Since it forwards directly to FindState and has no script bindings there is no need to keep it, it'd only complicate the full scriptification of the weapon class if it stuck around.
For these fields maps have no advantage. Linearly searching a small array with up to 10 entries is nearly always faster than generating a hash for finding the entry in the map.
This reinstates the old FActorInfo as part of the meta data a class can have so that the class descriptor itself can be freed from any data not directly relevant for managing the class's type information.
Both files can now be included independently without causing problems.
This also required moving some inline functions into separate files and splitting off the GC definitions from dobject.h to ensure that r_defs does not need to pull in any part of the object hierarchy.
This addresses the main issue with TObjPtr, namely that using it required pulling in the entire class hierarchy in basic headers like r_defs which polluted nearly every single source file in the project.
- use an enum type for ItemFlags, just like it was done for actor flags. Since the flag word is almost full it may soon be necessary to add a second one and then this kind of security check may become necessary.
1) When used in a hub, returning to a previous level in the hub deactivated the runes if they were a permanent powerup.
2) When picking up two different runes with the same effect, one rune wearing off removed the effect completely.
3) This entire system was done through an extremely hacky CheatFlags implementation. This was a gross hack, and it was no wonder it didn't always work properly.
Like the symbols and the VM functions this is data that is static from startup until shutdown and has no need to be subjected to garbage collection. All things combined this reduces the amount of GC-sensitive objects at startup from 9600 to 600.
Now all actors have the same metaclass and therefore it will always be the same size which will finally allow some needed changes to the type system which couldn't be done because it was occasionally necessary to replace tentatively created classes due to size mismatches.
The goal is to get rid of PClassPlayerPawn and PClassInventory so that the old assumption that all actor class descriptors have the same size can be restored
This is important to remove some code that seriously blocks optimization of the type table because that can only be done if types do not need to be replaced.
* completely scriptified DehackedPickup and FakeInventory.
* scriptified all remaining virtual functions of Inventory, so that its inheritance is now 100% script-side.
* scriptified CallTryPickup and most of the code called by that.
- fixed: Passing local variables by reference did not work in the VM.