- 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
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93 changed files with 2378 additions and 2350 deletions
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@ -1171,7 +1171,7 @@ void APlayerPawn::TweakSpeeds (int &forward, int &side)
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//
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//===========================================================================
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void A_PlayerScream (AActor *self)
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DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
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{
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int sound = 0;
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int chan = CHAN_VOICE;
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@ -1237,7 +1237,7 @@ void A_PlayerScream (AActor *self)
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//
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//----------------------------------------------------------------------------
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void A_SkullPop (AActor *actor)
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DEFINE_ACTION_FUNCTION(AActor, A_SkullPop)
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{
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APlayerPawn *mo;
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player_t *player;
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@ -1253,23 +1253,23 @@ void A_SkullPop (AActor *actor)
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if (spawntype == NULL) return;
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}
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actor->flags &= ~MF_SOLID;
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mo = (APlayerPawn *)Spawn (spawntype, actor->x, actor->y, actor->z + 48*FRACUNIT, NO_REPLACE);
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//mo->target = actor;
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self->flags &= ~MF_SOLID;
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mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
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//mo->target = self;
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mo->momx = pr_skullpop.Random2() << 9;
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mo->momy = pr_skullpop.Random2() << 9;
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mo->momz = 2*FRACUNIT + (pr_skullpop() << 6);
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// Attach player mobj to bloody skull
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player = actor->player;
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actor->player = NULL;
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mo->ObtainInventory (actor);
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player = self->player;
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self->player = NULL;
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mo->ObtainInventory (self);
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mo->player = player;
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mo->health = actor->health;
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mo->angle = actor->angle;
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mo->health = self->health;
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mo->angle = self->angle;
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if (player != NULL)
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{
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player->mo = mo;
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if (player->camera == actor)
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if (player->camera == self)
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{
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player->camera = mo;
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}
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@ -1283,11 +1283,11 @@ void A_SkullPop (AActor *actor)
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//
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//----------------------------------------------------------------------------
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void A_CheckPlayerDone (AActor *actor)
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DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
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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->Destroy ();
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self->Destroy ();
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}
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}
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