- 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.
This commit is contained in:
Christoph Oelckers 2016-10-22 17:49:08 +02:00
commit 371712c53a
152 changed files with 1051 additions and 1072 deletions

View file

@ -355,7 +355,7 @@ bool P_GiveBody (AActor *actor, int num, int max)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
if (static_cast<AInventory *>(self)->DoRespawn ())
@ -373,7 +373,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
@ -393,7 +393,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
self->flags |= MF_SPECIAL;
@ -418,7 +418,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// Move item back to its original location
DVector2 sp = self->SpawnPoint;