- 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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@ -99,7 +99,9 @@ FxVMFunctionCall *DoActionSpecials(FScanner &sc, FState & state, Baggage &bag)
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{
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sc.ScriptError ("Too many arguments to %s", specname.GetChars());
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}
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return new FxVMFunctionCall(new FxSelf(sc), FindGlobalActionFunction("A_CallSpecial"), args, sc, false);
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auto f = dyn_cast<PFunction>(RUNTIME_CLASS(AActor)->Symbols.FindSymbol("A_CallSpecial", false));
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assert(f != nullptr);
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return new FxVMFunctionCall(new FxSelf(sc), f, args, sc, false);
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}
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return NULL;
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}
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