- no need to keep AArmor native, now that all child classes have been scriptified.

This commit is contained in:
Christoph Oelckers 2017-01-18 23:46:19 +01:00
parent 632a29e365
commit 8256f25a84
15 changed files with 4 additions and 83 deletions

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@ -31,7 +31,6 @@
#include "templates.h" #include "templates.h"
#include "d_net.h" #include "d_net.h"
#include "d_event.h" #include "d_event.h"
#include "a_armor.h"
#define QUEUESIZE 128 #define QUEUESIZE 128
#define MESSAGESIZE 128 #define MESSAGESIZE 128

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@ -74,7 +74,6 @@
#include "info.h" #include "info.h"
#include "v_text.h" #include "v_text.h"
#include "vmbuilder.h" #include "vmbuilder.h"
#include "a_armor.h"
// [SO] Just the way Randy said to do it :) // [SO] Just the way Randy said to do it :)
// [RH] Made this CVAR_SERVERINFO // [RH] Made this CVAR_SERVERINFO

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@ -1,57 +0,0 @@
/*
** a_armor.cpp
** Implements all variations of armor objects
**
**---------------------------------------------------------------------------
** Copyright 2002-2016 Randy Heit
** Copyright 2006-2016 Cheistoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include <assert.h>
#include "info.h"
#include "gi.h"
#include "a_pickups.h"
#include "a_armor.h"
#include "templates.h"
#include "g_level.h"
#include "d_player.h"
#include "serializer.h"
#include "cmdlib.h"
IMPLEMENT_CLASS(AArmor, false, false)
//===========================================================================
//
//
// HexenArmor
//
//
//===========================================================================

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@ -1,10 +0,0 @@
#pragma once
#include "a_pickups.h"
// Armor absorbs some damage for the player.
class AArmor : public AInventory
{
DECLARE_CLASS (AArmor, AInventory)
};

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@ -13,7 +13,6 @@
#include "serializer.h" #include "serializer.h"
#include "p_enemy.h" #include "p_enemy.h"
#include "d_player.h" #include "d_player.h"
#include "a_armor.h"
#include "r_data/sprites.h" #include "r_data/sprites.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "virtual.h" #include "virtual.h"
@ -137,7 +136,7 @@ bool P_MorphPlayer (player_t *activator, player_t *p, PClassPlayerPawn *spawntyp
for (item = morphed->Inventory; item != nullptr; ) for (item = morphed->Inventory; item != nullptr; )
{ {
AInventory *next = item->Inventory; AInventory *next = item->Inventory;
if (item->IsKindOf (RUNTIME_CLASS(AArmor))) if (item->IsKindOf (PClass::FindActor(NAME_Armor)))
{ {
item->DepleteOrDestroy(); item->DepleteOrDestroy();
} }

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@ -45,7 +45,6 @@
#include "st_stuff.h" #include "st_stuff.h"
#include "m_swap.h" #include "m_swap.h"
#include "a_keys.h" #include "a_keys.h"
#include "a_armor.h"
#include "templates.h" #include "templates.h"
#include "i_system.h" #include "i_system.h"
#include "sbarinfo.h" #include "sbarinfo.h"

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@ -43,7 +43,6 @@
#include "c_cvars.h" #include "c_cvars.h"
#include "w_wad.h" #include "w_wad.h"
#include "a_keys.h" #include "a_keys.h"
#include "a_armor.h"
#include "sbar.h" #include "sbar.h"
#include "sc_man.h" #include "sc_man.h"
#include "templates.h" #include "templates.h"

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@ -12,7 +12,6 @@
#include "m_swap.h" #include "m_swap.h"
#include "templates.h" #include "templates.h"
#include "a_keys.h" #include "a_keys.h"
#include "a_armor.h"
#include "gi.h" #include "gi.h"
#include "g_level.h" #include "g_level.h"
#include "colormatcher.h" #include "colormatcher.h"

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@ -47,7 +47,6 @@
#include "serializer.h" #include "serializer.h"
#include "r_utility.h" #include "r_utility.h"
#include "a_morph.h" #include "a_morph.h"
#include "a_armor.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "virtual.h" #include "virtual.h"

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@ -83,7 +83,6 @@
#include "serializer.h" #include "serializer.h"
#include "thingdef.h" #include "thingdef.h"
#include "a_pickups.h" #include "a_pickups.h"
#include "a_armor.h"
#include "r_data/colormaps.h" #include "r_data/colormaps.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "stats.h" #include "stats.h"

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@ -78,7 +78,6 @@
#include "v_text.h" #include "v_text.h"
#include "thingdef.h" #include "thingdef.h"
#include "math/cmath.h" #include "math/cmath.h"
#include "a_armor.h"
#include "g_levellocals.h" #include "g_levellocals.h"
AActor *SingleActorFromTID(int tid, AActor *defactor); AActor *SingleActorFromTID(int tid, AActor *defactor);

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@ -69,7 +69,6 @@
#include "thingdef.h" #include "thingdef.h"
#include "d_player.h" #include "d_player.h"
#include "virtual.h" #include "virtual.h"
#include "a_armor.h"
#include "g_levellocals.h" #include "g_levellocals.h"
#include "a_morph.h" #include "a_morph.h"
@ -5698,7 +5697,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
} }
if (dmflags & DF_NO_ARMOR) if (dmflags & DF_NO_ARMOR)
{ {
if (i->IsDescendantOf (RUNTIME_CLASS(AArmor))) if (i->IsDescendantOf (PClass::FindActor(NAME_Armor)))
return NULL; return NULL;
if (i->TypeName == NAME_Megasphere) if (i->TypeName == NAME_Megasphere)
return NULL; return NULL;

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@ -59,7 +59,6 @@
#include "a_morph.h" #include "a_morph.h"
#include "p_spec.h" #include "p_spec.h"
#include "virtual.h" #include "virtual.h"
#include "a_armor.h"
#include "g_levellocals.h" #include "g_levellocals.h"
static FRandom pr_skullpop ("SkullPop"); static FRandom pr_skullpop ("SkullPop");
@ -1142,7 +1141,7 @@ void APlayerPawn::FilterCoopRespawnInventory (APlayerPawn *oldplayer)
item->Destroy(); item->Destroy();
} }
else if ((dmflags & DF_COOP_LOSE_ARMOR) && else if ((dmflags & DF_COOP_LOSE_ARMOR) &&
item->IsKindOf(RUNTIME_CLASS(AArmor))) item->IsKindOf(PClass::FindActor(NAME_Armor)))
{ {
if (defitem == NULL) if (defitem == NULL)
{ {

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@ -46,7 +46,6 @@
#include "templates.h" #include "templates.h"
#include "r_defs.h" #include "r_defs.h"
#include "a_pickups.h" #include "a_pickups.h"
#include "a_armor.h"
#include "s_sound.h" #include "s_sound.h"
#include "cmdlib.h" #include "cmdlib.h"
#include "p_lnspec.h" #include "p_lnspec.h"

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@ -33,7 +33,7 @@
** **
*/ */
class Armor : Inventory native class Armor : Inventory
{ {
Default Default
{ {