- Restructured the action function interface to remove the dependence on
the global CallingState variable. SVN r1163 (trunk)
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34 changed files with 405 additions and 422 deletions
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@ -517,17 +517,8 @@ bool AActor::SetState (FState *newstate)
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}
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}
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if (newstate->GetAction())
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if (newstate->CallAction(this))
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{
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// The parameterized action functions need access to the current state and
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// if a function is supposed to work with both actors and weapons
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// there is no real means to get to it reliably so I store it in a global variable here.
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// Yes, I know this is truly awful but it is the only method I can think of
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// that does not involve changing stuff throughout the code.
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// Of course this should be rewritten ASAP.
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CallingState = newstate;
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newstate->GetAction() (this);
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// Check whether the called action function resulted in destroying the actor
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if (ObjectFlags & OF_EuthanizeMe)
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return false;
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