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- Removed the RUNTIME_TYPE macro. I just included it because MFC has one, but it's pretty
pointless here. SVN r2267 (scripting)
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06995e26d9
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9 changed files with 14 additions and 16 deletions
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@ -524,7 +524,7 @@ public:
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inline AActor *GetDefault () const
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inline AActor *GetDefault () const
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{
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{
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return (AActor *)(RUNTIME_TYPE(this)->Defaults);
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return (AActor *)(this->GetClass()->Defaults);
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}
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}
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DDropItem *GetDropItems() const;
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DDropItem *GetDropItems() const;
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@ -80,7 +80,6 @@ class DPillar;
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class PClassActor;
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class PClassActor;
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#define RUNTIME_TYPE(object) (object->GetClass()) // Passed an object, returns the type of that object
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#define RUNTIME_CLASS_CASTLESS(cls) (cls::RegistrationInfo.MyClass) // Passed a native class name, returns a PClass representing that class
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#define RUNTIME_CLASS_CASTLESS(cls) (cls::RegistrationInfo.MyClass) // Passed a native class name, returns a PClass representing that class
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#define RUNTIME_CLASS(cls) ((cls::MetaClass *)RUNTIME_CLASS_CASTLESS(cls)) // Like above, but returns the true type of the meta object
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#define RUNTIME_CLASS(cls) ((cls::MetaClass *)RUNTIME_CLASS_CASTLESS(cls)) // Like above, but returns the true type of the meta object
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#define NATIVE_TYPE(object) (object->StaticType()) // Passed an object, returns the type of the C++ class representing the object
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#define NATIVE_TYPE(object) (object->StaticType()) // Passed an object, returns the type of the C++ class representing the object
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@ -1043,7 +1043,7 @@ FArchive &FArchive::WriteObject (DObject *obj)
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}
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}
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else
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else
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{
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{
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PClass *type = RUNTIME_TYPE(obj);
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PClass *type = obj->GetClass();
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if (type == RUNTIME_CLASS(DObject))
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if (type == RUNTIME_CLASS(DObject))
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{
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{
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@ -285,7 +285,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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if (!self->IsKindOf (RUNTIME_CLASS(ASorcBall)))
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if (!self->IsKindOf (RUNTIME_CLASS(ASorcBall)))
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{
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{
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I_Error ("Corrupted sorcerer:\nTried to use a %s", RUNTIME_TYPE(self)->TypeName.GetChars());
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I_Error ("Corrupted sorcerer:\nTried to use a %s", self->GetClass()->TypeName.GetChars());
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}
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}
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actor = static_cast<ASorcBall *> (self);
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actor = static_cast<ASorcBall *> (self);
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@ -317,7 +317,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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break;
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break;
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case SORC_STOPPING: // Balls stopping
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case SORC_STOPPING: // Balls stopping
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if ((parent->StopBall == RUNTIME_TYPE(actor)) &&
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if ((parent->StopBall == actor->GetClass()) &&
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(parent->args[1] > SORCBALL_SPEED_ROTATIONS) &&
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(parent->args[1] > SORCBALL_SPEED_ROTATIONS) &&
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(abs(angle - (parent->angle>>ANGLETOFINESHIFT)) < (30<<5)))
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(abs(angle - (parent->angle>>ANGLETOFINESHIFT)) < (30<<5)))
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{
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{
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@ -334,7 +334,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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break;
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break;
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case SORC_FIRESPELL: // Casting spell
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case SORC_FIRESPELL: // Casting spell
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if (parent->StopBall == RUNTIME_TYPE(actor))
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if (parent->StopBall == actor->GetClass())
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{
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{
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// Put sorcerer into special throw spell anim
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// Put sorcerer into special throw spell anim
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if (parent->health > 0)
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if (parent->health > 0)
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@ -345,7 +345,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
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break;
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break;
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case SORC_FIRING_SPELL:
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case SORC_FIRING_SPELL:
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if (parent->StopBall == RUNTIME_TYPE(actor))
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if (parent->StopBall == actor->GetClass())
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{
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{
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if (actor->special2-- <= 0)
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if (actor->special2-- <= 0)
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{
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{
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@ -263,7 +263,7 @@ FSpotList *DSpotState::FindSpotList(const PClass *type)
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bool DSpotState::AddSpot(ASpecialSpot *spot)
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bool DSpotState::AddSpot(ASpecialSpot *spot)
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{
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{
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FSpotList *list = FindSpotList(RUNTIME_TYPE(spot));
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FSpotList *list = FindSpotList(spot->GetClass());
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if (list != NULL) return list->Add(spot);
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if (list != NULL) return list->Add(spot);
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return false;
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return false;
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}
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}
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@ -276,7 +276,7 @@ bool DSpotState::AddSpot(ASpecialSpot *spot)
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bool DSpotState::RemoveSpot(ASpecialSpot *spot)
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bool DSpotState::RemoveSpot(ASpecialSpot *spot)
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{
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{
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FSpotList *list = FindSpotList(RUNTIME_TYPE(spot));
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FSpotList *list = FindSpotList(spot->GetClass());
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if (list != NULL) return list->Remove(spot);
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if (list != NULL) return list->Remove(spot);
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return false;
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return false;
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}
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}
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@ -393,7 +393,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem)
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AActor *spot = NULL;
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AActor *spot = NULL;
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DSpotState *state = DSpotState::GetSpotState();
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DSpotState *state = DSpotState::GetSpotState();
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if (state != NULL) spot = state->GetRandomSpot(RUNTIME_TYPE(self), true);
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if (state != NULL) spot = state->GetRandomSpot(self->GetClass(), true);
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if (spot == NULL) return 0;
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if (spot == NULL) return 0;
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if (!multiplayer && pr_spawnmace() < fail_sp)
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if (!multiplayer && pr_spawnmace() < fail_sp)
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@ -429,7 +429,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem)
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}
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}
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if (spawned->IsKindOf(RUNTIME_CLASS(AInventory)))
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if (spawned->IsKindOf(RUNTIME_CLASS(AInventory)))
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{
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{
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static_cast<AInventory*>(spawned)->SpawnPointClass = RUNTIME_TYPE(self);
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static_cast<AInventory*>(spawned)->SpawnPointClass = self->GetClass();
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}
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}
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}
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}
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return 0;
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return 0;
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@ -556,7 +556,7 @@ static void DrawOneWeapon(player_t * CPlayer, int x, int & y, AWeapon * weapon)
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// Powered up weapons and inherited sister weapons are not displayed.
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// Powered up weapons and inherited sister weapons are not displayed.
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if (weapon->WeaponFlags & WIF_POWERED_UP) return;
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if (weapon->WeaponFlags & WIF_POWERED_UP) return;
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if (weapon->SisterWeapon && weapon->IsKindOf(RUNTIME_TYPE(weapon->SisterWeapon))) return;
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if (weapon->SisterWeapon && weapon->IsKindOf(weapon->SisterWeapon->GetClass())) return;
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trans=0x6666;
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trans=0x6666;
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if (CPlayer->ReadyWeapon)
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if (CPlayer->ReadyWeapon)
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@ -4822,7 +4822,7 @@ int DLevelScript::RunScript ()
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}
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}
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else if (activator)
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else if (activator)
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{
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{
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work += RUNTIME_TYPE(activator)->TypeName.GetChars();
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work += activator->GetClass()->TypeName.GetChars();
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}
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}
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else
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else
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{
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{
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@ -1178,8 +1178,7 @@ bool P_LookForMonsters (AActor *actor)
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{ // Stop searching
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{ // Stop searching
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return false;
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return false;
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}
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}
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if (mo->IsKindOf (RUNTIME_TYPE(actor)) ||
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if (mo->IsKindOf (actor->GetClass()) || actor->IsKindOf (mo->GetClass()))
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actor->IsKindOf (RUNTIME_TYPE(mo)))
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{ // [RH] Don't go after same species
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{ // [RH] Don't go after same species
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continue;
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continue;
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}
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}
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@ -2499,7 +2499,7 @@ void P_NightmareRespawn (AActor *mobj)
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// spawn it
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// spawn it
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x = mobj->SpawnPoint[0];
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x = mobj->SpawnPoint[0];
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y = mobj->SpawnPoint[1];
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y = mobj->SpawnPoint[1];
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mo = Spawn (RUNTIME_TYPE(mobj), x, y, z, NO_REPLACE);
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mo = Spawn (mobj->GetClass(), x, y, z, NO_REPLACE);
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if (z == ONFLOORZ)
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if (z == ONFLOORZ)
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mo->z += mo->SpawnPoint[2];
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mo->z += mo->SpawnPoint[2];
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