- Restructured the action function interface to remove the dependence on

the global CallingState variable.


SVN r1163 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-12 14:30:07 +00:00
commit 1957659b1b
34 changed files with 405 additions and 422 deletions

View file

@ -100,10 +100,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
}
static const PClass *GetBallType()
static const PClass *GetBallType(DECLARE_PARAMINFO)
{
const PClass *balltype = NULL;
int index=CheckIndex(1, NULL);
int index=CheckIndex(1);
if (index>=0)
{
balltype = PClass::FindClass((ENamedName)StateParameters[index]);
@ -114,7 +114,7 @@ static const PClass *GetBallType()
DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
{
angle_t startangle;
AActor *ball;
@ -128,7 +128,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit)
// Spawn triad into world -- may be more than a triad now.
int ballcount = self->args[2]==0 ? 3 : self->args[2];
const PClass *balltype = GetBallType();
const PClass *balltype = GetBallType(PUSH_PARAMINFO);
for (int i = 0; i < ballcount; i++)
{
ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);