- scriptified FastProjectile.
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12 changed files with 200 additions and 186 deletions
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@ -4333,6 +4333,12 @@ bool AActor::CheckNoDelay()
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return true;
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}
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DEFINE_ACTION_FUNCTION(AActor, CheckNoDelay)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(self->CheckNoDelay());
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}
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//==========================================================================
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//
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// AActor :: CheckSectorTransition
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@ -4486,6 +4492,12 @@ bool AActor::UpdateWaterLevel (bool dosplash)
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return false; // we did the splash ourselves
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}
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DEFINE_ACTION_FUNCTION(AActor, UpdateWaterLevel)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL_DEF(splash);
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ACTION_RETURN_BOOL(self->UpdateWaterLevel(splash));
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}
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//==========================================================================
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//
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@ -7821,6 +7833,13 @@ DEFINE_ACTION_FUNCTION(AActor, Vec3Offset)
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ACTION_RETURN_VEC3(self->Vec3Offset(x, y, z, absolute));
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}
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DEFINE_ACTION_FUNCTION(AActor, PosRelative)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_POINTER(sec, sector_t);
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ACTION_RETURN_VEC3(self->PosRelative(sec));
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}
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DEFINE_ACTION_FUNCTION(AActor, RestoreDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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@ -7861,6 +7880,19 @@ DEFINE_ACTION_FUNCTION(AActor, CountsAsKill)
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ACTION_RETURN_FLOAT(self->CountsAsKill());
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}
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DEFINE_ACTION_FUNCTION(AActor, IsZeroDamage)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(self->IsZeroDamage());
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}
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DEFINE_ACTION_FUNCTION(AActor, ClearInterpolation)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->ClearInterpolation();
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
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{
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PARAM_PROLOGUE;
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@ -7880,6 +7912,7 @@ DEFINE_ACTION_FUNCTION(AActor, ApplyDamageFactors)
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}
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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