- fixed: All FNames inside actor classes need to be FNameNoInit or their constructor will overwrite them after copying the defaults.

This commit is contained in:
Christoph Oelckers 2017-02-15 12:16:24 +01:00
parent d8ebbcfc08
commit c8db1f151e
3 changed files with 7 additions and 9 deletions

View file

@ -155,12 +155,12 @@ public:
double ViewBob;
// Former class properties that were moved into the object to get rid of the meta class.
FName SoundClass; // Sound class
FName Face; // Doom status bar face (when used)
FName Portrait;
FName Slot[10];
FName InvulMode;
FName HealingRadiusType;
FNameNoInit SoundClass; // Sound class
FNameNoInit Face; // Doom status bar face (when used)
FNameNoInit Portrait;
FNameNoInit Slot[10];
FNameNoInit InvulMode;
FNameNoInit HealingRadiusType;
double HexenArmor[5];
BYTE ColorRangeStart; // Skin color range
BYTE ColorRangeEnd;

View file

@ -1232,8 +1232,6 @@ const char *APlayerPawn::GetSoundClass() const
return skins[player->userinfo.GetSkin()].name;
}
// [GRB]
auto pclass = GetClass();
return SoundClass != NAME_None? SoundClass.GetChars() : "player";
}

View file

@ -1337,7 +1337,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE nothing, LPSTR cmdline, int n
_CrtSetDbgFlag (_CrtSetDbgFlag(0) | _CRTDBG_LEAK_CHECK_DF);
// Use this to break at a specific allocation number.
_crtBreakAlloc = 165966;
//_crtBreakAlloc = 53039;
#endif
DoMain (hInstance);