- 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

@ -458,10 +458,9 @@ static void HandleDeprecatedFlags(AActor *defaults, bool set, int index)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
int index=CheckIndex(2);
if (index < 0) return;
const char * flagname = FName((ENamedName)StateParameters[index]).GetChars();
int expression = EvalExpressionI (StateParameters[index+1], self);
ACTION_PARAM_START(2);
ACTION_PARAM_STRING(flagname, 0);
ACTION_PARAM_BOOL(expression, 1);
const char *dot = strchr (flagname, '.');
flagdef *fd;
@ -480,7 +479,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
if (fd->structoffset == -1)
{
HandleDeprecatedFlags(self, !!expression, fd->flagbit);
HandleDeprecatedFlags(self, expression, fd->flagbit);
}
else
{