- 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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371712c53a
152 changed files with 1051 additions and 1072 deletions
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@ -355,7 +355,7 @@ bool P_GiveBody (AActor *actor, int num, int max)
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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self->renderflags &= ~RF_INVISIBLE;
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if (static_cast<AInventory *>(self)->DoRespawn ())
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@ -373,7 +373,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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self->flags |= MF_SPECIAL;
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if (!(self->GetDefault()->flags & MF_NOGRAVITY))
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@ -393,7 +393,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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self->renderflags &= ~RF_INVISIBLE;
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self->flags |= MF_SPECIAL;
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@ -418,7 +418,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
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DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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// Move item back to its original location
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DVector2 sp = self->SpawnPoint;
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