- 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

@ -1599,7 +1599,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
}
else
{
A_Wander (self);
CALL_ACTION(A_Wander, self);
}
}
else
@ -1872,10 +1872,10 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
{
if (actor->flags & MF_FRIENDLY)
{
A_Look (actor);
CALL_ACTION(A_Look, actor);
if (actor->target == NULL)
{
if (!dontmove) A_Wander (actor);
if (!dontmove) CALL_ACTION(A_Wander, actor);
actor->flags &= ~MF_INCHASE;
return;
}
@ -2275,12 +2275,18 @@ DEFINE_ACTION_FUNCTION(AActor, A_ExtChase)
!!EvalExpressionI (StateParameters[index+3], self), false);
}
// for internal use
void A_Chase(AActor *self)
{
A_DoChase (self, false, self->MeleeState, self->MissileState, true, !!(gameinfo.gametype & GAME_Raven), false);
}
//=============================================================================
//
// A_FaceTarget
//
//=============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FaceTarget)
void A_FaceTarget(AActor *self)
{
if (!self->target)
return;
@ -2301,6 +2307,10 @@ DEFINE_ACTION_FUNCTION(AActor, A_FaceTarget)
}
}
DEFINE_ACTION_FUNCTION(AActor, A_FaceTarget)
{
A_FaceTarget(self);
}
//===========================================================================
//