- 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

@ -389,13 +389,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem)
if (state != NULL) spot = state->GetRandomSpot(RUNTIME_TYPE(self), true);
if (spot == NULL) return;
int index=CheckIndex(4);
if (index<0) return;
ENamedName SpawnType = (ENamedName)StateParameters[index];
int fail_sp = EvalExpressionI (StateParameters[index+1], self);
int fail_co = EvalExpressionI (StateParameters[index+2], self);
int fail_dm = EvalExpressionI (StateParameters[index+3], self);
ACTION_PARAM_START(4);
ACTION_PARAM_CLASS(cls, 0);
ACTION_PARAM_INT(fail_sp, 1);
ACTION_PARAM_INT(fail_co, 2);
ACTION_PARAM_INT(fail_dm, 3);
if (!multiplayer && pr_spawnmace() < fail_sp)
{ // Sometimes doesn't show up if not in deathmatch
@ -411,7 +409,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem)
{
return;
}
const PClass *cls = PClass::FindClass(SpawnType);
if (cls == NULL)
{
return;