- Converted all action functions be directly callable by the VM (though they are not yet

usable).

SVN r2154 (scripting)
This commit is contained in:
Randy Heit 2010-02-12 06:04:57 +00:00
commit 739e684549
108 changed files with 2827 additions and 1295 deletions

View file

@ -1249,6 +1249,8 @@ void APlayerPawn::TweakSpeeds (int &forward, int &side)
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
PARAM_ACTION_PROLOGUE;
int sound = 0;
int chan = CHAN_VOICE;
@ -1262,7 +1264,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
S_Sound (self, CHAN_VOICE, "*death", 1, ATTN_NORM);
}
return;
return 0;
}
// Handle the different player death screams
@ -1311,6 +1313,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
}
}
S_Sound (self, chan, sound, 1, ATTN_NORM);
return 0;
}
@ -1322,17 +1325,17 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
{
ACTION_PARAM_START(1);
ACTION_PARAM_CLASS(spawntype, 0);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS_OPT(spawntype, APlayerChunk) { spawntype = NULL; }
APlayerPawn *mo;
player_t *player;
// [GRB] Parameterized version
if (!spawntype || !spawntype->IsDescendantOf (RUNTIME_CLASS (APlayerChunk)))
if (spawntype == NULL || !spawntype->IsDescendantOf(RUNTIME_CLASS(APlayerChunk)))
{
spawntype = PClass::FindClass("BloodySkull");
if (spawntype == NULL) return;
if (spawntype == NULL) return 0;
}
self->flags &= ~MF_SOLID;
@ -1357,6 +1360,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
}
player->damagecount = 32;
}
return 0;
}
//----------------------------------------------------------------------------
@ -1367,10 +1371,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
PARAM_ACTION_PROLOGUE;
if (self->player == NULL)
{
self->Destroy ();
self->Destroy();
}
return 0;
}
//===========================================================================
@ -1384,7 +1391,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
void P_CheckPlayerSprites()
{
for(int i=0; i<MAXPLAYERS; i++)
for (int i = 0; i < MAXPLAYERS; i++)
{
player_t * player = &players[i];
APlayerPawn * mo = player->mo;