOP;
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@ -1341,8 +1341,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
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// [GRB] Parameterized version
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if (spawntype == NULL || !spawntype->IsDescendantOf(RUNTIME_CLASS(APlayerChunk)))
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{
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spawntype = PClass::FindClass("BloodySkull");
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if (spawntype == NULL) return 0;
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spawntype = PClass::FindActor("BloodySkull");
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if (spawntype == NULL)
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return 0;
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}
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self->flags &= ~MF_SOLID;
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