- 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)
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3dbebcb794
commit
1983b5c586
93 changed files with 2378 additions and 2350 deletions
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@ -362,9 +362,9 @@ void P_BobWeapon (player_t *player, pspdef_t *psp, fixed_t *x, fixed_t *y)
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//
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//---------------------------------------------------------------------------
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void A_WeaponReady(AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_WeaponReady)
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{
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player_t *player = actor->player;
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player_t *player = self->player;
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AWeapon *weapon;
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if (NULL == player)
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@ -380,10 +380,10 @@ void A_WeaponReady(AActor *actor)
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}
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// Change player from attack state
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if (actor->InStateSequence(actor->state, actor->MissileState) ||
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actor->InStateSequence(actor->state, actor->MeleeState))
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if (self->InStateSequence(self->state, self->MissileState) ||
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self->InStateSequence(self->state, self->MeleeState))
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{
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static_cast<APlayerPawn *>(actor)->PlayIdle ();
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static_cast<APlayerPawn *>(self)->PlayIdle ();
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}
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// Play ready sound, if any.
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@ -391,7 +391,7 @@ void A_WeaponReady(AActor *actor)
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{
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if (!(weapon->WeaponFlags & WIF_READYSNDHALF) || pr_wpnreadysnd() < 128)
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{
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S_Sound (actor, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
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S_Sound (self, CHAN_WEAPON, weapon->ReadySound, 1, ATTN_NORM);
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}
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}
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@ -458,9 +458,9 @@ void P_CheckWeaponFire (player_t *player)
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//
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//---------------------------------------------------------------------------
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void A_ReFire (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_ReFire)
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{
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player_t *player = actor->player;
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player_t *player = self->player;
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if (NULL == player)
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{
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@ -488,9 +488,9 @@ void A_ReFire (AActor *actor)
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}
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}
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void A_ClearReFire(AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
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{
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player_t *player = actor->player;
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player_t *player = self->player;
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if (NULL != player)
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{
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@ -508,12 +508,12 @@ void A_ClearReFire(AActor *actor)
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//
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//---------------------------------------------------------------------------
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void A_CheckReload (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
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{
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if (actor->player != NULL)
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if (self->player != NULL)
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{
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actor->player->ReadyWeapon->CheckAmmo (
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actor->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
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self->player->ReadyWeapon->CheckAmmo (
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self->player->ReadyWeapon->bAltFire ? AWeapon::AltFire
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: AWeapon::PrimaryFire, true);
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}
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}
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@ -524,9 +524,9 @@ void A_CheckReload (AActor *actor)
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//
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//---------------------------------------------------------------------------
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void A_Lower (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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{
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player_t *player = actor->player;
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player_t *player = self->player;
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pspdef_t *psp;
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if (NULL == player)
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@ -571,13 +571,13 @@ void A_Lower (AActor *actor)
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//
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//---------------------------------------------------------------------------
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void A_Raise (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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{
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if (actor == NULL)
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if (self == NULL)
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{
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return;
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}
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player_t *player = actor->player;
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player_t *player = self->player;
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pspdef_t *psp;
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if (NULL == player)
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@ -612,9 +612,9 @@ void A_Raise (AActor *actor)
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//
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// A_GunFlash
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//
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void A_GunFlash (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_GunFlash)
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{
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player_t *player = actor->player;
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player_t *player = self->player;
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if (NULL == player)
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{
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@ -689,37 +689,37 @@ void P_GunShot (AActor *mo, bool accurate, const PClass *pufftype, angle_t pitch
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P_LineAttack (mo, angle, PLAYERMISSILERANGE, pitch, damage, NAME_None, pufftype);
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}
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void A_Light0 (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
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{
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if (actor->player != NULL)
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if (self->player != NULL)
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{
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actor->player->extralight = 0;
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self->player->extralight = 0;
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}
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}
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void A_Light1 (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
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{
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if (actor->player != NULL)
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if (self->player != NULL)
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{
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actor->player->extralight = 1;
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self->player->extralight = 1;
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}
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}
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void A_Light2 (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
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{
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if (actor->player != NULL)
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if (self->player != NULL)
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{
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actor->player->extralight = 2;
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self->player->extralight = 2;
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}
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}
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void A_Light (AActor *actor)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light)
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{
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int index=CheckIndex(1, &CallingState);
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if (actor->player != NULL && index > 0)
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if (self->player != NULL && index > 0)
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{
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actor->player->extralight = clamp<int>(EvalExpressionI (StateParameters[index], actor), 0, 20);
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self->player->extralight = clamp<int>(EvalExpressionI (StateParameters[index], self), 0, 20);
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}
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}
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