- Restructured the action function interface to remove the dependence on
the global CallingState variable. SVN r1163 (trunk)
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b1d36182c4
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34 changed files with 405 additions and 422 deletions
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@ -100,10 +100,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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}
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static const PClass *GetBallType()
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static const PClass *GetBallType(DECLARE_PARAMINFO)
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{
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const PClass *balltype = NULL;
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int index=CheckIndex(1, NULL);
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int index=CheckIndex(1);
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if (index>=0)
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{
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balltype = PClass::FindClass((ENamedName)StateParameters[index]);
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@ -114,7 +114,7 @@ static const PClass *GetBallType()
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DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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{
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angle_t startangle;
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AActor *ball;
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@ -128,7 +128,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit)
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = self->args[2]==0 ? 3 : self->args[2];
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const PClass *balltype = GetBallType();
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const PClass *balltype = GetBallType(PUSH_PARAMINFO);
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for (int i = 0; i < ballcount; i++)
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{
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ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);
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