- 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)
This commit is contained in:
Christoph Oelckers 2008-08-13 22:54:24 +00:00
commit 1c034c1150
25 changed files with 443 additions and 561 deletions

View file

@ -327,10 +327,10 @@ static void MarinePunch(AActor *self, int damagemul)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
{
int index=CheckIndex(1);
if (index<0) return;
ACTION_PARAM_START(1);
ACTION_PARAM_INT(mult, 0);
MarinePunch(self, EvalExpressionI (StateParameters[index], self));
MarinePunch(self, mult);
}
//============================================================================
@ -366,9 +366,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
if (self->target == NULL)
return;
int index=CheckIndex(1);
if (index<0) return;
bool accurate = !!EvalExpressionI (StateParameters[index], self);
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(accurate, 0);
S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
A_FaceTarget (self);
@ -456,9 +455,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
if (self->target == NULL)
return;
int index=CheckIndex(1);
if (index<0) return;
bool accurate = !!EvalExpressionI (StateParameters[index], self);
ACTION_PARAM_START(1);
ACTION_PARAM_BOOL(accurate, 0);
S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
A_FaceTarget (self);