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