- Changed action function definition so that they have to be defined with a

DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the
  whole system.


SVN r1148 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-10 20:48:55 +00:00
commit 1983b5c586
93 changed files with 2378 additions and 2350 deletions

View file

@ -14,6 +14,7 @@
#include "a_strifeglobal.h"
#include "a_morph.h"
#include "a_specialspot.h"
#include "thingdef/thingdef.h"
static FRandom pr_restore ("RestorePos");
@ -269,12 +270,12 @@ bool P_GiveBody (AActor *actor, int num)
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing1 (AActor *thing)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
{
thing->renderflags &= ~RF_INVISIBLE;
if (static_cast<AInventory *>(thing)->DoRespawn ())
self->renderflags &= ~RF_INVISIBLE;
if (static_cast<AInventory *>(self)->DoRespawn ())
{
S_Sound (thing, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
S_Sound (self, CHAN_VOICE, "misc/spawn", 1, ATTN_IDLE);
}
}
@ -284,14 +285,14 @@ void A_RestoreSpecialThing1 (AActor *thing)
//
//---------------------------------------------------------------------------
void A_RestoreSpecialThing2 (AActor *thing)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
{
thing->flags |= MF_SPECIAL;
if (!(thing->GetDefault()->flags & MF_NOGRAVITY))
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
{
thing->flags &= ~MF_NOGRAVITY;
self->flags &= ~MF_NOGRAVITY;
}
thing->SetState (thing->SpawnState);
self->SetState (self->SpawnState);
}
@ -301,7 +302,7 @@ void A_RestoreSpecialThing2 (AActor *thing)
//
//---------------------------------------------------------------------------
void A_RestoreSpecialDoomThing (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
{
self->renderflags &= ~RF_INVISIBLE;
self->flags |= MF_SPECIAL;
@ -323,7 +324,7 @@ void A_RestoreSpecialDoomThing (AActor *self)
//
//---------------------------------------------------------------------------
void A_RestoreSpecialPosition (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
// Move item back to its original location
fixed_t _x, _y;