- fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions. * scriptified A_SkullAttack to have something to test * changed the A_SkullAttack call in A_PainShootSkull. * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.) * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
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12 changed files with 97 additions and 98 deletions
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@ -68,7 +68,7 @@ cycle_t ActionCycles;
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void FState::SetAction(const char *name)
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{
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ActionFunc = FindGlobalActionFunction(name)->Variants[0].Implementation;
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ActionFunc = FindVMFunction(RUNTIME_CLASS(AActor), name);
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}
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bool FState::CallAction(AActor *self, AActor *stateowner, FStateParamInfo *info, FState **stateret)
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