- 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

@ -953,6 +953,27 @@ float EvalExpressionF (int id, AActor *self, const PClass *cls)
}
}
fixed_t EvalExpressionFix (int id, AActor *self, const PClass *cls)
{
if (StateExpressions.Size() <= (unsigned int)id) return 0;
if (cls == NULL && self != NULL)
{
cls = self->GetClass();
}
ExpVal val = EvalExpression (StateExpressions[id], self, cls);
switch (val.Type)
{
default:
case VAL_Int:
return val.Int << FRACBITS;
case VAL_Float:
return fixed_t(val.Float*FRACUNIT);
}
}
static ExpVal EvalExpression (ExpData *data, AActor *self, const PClass *cls)
{
ExpVal val;