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