- scriptified several trivial functions from a_action.cpp.

This commit is contained in:
Christoph Oelckers 2016-11-01 16:32:47 +01:00
commit 88fd47247d
4 changed files with 25 additions and 241 deletions

View file

@ -109,71 +109,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Fall)
{
PARAM_SELF_PROLOGUE(AActor);
A_Unblock(self, true);
return 0;
}
//==========================================================================
//
// A_SetFloorClip
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_FLOORCLIP;
self->AdjustFloorClip ();
return 0;
}
//==========================================================================
//
// A_UnSetFloorClip
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_FLOORCLIP;
self->Floorclip = 0;
return 0;
}
//==========================================================================
//
// A_HideThing
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
{
PARAM_SELF_PROLOGUE(AActor);
self->renderflags |= RF_INVISIBLE;
return 0;
}
//==========================================================================
//
// A_UnHideThing
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
{
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
return 0;
}
//============================================================================
//
// A_FreezeDeath
@ -475,164 +410,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
return 0;
}
//============================================================================
//
// A_SetInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_INVULNERABLE;
return 0;
}
//============================================================================
//
// A_UnSetInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_INVULNERABLE;
return 0;
}
//============================================================================
//
// A_SetReflective
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_REFLECTIVE;
return 0;
}
//============================================================================
//
// A_UnSetReflective
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_REFLECTIVE;
return 0;
}
//============================================================================
//
// A_SetReflectiveInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
return 0;
}
//============================================================================
//
// A_UnSetReflectiveInvulnerable
//
//============================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
return 0;
}
//==========================================================================
//
// A_SetShootable
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_NONSHOOTABLE;
self->flags |= MF_SHOOTABLE;
return 0;
}
//==========================================================================
//
// A_UnSetShootable
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_NONSHOOTABLE;
self->flags &= ~MF_SHOOTABLE;
return 0;
}
//===========================================================================
//
// A_NoGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_NOGRAVITY;
return 0;
}
//===========================================================================
//
// A_Gravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_NOGRAVITY;
self->Gravity = 1;
return 0;
}
//===========================================================================
//
// A_LowGravity
//
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_LowGravity)
{
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_NOGRAVITY;
self->Gravity = 1. / 8;;
return 0;
}
//===========================================================================
//
// FaceMovementDirection

View file

@ -4509,6 +4509,13 @@ void AActor::AdjustFloorClip ()
}
}
DEFINE_ACTION_FUNCTION(AActor, AdjustFloorClip)
{
PARAM_SELF_PROLOGUE(AActor);
self->AdjustFloorClip();
return 0;
}
//
// P_SpawnPlayer
// Called when a player is spawned on the level.

View file

@ -718,6 +718,7 @@ void InitThingdef()
symt.AddSymbol(new PField(NAME_Damage, TypeSInt32, VARF_Native|VARF_ReadOnly, myoffsetof(AActor, DamageVal)));
symt.AddSymbol(new PField("visdir", TypeSInt32, VARF_Native, myoffsetof(AActor, visdir)));
symt.AddSymbol(new PField("Gravity", TypeFloat64, VARF_Native, myoffsetof(AActor, Gravity)));
symt.AddSymbol(new PField("FloorClip", TypeFloat64, VARF_Native, myoffsetof(AActor, Floorclip)));
symt.AddSymbol(new PField("DamageType", TypeName, VARF_Native, myoffsetof(AActor, DamageType)));
symt.AddSymbol(new PField("FloatBobPhase", TypeUInt8, VARF_Native, myoffsetof(AActor, FloatBobPhase)));
symt.AddSymbol(new PField("tics", TypeSInt32, VARF_Native, myoffsetof(AActor, tics)));