- 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

@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
DEFINE_ACTION_FUNCTION(AActor, A_Fall)
{
A_NoBlocking(self);
CALL_ACTION(A_NoBlocking, self);
}
//==========================================================================
@ -195,7 +195,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
{
self->Translation = TRANSLATION(TRANSLATION_Standard, 7);
A_FreezeDeath (self);
CALL_ACTION(A_FreezeDeath, self);
}
//============================================================================
@ -259,7 +259,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
mo->momz = FixedDiv(mo->z-self->z, self->height)<<2;
mo->momx = pr_freeze.Random2 () << (FRACBITS-7);
mo->momy = pr_freeze.Random2 () << (FRACBITS-7);
A_IceSetTics (mo); // set a random tic wait
CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
mo->RenderStyle = self->RenderStyle;
mo->alpha = self->alpha;
}
@ -292,9 +292,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
// [RH] Do some stuff to make this more useful outside Hexen
if (self->flags4 & MF4_BOSSDEATH)
{
A_BossDeath (self);
CALL_ACTION(A_BossDeath, self);
}
A_NoBlocking (self);
CALL_ACTION(A_NoBlocking, self);
self->Destroy ();
}

View file

@ -1,5 +1,6 @@
class AActor;
/*
void A_NoBlocking (AActor *);
void A_HideThing (AActor *);
void A_UnHideThing (AActor *);
@ -21,5 +22,8 @@ void A_UnSetShootable (AActor *);
void A_SetFloorClip (AActor *);
void A_UnSetFloorClip (AActor *);
void A_NoGravity (AActor *);
void FaceMovementDirection (AActor *);
void A_SkullPop (AActor *);
*/
void FaceMovementDirection (AActor *);

View file

@ -134,7 +134,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit)
ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);
ball->angle = startangle + (ANGLE_45/32) * (256/ballcount) * i;
ball->target = self;
A_BridgeOrbit(ball);
CALL_ACTION(A_BridgeOrbit, ball);
}
}

View file

@ -752,7 +752,7 @@ static bool FindMostRecentWeapon (player_t *player, int *slot, int *index)
if (player->PendingWeapon != WP_NOCHANGE)
{
if (player->psprites[ps_weapon].state != NULL &&
player->psprites[ps_weapon].state->GetAction() == A_Raise)
player->psprites[ps_weapon].state->GetAction() == GET_ACTION(A_Raise))
{
if (LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index))
{