- Macro-fied all access to action functions.

SVN r1149 (trunk)
This commit is contained in:
Christoph Oelckers 2008-08-10 22:48:37 +00:00
commit 511c9366f7
42 changed files with 163 additions and 635 deletions

View file

@ -222,7 +222,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MarineNoise)
DEFINE_ACTION_FUNCTION(AActor, A_MarineChase)
{
A_MarineNoise (self);
CALL_ACTION(A_MarineNoise, self);
A_Chase (self);
}
@ -234,8 +234,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_MarineChase)
DEFINE_ACTION_FUNCTION(AActor, A_MarineLook)
{
A_MarineNoise (self);
A_Look (self);
CALL_ACTION(A_MarineNoise, self);
CALL_ACTION(A_Look, self);
}
//============================================================================
@ -300,7 +300,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Saw)
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_M_Punch)
static void MarinePunch(AActor *self, int damagemul)
{
angle_t angle;
int damage;
@ -310,11 +310,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Punch)
if (self->target == NULL)
return;
int index=CheckIndex(1);
if (index<0) return;
damage = (pr_m_punch()%10+1) << 1;
damage *= EvalExpressionI (StateParameters[index], self);
damage = ((pr_m_punch()%10+1) << 1) * damagemul;
A_FaceTarget (self);
angle = self->angle + (pr_m_punch.Random2() << 18);
@ -329,6 +325,14 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_Punch)
}
}
DEFINE_ACTION_FUNCTION(AActor, A_M_Punch)
{
int index=CheckIndex(1);
if (index<0) return;
MarinePunch(self, EvalExpressionI (StateParameters[index], self));
}
//============================================================================
//
// P_GunShot2
@ -479,7 +483,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireMissile)
if (self->CheckMeleeRange ())
{ // If too close, punch it
A_M_Punch (self);
MarinePunch(self, 1);
}
else
{
@ -499,7 +503,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireRailgun)
if (self->target == NULL)
return;
A_MonsterRail (self);
CALL_ACTION(A_MonsterRail, self);
self->special1 = level.maptime + 50;
}