- Replaced the ActorInfo definitions of several internal classes with DECORATE definitions
SVN r1133 (trunk)
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38 changed files with 456 additions and 336 deletions
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@ -37,10 +37,7 @@
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// The base class for sector actions ----------------------------------------
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IMPLEMENT_STATELESS_ACTOR (ASectorAction, Any, -1, 0)
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PROP_Flags (MF_NOBLOCKMAP|MF_NOSECTOR|MF_NOGRAVITY)
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PROP_Flags3 (MF3_DONTSPLASH)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASectorAction)
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void ASectorAction::Destroy ()
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{
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@ -111,13 +108,13 @@ bool ASectorAction::CheckTrigger (AActor *triggerer) const
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class ASecActEnter : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActEnter, ASectorAction)
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DECLARE_CLASS (ASecActEnter, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEnter, Any, 9998, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActEnter)
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bool ASecActEnter::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -129,13 +126,13 @@ bool ASecActEnter::TriggerAction (AActor *triggerer, int activationType)
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class ASecActExit : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActExit, ASectorAction)
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DECLARE_CLASS (ASecActExit, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActExit, Any, 9997, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActExit)
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bool ASecActExit::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -147,15 +144,15 @@ bool ASecActExit::TriggerAction (AActor *triggerer, int activationType)
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class ASecActHitFloor : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActHitFloor, ASectorAction)
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DECLARE_CLASS (ASecActHitFloor, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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// Skull Tag uses 9999 for a special that is triggered whenever
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// the player is on the sector's floor. I think this is more useful.
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IMPLEMENT_STATELESS_ACTOR (ASecActHitFloor, Any, 9999, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActHitFloor)
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bool ASecActHitFloor::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -167,13 +164,13 @@ bool ASecActHitFloor::TriggerAction (AActor *triggerer, int activationType)
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class ASecActHitCeil : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActHitCeil, ASectorAction)
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DECLARE_CLASS (ASecActHitCeil, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActHitCeil, Any, 9996, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActHitCeil)
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bool ASecActHitCeil::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -185,13 +182,13 @@ bool ASecActHitCeil::TriggerAction (AActor *triggerer, int activationType)
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class ASecActUse : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActUse, ASectorAction)
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DECLARE_CLASS (ASecActUse, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActUse, Any, 9995, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActUse)
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bool ASecActUse::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -203,13 +200,13 @@ bool ASecActUse::TriggerAction (AActor *triggerer, int activationType)
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class ASecActUseWall : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActUseWall, ASectorAction)
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DECLARE_CLASS (ASecActUseWall, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActUseWall, Any, 9994, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActUseWall)
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bool ASecActUseWall::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -221,13 +218,13 @@ bool ASecActUseWall::TriggerAction (AActor *triggerer, int activationType)
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class ASecActEyesDive : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActEyesDive, ASectorAction)
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DECLARE_CLASS (ASecActEyesDive, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesDive, Any, 9993, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActEyesDive)
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bool ASecActEyesDive::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -239,13 +236,13 @@ bool ASecActEyesDive::TriggerAction (AActor *triggerer, int activationType)
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class ASecActEyesSurface : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActEyesSurface, ASectorAction)
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DECLARE_CLASS (ASecActEyesSurface, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesSurface, Any, 9992, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActEyesSurface)
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bool ASecActEyesSurface::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -257,13 +254,13 @@ bool ASecActEyesSurface::TriggerAction (AActor *triggerer, int activationType)
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class ASecActEyesBelowC : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActEyesBelowC, ASectorAction)
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DECLARE_CLASS (ASecActEyesBelowC, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesBelowC, Any, 9983, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActEyesBelowC)
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bool ASecActEyesBelowC::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -275,13 +272,13 @@ bool ASecActEyesBelowC::TriggerAction (AActor *triggerer, int activationType)
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class ASecActEyesAboveC : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActEyesAboveC, ASectorAction)
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DECLARE_CLASS (ASecActEyesAboveC, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActEyesAboveC, Any, 9982, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActEyesAboveC)
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bool ASecActEyesAboveC::TriggerAction (AActor *triggerer, int activationType)
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{
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@ -293,13 +290,13 @@ bool ASecActEyesAboveC::TriggerAction (AActor *triggerer, int activationType)
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class ASecActHitFakeFloor : public ASectorAction
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{
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DECLARE_STATELESS_ACTOR (ASecActHitFakeFloor, ASectorAction)
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DECLARE_CLASS (ASecActHitFakeFloor, ASectorAction)
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public:
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bool TriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_STATELESS_ACTOR (ASecActHitFakeFloor, Any, 9989, 0)
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END_DEFAULTS
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IMPLEMENT_CLASS (ASecActHitFakeFloor)
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bool ASecActHitFakeFloor::TriggerAction (AActor *triggerer, int activationType)
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{
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