- scriptified several trivial functions from a_action.cpp.
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4 changed files with 25 additions and 241 deletions
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@ -109,71 +109,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_Fall)
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{
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PARAM_SELF_PROLOGUE(AActor);
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A_Unblock(self, true);
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return 0;
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}
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//==========================================================================
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//
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// A_SetFloorClip
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 |= MF2_FLOORCLIP;
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self->AdjustFloorClip ();
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return 0;
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}
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//==========================================================================
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//
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// A_UnSetFloorClip
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 &= ~MF2_FLOORCLIP;
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self->Floorclip = 0;
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return 0;
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}
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//==========================================================================
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//
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// A_HideThing
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->renderflags |= RF_INVISIBLE;
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return 0;
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}
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//==========================================================================
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//
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// A_UnHideThing
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->renderflags &= ~RF_INVISIBLE;
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return 0;
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}
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//============================================================================
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//
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// A_FreezeDeath
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@ -475,164 +410,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
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return 0;
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}
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//============================================================================
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//
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// A_SetInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 |= MF2_INVULNERABLE;
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return 0;
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}
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//============================================================================
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//
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// A_UnSetInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 &= ~MF2_INVULNERABLE;
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return 0;
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}
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//============================================================================
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//
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// A_SetReflective
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 |= MF2_REFLECTIVE;
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return 0;
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}
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//============================================================================
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//
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// A_UnSetReflective
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 &= ~MF2_REFLECTIVE;
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return 0;
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}
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//============================================================================
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//
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// A_SetReflectiveInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
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return 0;
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}
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//============================================================================
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//
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// A_UnSetReflectiveInvulnerable
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
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return 0;
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}
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//==========================================================================
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//
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// A_SetShootable
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 &= ~MF2_NONSHOOTABLE;
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self->flags |= MF_SHOOTABLE;
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return 0;
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}
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//==========================================================================
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//
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// A_UnSetShootable
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags2 |= MF2_NONSHOOTABLE;
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self->flags &= ~MF_SHOOTABLE;
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return 0;
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}
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//===========================================================================
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//
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// A_NoGravity
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags |= MF_NOGRAVITY;
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return 0;
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}
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//===========================================================================
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//
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// A_Gravity
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags &= ~MF_NOGRAVITY;
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self->Gravity = 1;
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return 0;
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}
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//===========================================================================
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//
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// A_LowGravity
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_LowGravity)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->flags &= ~MF_NOGRAVITY;
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self->Gravity = 1. / 8;;
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return 0;
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}
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//===========================================================================
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//
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// FaceMovementDirection
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