- turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
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32ac1a8ad7
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152 changed files with 1051 additions and 1072 deletions
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@ -28,7 +28,7 @@ static FRandom pr_oldbfg ("OldBFG");
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//
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DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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DAngle angle;
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int damage;
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@ -69,7 +69,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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bool accurate;
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@ -115,7 +115,7 @@ enum SAW_Flags
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; }
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PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; }
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PARAM_INT_OPT (damage) { damage = 2; }
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@ -257,7 +257,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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int i;
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player_t *player;
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@ -291,7 +291,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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int i;
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DAngle angle;
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@ -338,21 +338,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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A_ReFire (self);
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return 0;
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@ -411,7 +411,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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@ -456,7 +456,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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@ -479,7 +479,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
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//
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_CLASS_OPT(grenade, AActor) { grenade = PClass::FindActor("Grenade"); }
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player_t *player;
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@ -511,7 +511,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
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//
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DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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@ -574,21 +574,21 @@ static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
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DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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FireRailgun(self, 0, ACTION_CALL_FROM_PSPRITE());
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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FireRailgun(self, 10, ACTION_CALL_FROM_PSPRITE());
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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FireRailgun(self, -10, ACTION_CALL_FROM_PSPRITE());
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return 0;
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}
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@ -605,7 +605,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
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DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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player_t *player;
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@ -638,7 +638,7 @@ enum BFG_Flags
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_CLASS_OPT (spraytype, AActor) { spraytype = NULL; }
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PARAM_INT_OPT (numrays) { numrays = 0; }
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PARAM_INT_OPT (damagecnt) { damagecnt = 0; }
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@ -722,7 +722,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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//
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DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
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return 0;
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}
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@ -738,7 +738,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
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DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PClassActor *plasma[] = { PClass::FindActor("PlasmaBall1"), PClass::FindActor("PlasmaBall2") };
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AActor * mo = NULL;
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