- 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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@ -100,26 +100,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
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}
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static const PClass *GetBallType(DECLARE_PARAMINFO)
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{
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const PClass *balltype = NULL;
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int index=CheckIndex(1);
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if (index>=0)
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{
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balltype = PClass::FindClass((ENamedName)StateParameters[index]);
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}
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if (balltype == NULL) balltype = PClass::FindClass("BridgeBall");
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return balltype;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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{
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angle_t startangle;
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AActor *ball;
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fixed_t cx, cy, cz;
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ACTION_PARAM_START(1);
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ACTION_PARAM_CLASS(balltype, 0);
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if (balltype == NULL) balltype = PClass::FindClass("BridgeBall");
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cx = self->x;
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cy = self->y;
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cz = self->z;
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@ -128,7 +119,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
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// Spawn triad into world -- may be more than a triad now.
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int ballcount = self->args[2]==0 ? 3 : self->args[2];
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const PClass *balltype = GetBallType(PUSH_PARAMINFO);
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for (int i = 0; i < ballcount; i++)
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{
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ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);
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