- P_UndoPlayerMorph scriptified.

Not tested yet and still missing a new native interface.
This commit is contained in:
Christoph Oelckers 2018-11-24 08:17:30 +01:00
commit 78d6832d14
10 changed files with 301 additions and 67 deletions

View file

@ -38,6 +38,18 @@
static FRandom pr_morphmonst ("MorphMonster");
bool P_MorphPlayer(player_t *activator, player_t *p, PClassActor *spawntype, int duration, int style, PClassActor *enter_flash, PClassActor *exit_flash)
{
return false;
}
bool P_UndoPlayerMorph(player_t *activator, player_t *player, int unmorphflag, bool force)
{
return false;
}
#if 0
void EndAllPowerupEffects(AInventory *item);
void InitAllPowerupEffects(AInventory *item);
@ -336,7 +348,7 @@ bool P_UndoPlayerMorph (player_t *activator, player_t *player, int unmorphflag,
beastweap = player->ReadyWeapon;
if (player->PremorphWeapon != nullptr)
{
player->PremorphWeapon->PostMorphWeapon ();
player->PremorphWeapon-> P ostMorphWeapon ();
}
else
{
@ -386,9 +398,11 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, UndoPlayerMorph)
PARAM_POINTER_NOT_NULL(player, player_t);
PARAM_INT(unmorphflag);
PARAM_BOOL(force);
ACTION_RETURN_BOOL(P_UndoPlayerMorph(self, player, unmorphflag, force));
ACTION_RETURN_BOOL(P_UndoPlayerMorph(player, self, unmorphflag, force));
}
#endif
//---------------------------------------------------------------------------
//
// FUNC P_MorphMonster