- removed the default parameter handling from all native script functions because it is no longer needed.
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e643582957
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45 changed files with 736 additions and 769 deletions
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@ -261,8 +261,8 @@ DEFINE_ACTION_FUNCTION(AActor, SoundAlert)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(target, AActor);
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PARAM_BOOL_DEF(splash);
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PARAM_FLOAT_DEF(maxdist);
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PARAM_BOOL(splash);
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PARAM_FLOAT(maxdist);
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// Note that the emitter is self, not the target of the alert! Target can be NULL.
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P_NoiseAlert(target, self, splash, maxdist);
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return 0;
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@ -1350,7 +1350,7 @@ DEFINE_ACTION_FUNCTION(AActor, IsVisible)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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PARAM_POINTER(params, FLookExParams);
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ACTION_RETURN_BOOL(P_IsVisible(self, other, allaround, params));
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}
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@ -1589,7 +1589,7 @@ DEFINE_ACTION_FUNCTION(AActor, LookForTID)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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PARAM_POINTER(params, FLookExParams);
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ACTION_RETURN_BOOL(P_LookForTID(self, allaround, params));
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}
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@ -1736,7 +1736,7 @@ DEFINE_ACTION_FUNCTION(AActor, LookForEnemies)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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PARAM_POINTER(params, FLookExParams);
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ACTION_RETURN_BOOL(P_LookForEnemies(self, allaround, params));
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}
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@ -1931,7 +1931,7 @@ DEFINE_ACTION_FUNCTION(AActor, LookForPlayers)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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PARAM_POINTER(params, FLookExParams);
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ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, params));
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}
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@ -2067,12 +2067,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
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DEFINE_ACTION_FUNCTION(AActor, A_LookEx)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_DEF (flags)
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PARAM_FLOAT_DEF (minseedist)
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PARAM_FLOAT_DEF (maxseedist)
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PARAM_FLOAT_DEF (maxheardist)
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PARAM_ANGLE_DEF (fov)
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PARAM_STATE_DEF (seestate)
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PARAM_INT (flags)
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PARAM_FLOAT (minseedist)
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PARAM_FLOAT (maxseedist)
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PARAM_FLOAT (maxheardist)
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PARAM_ANGLE (fov)
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PARAM_STATE (seestate)
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AActor *targ = NULL; // Shuts up gcc
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double dist;
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@ -2284,7 +2284,7 @@ enum ChaseFlags
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DEFINE_ACTION_FUNCTION(AActor, A_Wander)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_DEF(flags);
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PARAM_INT(flags);
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A_Wander(self, flags);
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return 0;
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}
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@ -2972,9 +2972,9 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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DEFINE_ACTION_FUNCTION(AActor, A_Chase)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_STATE_DEF (melee)
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PARAM_STATE_DEF (missile)
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PARAM_INT_DEF (flags)
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PARAM_STATE (melee)
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PARAM_STATE (missile)
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PARAM_INT (flags)
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if (melee != nullptr || missile != nullptr || flags != 0x40000000)
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{
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@ -3013,8 +3013,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_ExtChase)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL (domelee);
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PARAM_BOOL (domissile);
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PARAM_BOOL_DEF (playactive);
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PARAM_BOOL_DEF (nightmarefast);
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PARAM_BOOL (playactive);
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PARAM_BOOL (nightmarefast);
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// Now that A_Chase can handle state label parameters, this function has become rather useless...
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A_DoChase(self, false,
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@ -3158,12 +3158,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_Face)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(faceto, AActor)
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PARAM_ANGLE_DEF(max_turn)
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PARAM_ANGLE_DEF(max_pitch)
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PARAM_ANGLE_DEF(ang_offset)
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PARAM_ANGLE_DEF(pitch_offset)
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PARAM_INT_DEF(flags)
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PARAM_FLOAT_DEF(z_add)
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PARAM_ANGLE(max_turn)
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PARAM_ANGLE(max_pitch)
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PARAM_ANGLE(ang_offset)
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PARAM_ANGLE(pitch_offset)
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PARAM_INT(flags)
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PARAM_FLOAT(z_add)
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A_Face(self, faceto, max_turn, max_pitch, ang_offset, pitch_offset, flags, z_add);
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return 0;
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