mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 01:21:17 +00:00
- removed all remaining native parts of APlayerPawn.
Unlike the other classes, the places where variables from this class were accessed were quite scattered so there isn't much scriptified code. Instead, most of these places are now using the script variable access methods. This was the last remaining subclass of AActor, meaning that class Actor can now be opened for user-side extensions.
This commit is contained in:
parent
15bcc4c6a1
commit
251b096b48
36 changed files with 154 additions and 168 deletions
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@ -742,11 +742,6 @@ public:
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bool CallOkayToSwitchTarget(AActor *other);
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bool OkayToSwitchTarget (AActor *other);
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// Note: Although some of the inventory functions are virtual, this
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// is not exposed to scripts, as the only class overriding them is
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// APlayerPawn for some specific handling for players. None of this
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// should ever be overridden by custom classes.
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// Uses an item and removes it from the inventory.
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bool UseInventory (AActor *item);
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@ -1107,7 +1102,7 @@ public:
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int32_t threshold; // if > 0, the target will be chased
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int32_t DefThreshold; // [MC] Default threshold which the actor will reset its threshold to after switching targets
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// no matter what (even if shot)
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player_t *player; // only valid if type of APlayerPawn
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player_t *player; // only valid if type of PlayerPawn
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TObjPtr<AActor*> LastLookActor; // Actor last looked for (if TIDtoHate != 0)
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DVector3 SpawnPoint; // For nightmare respawn
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uint16_t SpawnAngle;
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@ -347,7 +347,7 @@ void DBot::ThinkForMove (ticcmd_t *cmd)
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old = player->mo->Pos();
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}
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int P_GetRealMaxHealth(APlayerPawn *actor, int max);
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int P_GetRealMaxHealth(AActor *actor, int max);
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//BOT_WhatToGet
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//
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@ -1041,12 +1041,12 @@ FConsoleCommand::~FConsoleCommand ()
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delete[] m_Name;
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}
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void FConsoleCommand::Run (FCommandLine &argv, APlayerPawn *who, int key)
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void FConsoleCommand::Run (FCommandLine &argv, AActor *who, int key)
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{
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m_RunFunc (argv, who, key);
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}
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void FUnsafeConsoleCommand::Run (FCommandLine &args, APlayerPawn *instigator, int key)
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void FUnsafeConsoleCommand::Run (FCommandLine &args, AActor *instigator, int key)
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{
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if (UnsafeExecutionContext)
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{
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@ -1457,7 +1457,7 @@ bool FConsoleAlias::IsAlias ()
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return true;
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}
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void FConsoleAlias::Run (FCommandLine &args, APlayerPawn *who, int key)
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void FConsoleAlias::Run (FCommandLine &args, AActor *who, int key)
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{
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if (bRunning)
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{
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@ -1521,7 +1521,7 @@ void FConsoleAlias::SafeDelete ()
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}
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}
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void FUnsafeConsoleAlias::Run (FCommandLine &args, APlayerPawn *instigator, int key)
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void FUnsafeConsoleAlias::Run (FCommandLine &args, AActor *instigator, int key)
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{
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UnsafeExecutionScope scope;
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FConsoleAlias::Run(args, instigator, key);
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@ -37,7 +37,6 @@
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#include "doomtype.h"
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class FConfigFile;
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class APlayerPawn;
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// Class that can parse command lines
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class FCommandLine
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@ -96,7 +95,8 @@ void C_ClearAliases ();
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// build a single string out of multiple strings
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FString BuildString (int argc, FString *argv);
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typedef void (*CCmdRun) (FCommandLine &argv, APlayerPawn *instigator, int key);
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class AActor;
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typedef void (*CCmdRun) (FCommandLine &argv, AActor *instigator, int key);
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class FConsoleCommand
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{
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@ -106,7 +106,7 @@ public:
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virtual bool IsAlias ();
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void PrintCommand () { Printf ("%s\n", m_Name); }
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virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key);
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virtual void Run (FCommandLine &args, AActor *instigator, int key);
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static FConsoleCommand* FindByName (const char* name);
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FConsoleCommand *m_Next, **m_Prev;
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@ -123,9 +123,9 @@ protected:
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};
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#define CCMD(n) \
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void Cmd_##n (FCommandLine &, APlayerPawn *, int key); \
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void Cmd_##n (FCommandLine &, AActor *, int key); \
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FConsoleCommand Cmd_##n##_Ref (#n, Cmd_##n); \
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void Cmd_##n (FCommandLine &argv, APlayerPawn *who, int key)
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void Cmd_##n (FCommandLine &argv, AActor *who, int key)
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class FUnsafeConsoleCommand : public FConsoleCommand
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{
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@ -135,13 +135,13 @@ public:
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{
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}
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virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key) override;
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virtual void Run (FCommandLine &args, AActor *instigator, int key) override;
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};
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#define UNSAFE_CCMD(n) \
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static void Cmd_##n (FCommandLine &, APlayerPawn *, int key); \
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static void Cmd_##n (FCommandLine &, AActor *, int key); \
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static FUnsafeConsoleCommand Cmd_##n##_Ref (#n, Cmd_##n); \
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void Cmd_##n (FCommandLine &argv, APlayerPawn *who, int key)
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void Cmd_##n (FCommandLine &argv, AActor *who, int key)
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const int KEY_DBLCLICKED = 0x8000;
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@ -150,7 +150,7 @@ class FConsoleAlias : public FConsoleCommand
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public:
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FConsoleAlias (const char *name, const char *command, bool noSave);
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~FConsoleAlias ();
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void Run (FCommandLine &args, APlayerPawn *Instigator, int key);
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void Run (FCommandLine &args, AActor *instigator, int key);
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bool IsAlias ();
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void PrintAlias ();
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void Archive (FConfigFile *f);
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@ -171,7 +171,7 @@ public:
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{
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}
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virtual void Run (FCommandLine &args, APlayerPawn *instigator, int key) override;
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virtual void Run (FCommandLine &args, AActor *instigator, int key) override;
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};
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// Actions
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@ -2000,7 +2000,7 @@ static int PatchMisc (int dummy)
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health->IntVar(NAME_Amount) = health->IntVar(NAME_MaxAmount) = deh.MegasphereHealth;
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}
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APlayerPawn *player = static_cast<APlayerPawn *> (GetDefaultByName ("DoomPlayer"));
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AActor *player = GetDefaultByName ("DoomPlayer");
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if (player != NULL)
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{
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player->health = deh.StartHealth;
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@ -136,7 +136,7 @@ void G_BuildTiccmd (ticcmd_t *cmd);
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void D_DoAdvanceDemo (void);
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static void SendSetup (uint32_t playersdetected[MAXNETNODES], uint8_t gotsetup[MAXNETNODES], int len);
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static void RunScript(uint8_t **stream, APlayerPawn *pawn, int snum, int argn, int always);
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static void RunScript(uint8_t **stream, AActor *pawn, int snum, int argn, int always);
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int reboundpacket;
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uint8_t reboundstore[MAX_MSGLEN];
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@ -2698,7 +2698,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
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}
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// Used by DEM_RUNSCRIPT, DEM_RUNSCRIPT2, and DEM_RUNNAMEDSCRIPT
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static void RunScript(uint8_t **stream, APlayerPawn *pawn, int snum, int argn, int always)
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static void RunScript(uint8_t **stream, AActor *pawn, int snum, int argn, int always)
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{
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int arg[4] = { 0, 0, 0, 0 };
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int i;
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@ -79,11 +79,6 @@ extern ColorSetList ColorSets;
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FString GetPrintableDisplayName(PClassActor *cls);
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class APlayerPawn : public AActor
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{
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DECLARE_CLASS(APlayerPawn, AActor)
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};
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void PlayIdle(AActor *player);
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@ -296,7 +291,7 @@ public:
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void SetLogText (const char *text);
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void SendPitchLimits() const;
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APlayerPawn *mo = nullptr;
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AActor *mo = nullptr;
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uint8_t playerstate = 0;
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ticcmd_t cmd = {};
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usercmd_t original_cmd;
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@ -509,7 +509,7 @@ void DObject::StaticPointerSubstitution (AActor *old, AActor *notOld)
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{
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if (playeringame[i])
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{
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APlayerPawn *replacement = static_cast<APlayerPawn *>(notOld);
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AActor *replacement = notOld;
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auto &p = players[i];
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if (p.mo == old) p.mo = replacement, changed++;
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@ -296,7 +296,7 @@ static int T_GetPlayerNum(const svalue_t &arg)
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return playernum;
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}
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APlayerPawn *T_GetPlayerActor(const svalue_t &arg)
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AActor *T_GetPlayerActor(const svalue_t &arg)
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{
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int num = T_GetPlayerNum(arg);
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return num == -1 ? nullptr : players[num].mo;
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@ -308,7 +308,7 @@ CCMD (slot)
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if (slot < NUM_WEAPON_SLOTS && mo)
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{
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// Needs to be redone
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IFVIRTUALPTR(mo, APlayerPawn, PickWeapon)
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IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickWeapon)
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{
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VMValue param[] = { mo, slot, !(dmflags2 & DF2_DONTCHECKAMMO) };
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VMReturn ret((void**)&SendItemUse);
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@ -349,7 +349,7 @@ CCMD (weapnext)
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if (mo)
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{
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// Needs to be redone
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IFVIRTUALPTR(mo, APlayerPawn, PickNextWeapon)
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IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickNextWeapon)
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{
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VMValue param[] = { mo };
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VMReturn ret((void**)&SendItemUse);
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@ -375,7 +375,7 @@ CCMD (weapprev)
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if (mo)
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{
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// Needs to be redone
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IFVIRTUALPTR(mo, APlayerPawn, PickPrevWeapon)
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IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickPrevWeapon)
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{
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VMValue param[] = { mo };
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VMReturn ret((void**)&SendItemUse);
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@ -493,7 +493,7 @@ CCMD (drop)
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CCMD (useflechette)
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{
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if (who == nullptr) return;
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IFVIRTUALPTR(who, APlayerPawn, GetFlechetteItem)
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IFVIRTUALPTRNAME(who, NAME_PlayerPawn, GetFlechetteItem)
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{
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VMValue params[] = { who };
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AActor *cls;
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@ -1266,7 +1266,7 @@ void G_PlayerReborn (int player)
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int chasecam;
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uint8_t currclass;
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userinfo_t userinfo; // [RH] Save userinfo
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APlayerPawn *actor;
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AActor *actor;
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PClassActor *cls;
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FString log;
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DBot *Bot; //Added by MC:
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@ -1314,7 +1314,7 @@ void G_PlayerReborn (int player)
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{
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// [GRB] Give inventory specified in DECORATE
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IFVIRTUALPTR(actor, APlayerPawn, GiveDefaultInventory)
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IFVIRTUALPTRNAME(actor, NAME_PlayerPawn, GiveDefaultInventory)
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{
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VMValue params[1] = { actor };
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VMCall(func, params, 1, nullptr, 0);
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@ -763,7 +763,7 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
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//===========================================================================
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//
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// APlayerPawn :: SetupWeaponSlots
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// SetupWeaponSlots
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//
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// Sets up the default weapon slots for this player. If this is also the
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// local player, determines local modifications and sends those across the
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@ -771,7 +771,7 @@ void P_PlaybackKeyConfWeapons(FWeaponSlots *slots)
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//
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//===========================================================================
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void FWeaponSlots::SetupWeaponSlots(APlayerPawn *pp)
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void FWeaponSlots::SetupWeaponSlots(AActor *pp)
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{
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auto player = pp->player;
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if (player != nullptr && player->mo == pp)
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@ -2,7 +2,6 @@
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#include "a_pickups.h"
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class PClassActor;
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class APlayerPawn;
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class FWeaponSlot
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{
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void SendDifferences(int playernum, const FWeaponSlots &other);
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int RestoreSlots (FConfigFile *config, const char *section);
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void PrintSettings();
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static void SetupWeaponSlots(APlayerPawn *pp);
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static void SetupWeaponSlots(AActor *pp);
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void AddSlot(int slot, PClassActor *type, bool feedback);
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void AddSlotDefault(int slot, PClassActor *type, bool feedback);
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@ -328,8 +328,8 @@ void G_NewInit ()
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int i;
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// Destory all old player refrences that may still exist
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TThinkerIterator<APlayerPawn> it(STAT_TRAVELLING);
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APlayerPawn *pawn, *next;
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TThinkerIterator<AActor> it(NAME_PlayerPawn, STAT_TRAVELLING);
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AActor *pawn, *next;
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next = it.Next();
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while ((pawn = next) != NULL)
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@ -1313,15 +1313,15 @@ void G_StartTravel ()
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int G_FinishTravel ()
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{
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TThinkerIterator<APlayerPawn> it (STAT_TRAVELLING);
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APlayerPawn *pawn, *pawndup, *oldpawn, *next;
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TThinkerIterator<AActor> it (NAME_PlayerPawn, STAT_TRAVELLING);
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AActor *pawn, *pawndup, *oldpawn, *next;
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AActor *inv;
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FPlayerStart *start;
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int pnum;
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int failnum = 0;
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//
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APlayerPawn* pawns[MAXPLAYERS];
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AActor* pawns[MAXPLAYERS];
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int pawnsnum = 0;
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next = it.Next ();
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@ -1666,8 +1666,8 @@ void G_UnSnapshotLevel (bool hubLoad)
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G_SerializeLevel (arc, hubLoad);
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level.FromSnapshot = true;
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TThinkerIterator<APlayerPawn> it;
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APlayerPawn *pawn, *next;
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TThinkerIterator<AActor> it(NAME_PlayerPawn);
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AActor *pawn, *next;
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next = it.Next();
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while ((pawn = next) != 0)
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@ -65,7 +65,7 @@ void A_Unblock(AActor *self, bool drop)
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self->Conversation = NULL;
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// If the actor has attached metadata for items to drop, drop those.
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if (drop && !self->IsKindOf (RUNTIME_CLASS (APlayerPawn))) // [GRB]
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if (drop && !self->IsKindOf(NAME_PlayerPawn)) // [GRB]
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{
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auto di = self->GetDropItems();
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@ -92,7 +92,7 @@ CVAR (Bool, gl_attachedlights, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG);
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//==========================================================================
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//
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//==========================================================================
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DEFINE_SCRIPTED_PROPERTY(type, S, DynamicLight)
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DEFINE_CLASS_PROPERTY(type, S, DynamicLight)
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{
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PROP_STRING_PARM(str, 0);
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static const char * ltype_names[]={
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@ -490,7 +490,7 @@ FTexture *FMugShot::GetFace(player_t *player, const char *default_face, int accu
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if (CurrentState != NULL)
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{
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int skin = player->userinfo.GetSkin();
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const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? ((APlayerPawn*)GetDefaultByType(player->MorphedPlayerClass))->NameVar(NAME_Face).GetChars() : Skins[skin].Face.GetChars());
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const char *skin_face = (stateflags & FMugShot::CUSTOM) ? nullptr : (player->morphTics ? (GetDefaultByType(player->MorphedPlayerClass))->NameVar(NAME_Face).GetChars() : Skins[skin].Face.GetChars());
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return CurrentState->GetCurrentFrameTexture(default_face, skin_face, level, angle);
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}
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return NULL;
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@ -424,7 +424,7 @@ void DIntermissionScreenCast::Init(FIntermissionAction *desc, bool first)
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mCastSounds[i].mSound = static_cast<FIntermissionActionCast*>(desc)->mCastSounds[i].mSound;
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}
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caststate = mDefaults->SeeState;
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if (mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
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if (mClass->IsDescendantOf(NAME_PlayerPawn))
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{
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advplayerstate = mDefaults->MissileState;
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casttranslation = TRANSLATION(TRANSLATION_Players, consoleplayer);
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@ -467,7 +467,7 @@ int DIntermissionScreenCast::Responder (event_t *ev)
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castframes = 0;
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castattacking = false;
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if (mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
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if (mClass->IsDescendantOf(NAME_PlayerPawn))
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{
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int snd = S_FindSkinnedSound(players[consoleplayer].mo, "*death");
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if (snd != 0) S_Sound (CHAN_VOICE | CHAN_UI, snd, 1, ATTN_NONE);
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@ -527,7 +527,7 @@ int DIntermissionScreenCast::Ticker ()
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{
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// go into attack frame
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castattacking = true;
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if (!mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
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if (!mClass->IsDescendantOf(NAME_PlayerPawn))
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{
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if (castonmelee)
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basestate = caststate = mDefaults->MeleeState;
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@ -594,7 +594,7 @@ void DIntermissionScreenCast::Drawer ()
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if (!(mDefaults->flags4 & MF4_NOSKIN) &&
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mDefaults->SpawnState != NULL && caststate->sprite == mDefaults->SpawnState->sprite &&
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mClass->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)) &&
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mClass->IsDescendantOf(NAME_PlayerPawn) &&
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Skins.Size() > 0)
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{
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// Only use the skin sprite if this class has not been removed from the
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@ -548,7 +548,7 @@ FString cht_Morph(player_t *player, PClassActor *morphclass, bool quickundo)
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{
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if (player->mo == nullptr) return "";
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IFVIRTUALPTR(player->mo, APlayerPawn, CheatMorph)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatMorph)
|
||||
{
|
||||
FString message;
|
||||
VMReturn msgret(&message);
|
||||
|
@ -562,7 +562,7 @@ FString cht_Morph(player_t *player, PClassActor *morphclass, bool quickundo)
|
|||
void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
|
||||
{
|
||||
if (!player->mo) return;
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, CheatTakeInv)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeInv)
|
||||
{
|
||||
FString message = string;
|
||||
VMValue params[] = { player->mo, &message, amount, beyond };
|
||||
|
@ -573,7 +573,7 @@ void cht_SetInv(player_t *player, const char *string, int amount, bool beyond)
|
|||
void cht_Give (player_t *player, const char *name, int amount)
|
||||
{
|
||||
if (!player->mo) return;
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, CheatGive)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatGive)
|
||||
{
|
||||
FString namestr = name;
|
||||
VMValue params[3] = { player->mo, &namestr, amount };
|
||||
|
@ -584,7 +584,7 @@ void cht_Give (player_t *player, const char *name, int amount)
|
|||
void cht_Take (player_t *player, const char *name, int amount)
|
||||
{
|
||||
if (!player->mo) return;
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, CheatTake)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTake)
|
||||
{
|
||||
FString namestr = name;
|
||||
VMValue params[3] = { player->mo, &namestr, amount };
|
||||
|
@ -595,7 +595,7 @@ void cht_Take (player_t *player, const char *name, int amount)
|
|||
void cht_Takeweaps(player_t *player)
|
||||
{
|
||||
if (!player->mo) return;
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, CheatTakeWeaps)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CheatTakeWeaps)
|
||||
{
|
||||
VMValue params[3] = { player->mo };
|
||||
VMCall(func, params, 1, nullptr, 0);
|
||||
|
@ -607,7 +607,7 @@ class DSuicider : public DThinker
|
|||
DECLARE_CLASS(DSuicider, DThinker)
|
||||
HAS_OBJECT_POINTERS;
|
||||
public:
|
||||
TObjPtr<APlayerPawn*> Pawn;
|
||||
TObjPtr<AActor*> Pawn;
|
||||
|
||||
void Tick()
|
||||
{
|
||||
|
@ -656,7 +656,7 @@ void cht_Suicide (player_t *plyr)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheatSuicide)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
cht_Suicide(self->player);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -4245,7 +4245,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
break;
|
||||
|
||||
case APROP_JumpZ:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
actor->FloatVar(NAME_JumpZ) = ACSToDouble(value);
|
||||
break; // [GRB]
|
||||
|
||||
|
@ -4278,7 +4278,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
|
||||
|
||||
case APROP_SpawnHealth:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
{
|
||||
actor->IntVar(NAME_MaxHealth) = value;
|
||||
}
|
||||
|
@ -4363,7 +4363,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
break;
|
||||
|
||||
case APROP_ViewHeight:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
{
|
||||
actor->FloatVar(NAME_ViewHeight) = ACSToDouble(value);
|
||||
if (actor->player != NULL)
|
||||
|
@ -4374,7 +4374,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
|
|||
break;
|
||||
|
||||
case APROP_AttackZOffset:
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
actor->FloatVar(NAME_AttackZOffset) = ACSToDouble(value);
|
||||
break;
|
||||
|
||||
|
@ -4442,7 +4442,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
case APROP_Dormant: return !!(actor->flags2 & MF2_DORMANT);
|
||||
case APROP_SpawnHealth: return actor->GetMaxHealth();
|
||||
|
||||
case APROP_JumpZ: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
case APROP_JumpZ: if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
{
|
||||
return DoubleToACS(actor->FloatVar(NAME_JumpZ));
|
||||
}
|
||||
|
@ -4464,7 +4464,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
case APROP_Radius: return DoubleToACS(actor->radius);
|
||||
case APROP_ReactionTime:return actor->reactiontime;
|
||||
case APROP_MeleeRange: return DoubleToACS(actor->meleerange);
|
||||
case APROP_ViewHeight: if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
case APROP_ViewHeight: if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
{
|
||||
return DoubleToACS(actor->player->DefaultViewHeight());
|
||||
}
|
||||
|
@ -4474,7 +4474,7 @@ int DLevelScript::GetActorProperty (int tid, int property)
|
|||
}
|
||||
case APROP_AttackZOffset:
|
||||
// Note that this is inconsistent with every other place, where the return for monsters is 8, not 0!
|
||||
if (actor->IsKindOf (RUNTIME_CLASS (APlayerPawn)))
|
||||
if (actor->IsKindOf(NAME_PlayerPawn))
|
||||
{
|
||||
return DoubleToACS(actor->FloatVar(NAME_AttackZOffset));
|
||||
}
|
||||
|
|
|
@ -363,7 +363,7 @@ void AActor::Die (AActor *source, AActor *inflictor, int dmgflags, FName MeansOf
|
|||
flags &= ~(MF_SHOOTABLE|MF_FLOAT|MF_SKULLFLY);
|
||||
if (!(flags4 & MF4_DONTFALL)) flags&=~MF_NOGRAVITY;
|
||||
flags |= MF_DROPOFF;
|
||||
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
if ((flags3 & MF3_ISMONSTER) || FindState(NAME_Raise) != NULL || IsKindOf(NAME_PlayerPawn))
|
||||
{ // [RH] Only monsters get to be corpses.
|
||||
// Objects with a raise state should get the flag as well so they can
|
||||
// be revived by an Arch-Vile. Batman Doom needs this.
|
||||
|
@ -991,7 +991,7 @@ DEFINE_ACTION_FUNCTION(AActor, TriggerPainChance)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: hasBuddha
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
|
|
@ -42,7 +42,6 @@ class player_t;
|
|||
class AActor;
|
||||
struct FPlayerStart;
|
||||
class PClassActor;
|
||||
class APlayerPawn;
|
||||
struct line_t;
|
||||
struct sector_t;
|
||||
struct msecnode_t;
|
||||
|
@ -98,7 +97,7 @@ void P_PredictionLerpReset();
|
|||
#define SPF_TEMPPLAYER 1 // spawning a short-lived dummy player
|
||||
#define SPF_WEAPONFULLYUP 2 // spawn with weapon already raised
|
||||
|
||||
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags=0);
|
||||
AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags=0);
|
||||
|
||||
int P_FaceMobj (AActor *source, AActor *target, DAngle *delta);
|
||||
bool P_SeekerMissile (AActor *actor, double thresh, double turnMax, bool precise = false, bool usecurspeed=false);
|
||||
|
|
|
@ -834,7 +834,7 @@ DEFINE_ACTION_FUNCTION(AActor, CopyFriendliness)
|
|||
//
|
||||
//---------------------------------------------------------------------------
|
||||
|
||||
int P_GetRealMaxHealth(APlayerPawn *actor, int max)
|
||||
int P_GetRealMaxHealth(AActor *actor, int max)
|
||||
{
|
||||
// Max is 0 by default, preserving default behavior for P_GiveBody()
|
||||
// calls while supporting health pickups.
|
||||
|
@ -4475,7 +4475,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
|
|||
actor->SetZ(actor->ceilingz - actor->Height);
|
||||
}
|
||||
|
||||
if (SpawningMapThing || !type->IsDescendantOf (RUNTIME_CLASS(APlayerPawn)))
|
||||
if (SpawningMapThing || !type->IsDescendantOf (NAME_PlayerPawn))
|
||||
{
|
||||
// Check if there's something solid to stand on between the current position and the
|
||||
// current sector's floor. For map spawns this must be delayed until after setting the
|
||||
|
@ -4919,10 +4919,10 @@ EXTERN_CVAR(Float, fov)
|
|||
|
||||
extern bool demonew;
|
||||
|
||||
APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
||||
AActor *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
||||
{
|
||||
player_t *p;
|
||||
APlayerPawn *mobj, *oldactor;
|
||||
AActor *mobj, *oldactor;
|
||||
uint8_t state;
|
||||
DVector3 spawn;
|
||||
DAngle SpawnAngle;
|
||||
|
@ -5003,8 +5003,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
spawn.Z = ONFLOORZ;
|
||||
}
|
||||
|
||||
mobj = static_cast<APlayerPawn *>
|
||||
(Spawn (p->cls, spawn, NO_REPLACE));
|
||||
mobj = Spawn (p->cls, spawn, NO_REPLACE);
|
||||
|
||||
if (level.flags & LEVEL_USEPLAYERSTARTZ)
|
||||
{
|
||||
|
@ -5083,7 +5082,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
p->MUSINFOtics = -1;
|
||||
p->Vel.Zero(); // killough 10/98: initialize bobbing to 0.
|
||||
|
||||
IFVIRTUALPTR(p->mo, APlayerPawn, ResetAirSupply)
|
||||
IFVIRTUALPTRNAME(p->mo, NAME_PlayerPawn, ResetAirSupply)
|
||||
{
|
||||
VMValue params[] = { p->mo, false };
|
||||
VMCall(func, params, 2, nullptr, 0);
|
||||
|
@ -5109,7 +5108,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
|
||||
if (deathmatch)
|
||||
{ // Give all cards in death match mode.
|
||||
IFVIRTUALPTR(p->mo, APlayerPawn, GiveDeathmatchInventory)
|
||||
IFVIRTUALPTRNAME(p->mo, NAME_PlayerPawn, GiveDeathmatchInventory)
|
||||
{
|
||||
VMValue params[1] = { p->mo };
|
||||
VMCall(func, params, 1, nullptr, 0);
|
||||
|
@ -5132,7 +5131,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags)
|
|||
// [BC] Handle temporary invulnerability when respawned
|
||||
if (state == PST_REBORN || state == PST_ENTER)
|
||||
{
|
||||
IFVIRTUALPTR(p->mo, APlayerPawn, OnRespawn)
|
||||
IFVIRTUALPTRNAME(p->mo, NAME_PlayerPawn, OnRespawn)
|
||||
{
|
||||
VMValue param = p->mo;
|
||||
VMCall(func, ¶m, 1, nullptr, 0);
|
||||
|
@ -7115,7 +7114,7 @@ FState *AActor::GetRaiseState()
|
|||
return NULL;
|
||||
}
|
||||
|
||||
if (IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
if (IsKindOf(NAME_PlayerPawn))
|
||||
{
|
||||
return NULL; // do not resurrect players
|
||||
}
|
||||
|
|
|
@ -188,7 +188,7 @@ DPSprite::DPSprite(player_t *owner, AActor *caller, int id)
|
|||
if (Next && Next->ID == ID && ID != 0)
|
||||
Next->Destroy(); // Replace it.
|
||||
|
||||
if (Caller->IsKindOf(NAME_Weapon) || Caller->IsKindOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
if (Caller->IsKindOf(NAME_Weapon) || Caller->IsKindOf(NAME_PlayerPawn))
|
||||
Flags = (PSPF_ADDWEAPON|PSPF_ADDBOB|PSPF_POWDOUBLE|PSPF_CVARFAST);
|
||||
}
|
||||
|
||||
|
@ -578,7 +578,7 @@ void P_BringUpWeapon (player_t *player)
|
|||
|
||||
void P_BobWeapon (player_t *player, float *x, float *y, double ticfrac)
|
||||
{
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, BobWeapon)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, BobWeapon)
|
||||
{
|
||||
VMValue param[] = { player->mo, ticfrac };
|
||||
DVector2 result;
|
||||
|
@ -632,7 +632,7 @@ static void P_CheckWeaponButtons (player_t *player)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckWeaponButtons)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
P_CheckWeaponButtons(self->player);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -204,7 +204,7 @@ bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
|
|||
if (thing->player && ((flags & TELF_DESTFOG) || !(flags & TELF_KEEPORIENTATION)) && !(flags & TELF_KEEPVELOCITY))
|
||||
{
|
||||
int time = 18;
|
||||
IFVIRTUALPTR(thing, APlayerPawn, GetTeleportFreezeTime)
|
||||
IFVIRTUALPTRNAME(thing, NAME_PlayerPawn, GetTeleportFreezeTime)
|
||||
{
|
||||
VMValue param = thing;
|
||||
VMReturn ret(&time);
|
||||
|
@ -585,7 +585,7 @@ bool EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBO
|
|||
player->deltaviewheight = 0;
|
||||
|
||||
// Set player's view according to the newly set parameters
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, CalcHeight)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, CalcHeight)
|
||||
{
|
||||
VMValue param = player->mo;
|
||||
VMCall(func, ¶m, 1, nullptr, 0);
|
||||
|
|
|
@ -139,7 +139,8 @@ struct PredictPos
|
|||
static int PredictionLerptics;
|
||||
|
||||
static player_t PredictionPlayerBackup;
|
||||
static uint8_t PredictionActorBackup[sizeof(APlayerPawn)];
|
||||
static AActor *PredictionActor;
|
||||
static TArray<uint8_t> PredictionActorBackupArray;
|
||||
static TArray<AActor *> PredictionSectorListBackup;
|
||||
|
||||
static TArray<sector_t *> PredictionTouchingSectorsBackup;
|
||||
|
@ -212,7 +213,7 @@ bool ValidatePlayerClass(PClassActor *ti, const char *name)
|
|||
Printf("Unknown player class '%s'\n", name);
|
||||
return false;
|
||||
}
|
||||
else if (!ti->IsDescendantOf(RUNTIME_CLASS(APlayerPawn)))
|
||||
else if (!ti->IsDescendantOf(NAME_PlayerPawn))
|
||||
{
|
||||
Printf("Invalid player class '%s'\n", name);
|
||||
return false;
|
||||
|
@ -774,17 +775,10 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, GetStillBob)
|
|||
ACTION_RETURN_FLOAT(self->userinfo.GetStillBob());
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
IMPLEMENT_CLASS(APlayerPawn, false, false)
|
||||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: BeginPlay
|
||||
//
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -846,7 +840,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, SetupCrouchSprite, SetupCrouchSprite)
|
|||
|
||||
void PlayIdle (AActor *player)
|
||||
{
|
||||
IFVIRTUALPTR(player, APlayerPawn, PlayIdle)
|
||||
IFVIRTUALPTRNAME(player, NAME_PlayerPawn, PlayIdle)
|
||||
{
|
||||
VMValue params[1] = { (DObject*)player };
|
||||
VMCall(func, params, 1, nullptr, 0);
|
||||
|
@ -1122,7 +1116,7 @@ void P_CheckMusicChange(player_t *player)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckMusicChange)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
P_CheckMusicChange(self->player);
|
||||
return 0;
|
||||
}
|
||||
|
@ -1158,7 +1152,7 @@ void P_CheckEnvironment(player_t *player)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckEnvironment)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
P_CheckEnvironment(self->player);
|
||||
return 0;
|
||||
}
|
||||
|
@ -1192,7 +1186,7 @@ void P_CheckUse(player_t *player)
|
|||
|
||||
DEFINE_ACTION_FUNCTION(APlayerPawn, CheckUse)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
P_CheckUse(self->player);
|
||||
return 0;
|
||||
}
|
||||
|
@ -1227,7 +1221,7 @@ void P_PlayerThink (player_t *player)
|
|||
// Don't interpolate the view for more than one tic
|
||||
player->cheats &= ~CF_INTERPVIEW;
|
||||
|
||||
IFVIRTUALPTR(player->mo, APlayerPawn, PlayerThink)
|
||||
IFVIRTUALPTRNAME(player->mo, NAME_PlayerPawn, PlayerThink)
|
||||
{
|
||||
VMValue param = player->mo;
|
||||
VMCall(func, ¶m, 1, nullptr, 0);
|
||||
|
@ -1378,8 +1372,10 @@ void P_PredictPlayer (player_t *player)
|
|||
// Save original values for restoration later
|
||||
PredictionPlayerBackup = *player;
|
||||
|
||||
APlayerPawn *act = player->mo;
|
||||
memcpy(PredictionActorBackup, &act->snext, sizeof(APlayerPawn) - ((uint8_t *)&act->snext - (uint8_t *)act));
|
||||
auto act = player->mo;
|
||||
PredictionActor = player->mo;
|
||||
PredictionActorBackupArray.Resize(act->GetClass()->Size);
|
||||
memcpy(PredictionActorBackupArray.Data(), &act->snext, act->GetClass()->Size - ((uint8_t *)&act->snext - (uint8_t *)act));
|
||||
|
||||
act->flags &= ~MF_PICKUP;
|
||||
act->flags2 &= ~MF2_PUSHWALL;
|
||||
|
@ -1485,7 +1481,13 @@ void P_UnPredictPlayer ()
|
|||
if (player->cheats & CF_PREDICTING)
|
||||
{
|
||||
unsigned int i;
|
||||
APlayerPawn *act = player->mo;
|
||||
AActor *act = player->mo;
|
||||
|
||||
if (act != PredictionActor)
|
||||
{
|
||||
// Q: Can this happen? If yes, can we continue?
|
||||
}
|
||||
|
||||
AActor *savedcamera = player->camera;
|
||||
|
||||
auto &actInvSel = act->PointerVar<AActor*>(NAME_InvSel);
|
||||
|
@ -1501,14 +1503,14 @@ void P_UnPredictPlayer ()
|
|||
player->camera = savedcamera;
|
||||
|
||||
FLinkContext ctx;
|
||||
// Unlink from all list, includeing those which are not being handled by UnlinkFromWorld.
|
||||
// Unlink from all list, including those which are not being handled by UnlinkFromWorld.
|
||||
auto sectorportal_list = act->touching_sectorportallist;
|
||||
auto lineportal_list = act->touching_lineportallist;
|
||||
act->touching_sectorportallist = nullptr;
|
||||
act->touching_lineportallist = nullptr;
|
||||
|
||||
act->UnlinkFromWorld(&ctx);
|
||||
memcpy(&act->snext, PredictionActorBackup, sizeof(APlayerPawn) - ((uint8_t *)&act->snext - (uint8_t *)act));
|
||||
memcpy(&act->snext, PredictionActorBackupArray.Data(), PredictionActorBackupArray.Size() - ((uint8_t *)&act->snext - (uint8_t *)act));
|
||||
|
||||
// The blockmap ordering needs to remain unchanged, too.
|
||||
// Restore sector links and refrences.
|
||||
|
|
|
@ -1161,7 +1161,7 @@ static void R_CreatePlayerTranslation (float h, float s, float v, const FPlayerC
|
|||
table->Palette[i].a = 255;
|
||||
}
|
||||
|
||||
// [GRB] Don't translate skins with color range 0-0 (APlayerPawn default)
|
||||
// [GRB] Don't translate skins with color range 0-0 (PlayerPawn default)
|
||||
if (start == 0 && end == 0)
|
||||
{
|
||||
table->Inactive = true;
|
||||
|
|
|
@ -1014,7 +1014,7 @@ void R_InitSprites ()
|
|||
// [GRB] Each player class has its own base skin
|
||||
for (i = 0; i < PlayerClasses.Size (); i++)
|
||||
{
|
||||
auto basetype = ((APlayerPawn*)GetDefaultByType(PlayerClasses[i].Type));
|
||||
auto basetype = GetDefaultByType(PlayerClasses[i].Type);
|
||||
|
||||
Skins[i].Name = "Base";
|
||||
auto face = basetype->NameVar(NAME_Face);
|
||||
|
|
|
@ -1900,7 +1900,7 @@ bool S_AreSoundsEquivalent (AActor *actor, int id1, int id2)
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: GetSoundClass
|
||||
//PlayerPawn :: GetSoundClass
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
|
|
@ -308,11 +308,8 @@ int MatchString (const char *in, const char **strings);
|
|||
#define DEFINE_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_PROPERTY)
|
||||
#define DEFINE_INFO_PROPERTY(name, paramlist, clas) DEFINE_PROPERTY_BASE(name, paramlist, clas, CAT_INFO)
|
||||
|
||||
#define DEFINE_CLASS_PROPERTY(name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY)
|
||||
#define DEFINE_CLASS_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_PROPERTY_BASE(prefix, name, paramlist, clas, CAT_PROPERTY)
|
||||
|
||||
#define DEFINE_SCRIPTED_PROPERTY(name, paramlist, clas) DEFINE_PREFIXED_SCRIPTED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY)
|
||||
#define DEFINE_SCRIPTED_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_SCRIPTED_PROPERTY_BASE(prefix, name, paramlist, clas, CAT_PROPERTY)
|
||||
#define DEFINE_CLASS_PROPERTY(name, paramlist, clas) DEFINE_PREFIXED_SCRIPTED_PROPERTY_BASE(clas, name, paramlist, clas, CAT_PROPERTY)
|
||||
#define DEFINE_CLASS_PROPERTY_PREFIX(prefix, name, paramlist, clas) DEFINE_PREFIXED_SCRIPTED_PROPERTY_BASE(prefix, name, paramlist, clas, CAT_PROPERTY)
|
||||
|
||||
#define PROP_PARM_COUNT (params[0].i)
|
||||
|
||||
|
|
|
@ -118,8 +118,8 @@ static FFlagDef InternalActorFlagDefs[]=
|
|||
|
||||
static FFlagDef ActorFlagDefs[]=
|
||||
{
|
||||
DEFINE_FLAG(MF, PICKUP, APlayerPawn, flags),
|
||||
DEFINE_FLAG(MF, SPECIAL, APlayerPawn, flags),
|
||||
DEFINE_FLAG(MF, PICKUP, AActor, flags),
|
||||
DEFINE_FLAG(MF, SPECIAL, AActor, flags),
|
||||
DEFINE_FLAG(MF, SOLID, AActor, flags),
|
||||
DEFINE_FLAG(MF, SHOOTABLE, AActor, flags),
|
||||
DEFINE_PROTECTED_FLAG(MF, NOSECTOR, AActor, flags),
|
||||
|
|
|
@ -1057,7 +1057,7 @@ DEFINE_PROPERTY(visibletoplayerclass, Ssssssssssssssssssss, Actor)
|
|||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
info->ActorInfo()->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
|
||||
info->ActorInfo()->VisibleToPlayerClass.Push(FindClassTentative(n, RUNTIME_CLASS(AActor)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1093,7 +1093,7 @@ DEFINE_PROPERTY(distancecheck, S, Actor)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
|
||||
{
|
||||
auto restrictarray = (TArray<PClassActor*>*)defaults->ScriptVar(NAME_RestrictedToPlayerClass, nullptr);
|
||||
|
||||
|
@ -1102,14 +1102,14 @@ DEFINE_SCRIPTED_PROPERTY(restrictedto, Ssssssssssssssssssss, Inventory)
|
|||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
restrictarray->Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
|
||||
restrictarray->Push(FindClassTentative(n, RUNTIME_CLASS(AActor)));
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
|
||||
{
|
||||
auto forbidarray = (TArray<PClassActor*>*)defaults->ScriptVar(NAME_ForbiddenToPlayerClass, nullptr);
|
||||
|
||||
|
@ -1118,7 +1118,7 @@ DEFINE_SCRIPTED_PROPERTY(forbiddento, Ssssssssssssssssssss, Inventory)
|
|||
{
|
||||
PROP_STRING_PARM(n, i);
|
||||
if (*n != 0)
|
||||
forbidarray->Push(FindClassTentative(n, RUNTIME_CLASS(APlayerPawn)));
|
||||
forbidarray->Push(FindClassTentative(n, RUNTIME_CLASS(AActor)));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1151,7 +1151,7 @@ static void SetIcon(FTextureID &icon, Baggage &bag, const char *i)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(icon, S, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(icon, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(i, 0);
|
||||
SetIcon(defaults->TextureIDVar(NAME_Icon), bag, i);
|
||||
|
@ -1160,7 +1160,7 @@ DEFINE_SCRIPTED_PROPERTY(icon, S, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(althudicon, S, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(althudicon, S, Inventory)
|
||||
{
|
||||
PROP_STRING_PARM(i, 0);
|
||||
SetIcon(defaults->TextureIDVar(NAME_AltHUDIcon), bag, i);
|
||||
|
@ -1169,7 +1169,7 @@ DEFINE_SCRIPTED_PROPERTY(althudicon, S, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(defmaxamount, 0, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(defmaxamount, 0, Inventory)
|
||||
{
|
||||
defaults->IntVar(NAME_MaxAmount) = gameinfo.definventorymaxamount;
|
||||
}
|
||||
|
@ -1177,14 +1177,14 @@ DEFINE_SCRIPTED_PROPERTY(defmaxamount, 0, Inventory)
|
|||
//==========================================================================
|
||||
// Dummy for Skulltag compatibility...
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(pickupannouncerentry, S, Inventory)
|
||||
DEFINE_CLASS_PROPERTY(pickupannouncerentry, S, Inventory)
|
||||
{
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(defaultkickback, 0, Weapon)
|
||||
DEFINE_CLASS_PROPERTY(defaultkickback, 0, Weapon)
|
||||
{
|
||||
defaults->IntVar(NAME_Kickback) = gameinfo.defKickback;
|
||||
}
|
||||
|
@ -1192,7 +1192,7 @@ DEFINE_SCRIPTED_PROPERTY(defaultkickback, 0, Weapon)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(bobstyle, S, Weapon)
|
||||
DEFINE_CLASS_PROPERTY(bobstyle, S, Weapon)
|
||||
{
|
||||
static const char *names[] = { "Normal", "Inverse", "Alpha", "InverseAlpha", "Smooth", "InverseSmooth", NULL };
|
||||
static const EBobStyle styles[] = { EBobStyle::BobNormal,
|
||||
|
@ -1211,7 +1211,7 @@ DEFINE_SCRIPTED_PROPERTY(bobstyle, S, Weapon)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(preferredskin, S, Weapon)
|
||||
DEFINE_CLASS_PROPERTY(preferredskin, S, Weapon)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
// NoOp - only for Skulltag compatibility
|
||||
|
@ -1220,7 +1220,7 @@ DEFINE_SCRIPTED_PROPERTY(preferredskin, S, Weapon)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
|
||||
{
|
||||
static const char *specialcolormapnames[] = {
|
||||
"INVERSEMAP", "GOLDMAP", "REDMAP", "GREENMAP", "BLUEMAP", NULL };
|
||||
|
@ -1275,7 +1275,7 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, color, C_f, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
||||
{
|
||||
PalEntry BlendColor;
|
||||
|
||||
|
@ -1312,7 +1312,7 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, colormap, FFFfff, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, duration, I, Inventory)
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, duration, I, Inventory)
|
||||
{
|
||||
if (!info->IsDescendantOf(NAME_Powerup) && !info->IsDescendantOf(NAME_PowerupGiver))
|
||||
{
|
||||
|
@ -1327,7 +1327,7 @@ DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, duration, I, Inventory)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
|
||||
DEFINE_CLASS_PROPERTY_PREFIX(powerup, type, S, PowerupGiver)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
|
||||
|
@ -1718,16 +1718,16 @@ DEFINE_CLASS_PROPERTY_PREFIX(player, weaponslot, ISsssssssssssssssssssssssssssss
|
|||
//==========================================================================
|
||||
// (non-fatal with non-existent types only in DECORATE)
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(playerclass, S, MorphProjectile)
|
||||
DEFINE_CLASS_PROPERTY(playerclass, S, MorphProjectile)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
// (non-fatal with non-existent types only in DECORATE)
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(monsterclass, S, MorphProjectile)
|
||||
DEFINE_CLASS_PROPERTY(monsterclass, S, MorphProjectile)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_MonsterClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
|
@ -1736,7 +1736,7 @@ DEFINE_SCRIPTED_PROPERTY(monsterclass, S, MorphProjectile)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(duration, I, MorphProjectile)
|
||||
DEFINE_CLASS_PROPERTY(duration, I, MorphProjectile)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->IntVar(NAME_Duration) = i >= 0 ? i : -i*TICRATE;
|
||||
|
@ -1745,7 +1745,7 @@ DEFINE_SCRIPTED_PROPERTY(duration, I, MorphProjectile)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(morphstyle, M, MorphProjectile)
|
||||
DEFINE_CLASS_PROPERTY(morphstyle, M, MorphProjectile)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->IntVar(NAME_MorphStyle) = i;
|
||||
|
@ -1754,7 +1754,7 @@ DEFINE_SCRIPTED_PROPERTY(morphstyle, M, MorphProjectile)
|
|||
//==========================================================================
|
||||
// (non-fatal with non-existent types only in DECORATE)
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(morphflash, S, MorphProjectile)
|
||||
DEFINE_CLASS_PROPERTY(morphflash, S, MorphProjectile)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
|
@ -1763,7 +1763,7 @@ DEFINE_SCRIPTED_PROPERTY(morphflash, S, MorphProjectile)
|
|||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile)
|
||||
DEFINE_CLASS_PROPERTY(unmorphflash, S, MorphProjectile)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
|
@ -1772,16 +1772,16 @@ DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, MorphProjectile)
|
|||
//==========================================================================
|
||||
// (non-fatal with non-existent types only in DECORATE)
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(playerclass, S, PowerMorph)
|
||||
DEFINE_CLASS_PROPERTY(playerclass, S, PowerMorph)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(APlayerPawn), bag.fromDecorate);
|
||||
defaults->PointerVar<PClassActor>(NAME_PlayerClass) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(morphstyle, M, PowerMorph)
|
||||
DEFINE_CLASS_PROPERTY(morphstyle, M, PowerMorph)
|
||||
{
|
||||
PROP_INT_PARM(i, 0);
|
||||
defaults->IntVar(NAME_MorphStyle) = i;
|
||||
|
@ -1790,7 +1790,7 @@ DEFINE_SCRIPTED_PROPERTY(morphstyle, M, PowerMorph)
|
|||
//==========================================================================
|
||||
// (non-fatal with non-existent types only in DECORATE)
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(morphflash, S, PowerMorph)
|
||||
DEFINE_CLASS_PROPERTY(morphflash, S, PowerMorph)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_MorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
|
@ -1799,7 +1799,7 @@ DEFINE_SCRIPTED_PROPERTY(morphflash, S, PowerMorph)
|
|||
//==========================================================================
|
||||
// (non-fatal with non-existent types only in DECORATE)
|
||||
//==========================================================================
|
||||
DEFINE_SCRIPTED_PROPERTY(unmorphflash, S, PowerMorph)
|
||||
DEFINE_CLASS_PROPERTY(unmorphflash, S, PowerMorph)
|
||||
{
|
||||
PROP_STRING_PARM(str, 0);
|
||||
defaults->PointerVar<PClassActor>(NAME_UnMorphFlash) = FindClassTentative(str, RUNTIME_CLASS(AActor), bag.fromDecorate);
|
||||
|
|
|
@ -1866,7 +1866,7 @@ DEFINE_ACTION_FUNCTION_NATIVE(FWeaponSlots, SlotSize, SlotSize)
|
|||
DEFINE_ACTION_FUNCTION_NATIVE(FWeaponSlots, SetupWeaponSlots, FWeaponSlots::SetupWeaponSlots)
|
||||
{
|
||||
PARAM_PROLOGUE;
|
||||
PARAM_OBJECT(pawn, APlayerPawn);
|
||||
PARAM_OBJECT(pawn, AActor);
|
||||
FWeaponSlots::SetupWeaponSlots(pawn);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -1651,13 +1651,13 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckFor3DCeilingHit, CheckFor3DCeilingHit
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn functions
|
||||
// PlayerPawn functions
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(APlayerPawn, MarkPlayerSounds, S_MarkPlayerSounds)
|
||||
{
|
||||
PARAM_SELF_PROLOGUE(APlayerPawn);
|
||||
PARAM_SELF_PROLOGUE(AActor);
|
||||
S_MarkPlayerSounds(self);
|
||||
return 0;
|
||||
}
|
||||
|
|
|
@ -134,7 +134,7 @@ void V_AddPlayerBlend (player_t *CPlayer, float blend[4], float maxinvalpha, int
|
|||
}
|
||||
|
||||
PalEntry painFlash = 0;
|
||||
IFVIRTUALPTR(CPlayer->mo, APlayerPawn, GetPainFlash)
|
||||
IFVIRTUALPTRNAME(CPlayer->mo, NAME_PlayerPawn, GetPainFlash)
|
||||
{
|
||||
VMValue param = CPlayer->mo;
|
||||
VMReturn ret((int*)&painFlash.d);
|
||||
|
|
|
@ -10,7 +10,7 @@ struct UserCmd native
|
|||
native int16 upmove;
|
||||
}
|
||||
|
||||
class PlayerPawn : Actor native
|
||||
class PlayerPawn : Actor
|
||||
{
|
||||
const CROUCHSPEED = (1./12);
|
||||
// [RH] # of ticks to complete a turn180
|
||||
|
@ -123,7 +123,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: Tick
|
||||
// PlayerPawn :: Tick
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -156,7 +156,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: PostBeginPlay
|
||||
// PlayerPawn :: PostBeginPlay
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -181,7 +181,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: MarkPrecacheSounds
|
||||
// PlayerPawn :: MarkPrecacheSounds
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -303,7 +303,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: CheckWeaponSwitch
|
||||
// PlayerPawn :: CheckWeaponSwitch
|
||||
//
|
||||
// Checks if weapons should be changed after picking up ammo
|
||||
//
|
||||
|
@ -748,7 +748,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: Die
|
||||
// PlayerPawn :: Die
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -827,7 +827,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: FilterCoopRespawnInventory
|
||||
// PlayerPawn :: FilterCoopRespawnInventory
|
||||
//
|
||||
// When respawning in coop, this function is called to walk through the dead
|
||||
// player's inventory and modify it according to the current game flags so
|
||||
|
@ -1174,7 +1174,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: TweakSpeeds
|
||||
// PlayerPawn :: TweakSpeeds
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -1709,7 +1709,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: BestWeapon
|
||||
// PlayerPawn :: BestWeapon
|
||||
//
|
||||
// Returns the best weapon a player has, possibly restricted to a single
|
||||
// type of ammo.
|
||||
|
@ -1793,7 +1793,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: PickNewWeapon
|
||||
// PlayerPawn :: PickNewWeapon
|
||||
//
|
||||
// Picks a new weapon for this player. Used mostly for running out of ammo,
|
||||
// but it also works when an ACS script explicitly takes the ready weapon
|
||||
|
@ -1822,7 +1822,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: GiveDefaultInventory
|
||||
// PlayerPawn :: GiveDefaultInventory
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -1912,7 +1912,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: GiveDeathmatchInventory
|
||||
// PlayerPawn :: GiveDeathmatchInventory
|
||||
//
|
||||
// Gives players items they should have in addition to their default
|
||||
// inventory when playing deathmatch. (i.e. all keys)
|
||||
|
@ -2420,7 +2420,7 @@ class PlayerPawn : Actor native
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: ResetAirSupply
|
||||
// PlayerPawn :: ResetAirSupply
|
||||
//
|
||||
// Gives the player a full "tank" of air. If they had previously completely
|
||||
// run out of air, also plays the *gasp sound. Returns true if the player
|
||||
|
|
|
@ -87,7 +87,7 @@ extend class PlayerPawn
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: InvPrev
|
||||
// PlayerPawn :: InvPrev
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -123,7 +123,7 @@ extend class PlayerPawn
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: AddInventory
|
||||
// PlayerPawn :: AddInventory
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -146,7 +146,7 @@ extend class PlayerPawn
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: RemoveInventory
|
||||
// PlayerPawn :: RemoveInventory
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
@ -198,7 +198,7 @@ extend class PlayerPawn
|
|||
|
||||
//===========================================================================
|
||||
//
|
||||
// APlayerPawn :: UseInventory
|
||||
// PlayerPawn :: UseInventory
|
||||
//
|
||||
//===========================================================================
|
||||
|
||||
|
|
Loading…
Reference in a new issue