- implemented pass-by-reference arguments - so far only for memory based variables.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available. - removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place. - scriptified A_Punch for testing pass-by-reference parameters and stack variables.
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20 changed files with 205 additions and 126 deletions
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@ -15,7 +15,6 @@
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#include "doomstat.h"
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*/
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static FRandom pr_punch ("Punch");
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static FRandom pr_saw ("Saw");
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static FRandom pr_fireshotgun2 ("FireSG2");
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static FRandom pr_fireplasma ("FirePlasma");
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@ -23,47 +22,6 @@ static FRandom pr_firerail ("FireRail");
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static FRandom pr_bfgspray ("BFGSpray");
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static FRandom pr_oldbfg ("OldBFG");
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//
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// A_Punch
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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(AActor);
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DAngle angle;
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int damage;
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DAngle pitch;
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FTranslatedLineTarget t;
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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if (weapon != NULL && !(weapon->WeaponFlags & WIF_DEHAMMO) && ACTION_CALL_FROM_PSPRITE())
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{
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if (!weapon->DepleteAmmo (weapon->bAltFire))
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return 0;
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}
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}
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damage = (pr_punch()%10+1)<<1;
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if (self->FindInventory<APowerStrength>())
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damage *= 10;
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angle = self->Angles.Yaw + pr_punch.Random2() * (5.625 / 256);
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pitch = P_AimLineAttack (self, angle, MELEERANGE);
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P_LineAttack (self, angle, MELEERANGE, pitch, damage, NAME_Melee, NAME_BulletPuff, LAF_ISMELEEATTACK, &t);
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// turn to face target
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if (t.linetarget)
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{
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S_Sound (self, CHAN_WEAPON, "*fist", 1, ATTN_NORM);
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self->Angles.Yaw = t.angleFromSource;
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}
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return 0;
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}
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//
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// A_FirePistol
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//
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