- Macro-fied access to action function parameters.
- Deactivated debug output code in d_Dehacked.cpp. - fixed: A_FreezeDeathChunks crashed when a player's head got spawned. SVN r1168 (trunk)
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25 changed files with 443 additions and 561 deletions
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@ -327,10 +327,10 @@ static void MarinePunch(AActor *self, int damagemul)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
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{
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int index=CheckIndex(1);
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if (index<0) return;
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ACTION_PARAM_START(1);
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ACTION_PARAM_INT(mult, 0);
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MarinePunch(self, EvalExpressionI (StateParameters[index], self));
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MarinePunch(self, mult);
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}
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//============================================================================
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@ -366,9 +366,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
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if (self->target == NULL)
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return;
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int index=CheckIndex(1);
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if (index<0) return;
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bool accurate = !!EvalExpressionI (StateParameters[index], self);
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(accurate, 0);
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S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
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A_FaceTarget (self);
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@ -456,9 +455,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
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if (self->target == NULL)
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return;
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int index=CheckIndex(1);
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if (index<0) return;
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bool accurate = !!EvalExpressionI (StateParameters[index], self);
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ACTION_PARAM_START(1);
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ACTION_PARAM_BOOL(accurate, 0);
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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A_FaceTarget (self);
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