- got rid of all default parameter redundancies.

- scriptified a few more functions.
This commit is contained in:
Christoph Oelckers 2016-10-28 00:32:52 +02:00
commit 286f9510d4
26 changed files with 184 additions and 252 deletions

View file

@ -1922,12 +1922,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (minseedist) { minseedist = 0; }
PARAM_FLOAT_OPT (maxseedist) { maxseedist = 0; }
PARAM_FLOAT_OPT (maxheardist) { maxheardist = 0; }
PARAM_ANGLE_OPT (fov) { fov = 0.; }
PARAM_STATE_OPT (seestate) { seestate = NULL; }
PARAM_INT_DEF (flags)
PARAM_FLOAT_DEF (minseedist)
PARAM_FLOAT_DEF (maxseedist)
PARAM_FLOAT_DEF (maxheardist)
PARAM_ANGLE_DEF (fov)
PARAM_STATE_DEF (seestate)
AActor *targ = NULL; // Shuts up gcc
double dist;
@ -2139,7 +2139,7 @@ enum ChaseFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Wander)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_DEF(flags);
A_Wander(self, flags);
return 0;
}
@ -2781,9 +2781,9 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_STATE_OPT (melee) { melee = NULL; }
PARAM_STATE_OPT (missile) { missile = NULL; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_STATE_DEF (melee)
PARAM_STATE_DEF (missile)
PARAM_INT_DEF (flags)
if (numparam > 1)
{
@ -2822,8 +2822,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL (domelee);
PARAM_BOOL (domissile);
PARAM_BOOL_OPT (playactive) { playactive = true; }
PARAM_BOOL_OPT (nightmarefast) { nightmarefast = false; }
PARAM_BOOL_DEF (playactive);
PARAM_BOOL_DEF (nightmarefast);
// Now that A_Chase can handle state label parameters, this function has become rather useless...
A_DoChase(stack, self, false,
@ -2957,45 +2957,18 @@ void A_FaceTarget(AActor *self)
A_Face(self, self->target);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Face)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(max_turn) { max_turn = 0.; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270.; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0.; }
PARAM_ANGLE_OPT(pitch_offset) { pitch_offset = 0.; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FLOAT_OPT(z_add) { z_add = 0; }
PARAM_OBJECT(faceto, AActor)
PARAM_ANGLE_DEF(max_turn)
PARAM_ANGLE_DEF(max_pitch)
PARAM_ANGLE_DEF(ang_offset)
PARAM_ANGLE_DEF(pitch_offset)
PARAM_INT_DEF(flags)
PARAM_FLOAT_DEF(z_add)
A_Face(self, self->target, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(max_turn) { max_turn = 0.; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270.; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0.; }
PARAM_ANGLE_OPT(pitch_offset) { pitch_offset = 0.; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FLOAT_OPT(z_add) { z_add = 0; }
A_Face(self, self->master, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
return 0;
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(max_turn) { max_turn = 0.; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270.; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0.; }
PARAM_ANGLE_OPT(pitch_offset) { pitch_offset = 0.; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_FLOAT_OPT(z_add) { z_add = 0; }
A_Face(self, self->tracer, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
A_Face(self, faceto, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
return 0;
}