- 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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@ -743,7 +743,7 @@ void DoReadyWeapon(AActor *self)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_OPT(flags) { flags = 0; }
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DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
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@ -875,7 +875,7 @@ static void P_CheckWeaponButtons (player_t *player)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_STATE_OPT(state) { state = NULL; }
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A_ReFire(self, state);
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return 0;
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@ -913,7 +913,7 @@ void A_ReFire(AActor *self, FState *state)
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DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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player_t *player = self->player;
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if (NULL != player)
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@ -935,7 +935,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
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DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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@ -1002,7 +1002,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT_OPT(layer) { layer = PSP_WEAPON; }
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PARAM_FLOAT_OPT(wx) { wx = 0.; }
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PARAM_FLOAT_OPT(wy) { wy = 32.; }
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@ -1013,7 +1013,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
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DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT_OPT(wx) { wx = 0.; }
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PARAM_FLOAT_OPT(wy) { wy = 32.; }
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PARAM_INT_OPT(flags) { flags = 0; }
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@ -1029,7 +1029,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
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DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT(layer);
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PARAM_INT(flags);
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PARAM_BOOL(set);
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@ -1072,7 +1072,7 @@ static double GetOverlayPosition(AActor *self, int layer, bool gety)
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DEFINE_ACTION_FUNCTION(AActor, OverlayX)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT_OPT(layer) { layer = 0; }
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if (ACTION_CALL_FROM_PSPRITE())
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@ -1085,7 +1085,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayX)
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DEFINE_ACTION_FUNCTION(AActor, OverlayY)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT_OPT(layer) { layer = 0; }
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if (ACTION_CALL_FROM_PSPRITE())
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@ -1104,7 +1104,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayY)
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DEFINE_ACTION_FUNCTION(AActor, OverlayID)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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if (ACTION_CALL_FROM_PSPRITE())
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{
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@ -1123,7 +1123,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayID)
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DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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player_t *player = self->player;
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DPSprite *psp;
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@ -1171,7 +1171,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
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DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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if (self == nullptr)
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{
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@ -1212,7 +1212,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_INT (layer);
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PARAM_STATE_OPT (state) { state = nullptr; }
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PARAM_BOOL_OPT (dontoverride) { dontoverride = false; }
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@ -1232,7 +1232,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearOverlays)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_OPT(start) { start = 0; }
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PARAM_INT_OPT(stop) { stop = 0; }
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PARAM_BOOL_OPT(safety) { safety = true; }
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@ -1283,7 +1283,7 @@ enum GF_Flags
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_STATE_OPT(flash) { flash = nullptr; }
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PARAM_INT_OPT (flags) { flags = 0; }
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@ -1373,7 +1373,7 @@ void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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@ -1384,7 +1384,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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@ -1395,7 +1395,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
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DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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if (self->player != NULL)
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{
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@ -1406,7 +1406,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(light);
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if (self->player != NULL)
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