- fixed: ClearInventory did not process depleted items properly.
- changed HexenArmor from UNDROPPABLE to UNTOSSABLE because this allowed to remove some special handling in ClearInventory. The only other place which checks this flag also checks UNTOSSABLE.
- replaced Key.KeyNumber with special1. This is only for internal bookkeeping purposes so there's really no need to complicate this with a new variable when this one works just as well.
- improved the class pointer to string cast to print the actual type it describes and not the class pointer's own type.
- fixed: The 'is' operator created non-working code when checking the inheritance of a class pointer, it only worked for objects.
This can be done with a lot less overhead by using one of the object's properties to store the activation flag, so that all the nearly redundant trigger methods can be folded into one.
- made ModifyDamage calls iterative instead of recursive. With going through the VM they'd be too costly otherwise.
- small optimization: Detect empty VM functions right when entering the VM and shortcut them. This is to reduce the overhead of virtual placeholders, which in a few cases (e.g. CanCollideWith and ModifyDamage) can be called quite frequently.
- made some changes to PowerMorph to better deal with recursive calls from UndoPlayerMorph. The flag hackery was only needed because the 'alternative' pointers were cleared far too late.
- fixed PARAM_ACTION_PROLOGUE to assign correct types to the implicit pointers. It gave the actual class to the wrong one, which until now did not matter because all functions were using 'Actor', regardless of actual class association.
- fixed the definition of IceChunk and removed some redundant code here. Since A_FreezeDeathChunks already calls SetState, which in turn calls the state's action function, there is no need to call it again explicitly.
- added call wrappers and script hooks for all relevant virtuals in AInventory.
- made GetSpeedFactor and GetNoTeleportFreeze entirely scripted because they are too trivial - also do them iteratively, just like HandlePickup, because it's just a better way to do this stuff.
- moved health items to their own file.
- scriptified ScoreItem and MapRevealer whose entire functionality was a small TryPickup method.
- fixed: bit fields in global variables were not correctly written.
This should conclude the inventory cleanup. It is now possible again to find things in there.