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