Commit graph

13 commits

Author SHA1 Message Date
Christoph Oelckers
c77f6636f8 - moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed. 2017-02-08 18:11:23 +01:00
Christoph Oelckers
7ed554158c - got rid of PClassWeapon.
Still 5 subclasses of PClass left...
2017-02-07 19:02:27 +01:00
Christoph Oelckers
776509e68a - let skip_super use the AActor assignment operator. The blanket memcpy it used was clobbering some data.
- moved the Finalize method from PClassActor to AActor. Now that defaults get their vtbl pointer initialized this will actually work.
2017-02-07 18:12:59 +01:00
Christoph Oelckers
19b1c10ba8 - scriptified a large part of the weapon code. 2017-01-19 17:40:34 +01:00
Christoph Oelckers
6d3b26f94c - scriptified the WeaponGiver. 2017-01-19 14:00:00 +01:00
Christoph Oelckers
d9fd2d509f - scriptified the remains of AAmmo. 2017-01-18 14:18:17 +01:00
Christoph Oelckers
d2d6e5d486 - scriptified PowerFlight and PowerWeaponLevel2. 2017-01-15 23:21:38 +01:00
Christoph Oelckers
85a84b5e94 - scriptified FastProjectile. 2017-01-13 00:35:56 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
23482735a0 - removed PClassAmmo.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.
2017-01-12 11:44:33 +01:00
Christoph Oelckers
87484950cf - removed an assert from APowerMorph::EndEffect. With some recent changes to DestroyAllInventory it appears that the asserted condition no longer is true at this point when ending a game.
- fixed: When replacing a tentative class, the pointers in the morph objects were not replaced. Instead of adding more ReplaceClassRef methods I chose to integrate this part into the PointerSubstitution mechanism and delete ReplaceClassRef entirely. The code had some oversights anyway that would have caused problems, now that non-actors can be created.
2016-12-01 00:05:23 +01:00
Christoph Oelckers
8a50004f55 - cleanup of the virtual function definitions for inventory items. Let's better use 'virtual' and 'override' everywhere to make sure that nothing gets overlooked.
- 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.
2016-11-30 15:54:01 +01:00
Christoph Oelckers
229c55ce61 - moved ammo to its own file, including the backpack.
- moved weapon declarations to their own header.
2016-11-30 12:24:50 +01:00