Rename item-subsystem methods (refactor step 5, items)
getItem→promptPackItem now returns (obj, ok) instead of a nil-signaling pointer; invName→inventoryName; doPot→applyPotionFuse. C breadcrumbs kept. Behavior unchanged; suite green.
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@@ -94,7 +94,7 @@ type gameData struct {
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initWeaps [NumWeaponTypes]weaponSetup
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// pActions is potions.c p_actions[]. The P_SEEINVIS message is dynamic
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// (it names the fruit) and is computed in doPot.
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// (it names the fruit) and is computed in applyPotionFuse.
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pActions [NumPotionTypes]pact
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// idType maps identify scrolls to the kind of item they identify
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