- Macro-fied all access to action functions.
SVN r1149 (trunk)
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parent
1983b5c586
commit
511c9366f7
42 changed files with 163 additions and 635 deletions
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@ -100,7 +100,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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DEFINE_ACTION_FUNCTION(AActor, A_Fall)
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{
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A_NoBlocking(self);
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CALL_ACTION(A_NoBlocking, self);
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}
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//==========================================================================
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@ -195,7 +195,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
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DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
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{
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self->Translation = TRANSLATION(TRANSLATION_Standard, 7);
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A_FreezeDeath (self);
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CALL_ACTION(A_FreezeDeath, self);
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}
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//============================================================================
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@ -259,7 +259,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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mo->momz = FixedDiv(mo->z-self->z, self->height)<<2;
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mo->momx = pr_freeze.Random2 () << (FRACBITS-7);
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mo->momy = pr_freeze.Random2 () << (FRACBITS-7);
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A_IceSetTics (mo); // set a random tic wait
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CALL_ACTION(A_IceSetTics, mo); // set a random tic wait
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mo->RenderStyle = self->RenderStyle;
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mo->alpha = self->alpha;
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}
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@ -292,9 +292,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
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// [RH] Do some stuff to make this more useful outside Hexen
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if (self->flags4 & MF4_BOSSDEATH)
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{
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A_BossDeath (self);
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CALL_ACTION(A_BossDeath, self);
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}
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A_NoBlocking (self);
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CALL_ACTION(A_NoBlocking, self);
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self->Destroy ();
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}
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@ -1,5 +1,6 @@
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class AActor;
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/*
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void A_NoBlocking (AActor *);
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void A_HideThing (AActor *);
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void A_UnHideThing (AActor *);
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@ -21,5 +22,8 @@ void A_UnSetShootable (AActor *);
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void A_SetFloorClip (AActor *);
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void A_UnSetFloorClip (AActor *);
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void A_NoGravity (AActor *);
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void FaceMovementDirection (AActor *);
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void A_SkullPop (AActor *);
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*/
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void FaceMovementDirection (AActor *);
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@ -134,7 +134,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeInit)
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ball = Spawn(balltype, cx, cy, cz, ALLOW_REPLACE);
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ball->angle = startangle + (ANGLE_45/32) * (256/ballcount) * i;
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ball->target = self;
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A_BridgeOrbit(ball);
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CALL_ACTION(A_BridgeOrbit, ball);
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}
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}
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@ -752,7 +752,7 @@ static bool FindMostRecentWeapon (player_t *player, int *slot, int *index)
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if (player->PendingWeapon != WP_NOCHANGE)
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{
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if (player->psprites[ps_weapon].state != NULL &&
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player->psprites[ps_weapon].state->GetAction() == A_Raise)
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player->psprites[ps_weapon].state->GetAction() == GET_ACTION(A_Raise))
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{
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if (LocalWeapons.LocateWeapon (player->PendingWeapon->GetClass(), slot, index))
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{
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