- Replaced the static string buffer in ProcessStates with an FString.
- After doing some tests with state label scopes I had to conclude that using '.' both for separating sub-state-labels and scope resolution identifiers does not work reliably unless all actor class names were prohibited from being used as state labels. Since that is undesirable the only solution is to change the scope resolution operator. Fortunately no WADs so far have used it so implementing such a breaking change isn't a major issue. Now it uses '::', like C++ for this purpose. - Converted Revenant, Mancubus and Pain Elemental to DECORATE. SVN r375 (trunk)
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27 changed files with 492 additions and 543 deletions
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@ -1824,3 +1824,23 @@ void A_Respawn (AActor *actor)
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}
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}
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//==========================================================================
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//
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// A_PlayerSkinCheck
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//
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//==========================================================================
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void A_PlayerSkinCheck (AActor *actor)
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{
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if (actor->player != NULL &&
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skins[actor->player->userinfo.skin].othergame)
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{
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int index = CheckIndex(1, &CallingState);
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if (index >= 0)
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{
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DoJump(actor, CallingState, StateParameters[index]);
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}
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}
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}
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