- 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.
This commit is contained in:
Christoph Oelckers 2016-11-06 11:36:12 +01:00
commit 062574b726
12 changed files with 97 additions and 98 deletions

View file

@ -495,6 +495,7 @@ int VMFrameStack::Call(VMFunction *func, VMValue *params, int numparams, VMRetur
class AActor;
void CallAction(VMFrameStack *stack, VMFunction *vmfunc, AActor *self)
{
VMValue params[3] = { self, self, VMValue(nullptr, ATAG_GENERIC) };
// Without the type cast this picks the 'void *' assignment...
VMValue params[3] = { (DObject*)self, (DObject*)self, VMValue(nullptr, ATAG_GENERIC) };
stack->Call(vmfunc, params, vmfunc->ImplicitArgs, nullptr, 0, nullptr);
}