- removed the default parameter handling from all native script functions because it is no longer needed.
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e643582957
commit
94ed30e782
45 changed files with 736 additions and 769 deletions
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@ -417,7 +417,7 @@ void P_FindFloorCeiling(AActor *actor, int flags)
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DEFINE_ACTION_FUNCTION(AActor, FindFloorCeiling)
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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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P_FindFloorCeiling(self, flags);
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return 0;
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}
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@ -583,7 +583,7 @@ DEFINE_ACTION_FUNCTION(AActor, TeleportMove)
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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PARAM_BOOL(telefrag);
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PARAM_BOOL_DEF(modify);
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PARAM_BOOL(modify);
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ACTION_RETURN_BOOL(P_TeleportMove(self, DVector3(x, y, z), telefrag, modify));
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}
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@ -1959,8 +1959,8 @@ DEFINE_ACTION_FUNCTION(AActor, CheckPosition)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_BOOL_DEF(actorsonly);
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PARAM_POINTER_DEF(tm, FCheckPosition);
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PARAM_BOOL(actorsonly);
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PARAM_POINTER(tm, FCheckPosition);
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if (tm)
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{
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ACTION_RETURN_BOOL(P_CheckPosition(self, DVector2(x, y), *tm, actorsonly));
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@ -2117,7 +2117,7 @@ bool P_TestMobjZ(AActor *actor, bool quick, AActor **pOnmobj)
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DEFINE_ACTION_FUNCTION(AActor, TestMobjZ)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL_DEF(quick);
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PARAM_BOOL(quick);
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AActor *on = nullptr;;
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bool retv = P_TestMobjZ(self, quick, &on);
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@ -2773,8 +2773,8 @@ DEFINE_ACTION_FUNCTION(AActor, TryMove)
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_INT(dropoff);
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PARAM_BOOL_DEF(missilecheck);
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PARAM_POINTER_DEF(tm, FCheckPosition);
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PARAM_BOOL(missilecheck);
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PARAM_POINTER(tm, FCheckPosition);
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if (tm == nullptr)
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{
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ACTION_RETURN_BOOL(P_TryMove(self, DVector2(x, y), dropoff, nullptr, missilecheck));
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@ -2898,8 +2898,8 @@ DEFINE_ACTION_FUNCTION(AActor, CheckMove)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_INT_DEF(flags);
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PARAM_POINTER_DEF(tm, FCheckPosition);
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PARAM_INT(flags);
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PARAM_POINTER(tm, FCheckPosition);
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if (tm == nullptr)
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{
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ACTION_RETURN_BOOL(P_CheckMove(self, DVector2(x, y), flags));
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@ -4489,11 +4489,11 @@ DEFINE_ACTION_FUNCTION(AActor, AimLineAttack)
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_ANGLE(angle);
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PARAM_FLOAT(distance);
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PARAM_POINTER_DEF(pLineTarget, FTranslatedLineTarget);
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PARAM_ANGLE_DEF(vrange);
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PARAM_INT_DEF(flags);
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PARAM_OBJECT_DEF(target, AActor);
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PARAM_OBJECT_DEF(friender, AActor);
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PARAM_POINTER(pLineTarget, FTranslatedLineTarget);
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PARAM_ANGLE(vrange);
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PARAM_INT(flags);
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PARAM_OBJECT(target, AActor);
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PARAM_OBJECT(friender, AActor);
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ACTION_RETURN_FLOAT(P_AimLineAttack(self, angle, distance, pLineTarget, vrange, flags, target, friender).Degrees);
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}
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@ -4925,11 +4925,11 @@ DEFINE_ACTION_FUNCTION(AActor, LineAttack)
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PARAM_INT(damage);
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PARAM_NAME(damageType);
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PARAM_CLASS(puffType, AActor);
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PARAM_INT_DEF(flags);
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PARAM_POINTER_DEF(victim, FTranslatedLineTarget);
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PARAM_FLOAT_DEF(offsetz);
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PARAM_FLOAT_DEF(offsetforward);
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PARAM_FLOAT_DEF(offsetside);
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PARAM_INT(flags);
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PARAM_POINTER(victim, FTranslatedLineTarget);
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PARAM_FLOAT(offsetz);
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PARAM_FLOAT(offsetforward);
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PARAM_FLOAT(offsetside);
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int acdmg;
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if (puffType == nullptr) puffType = PClass::FindActor("BulletPuff"); // P_LineAttack does not work without a puff to take info from.
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@ -5088,11 +5088,11 @@ DEFINE_ACTION_FUNCTION(AActor, LineTrace)
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PARAM_ANGLE(angle);
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PARAM_FLOAT(distance);
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PARAM_ANGLE(pitch);
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PARAM_INT_DEF(flags);
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PARAM_FLOAT_DEF(offsetz);
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PARAM_FLOAT_DEF(offsetforward);
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PARAM_FLOAT_DEF(offsetside);
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PARAM_POINTER_DEF(data, FLineTraceData);
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PARAM_INT(flags);
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PARAM_FLOAT(offsetz);
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PARAM_FLOAT(offsetforward);
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PARAM_FLOAT(offsetside);
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PARAM_POINTER(data, FLineTraceData);
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ACTION_RETURN_BOOL(P_LineTrace(self,angle,distance,pitch,flags,offsetz,offsetforward,offsetside,data));
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}
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@ -6117,8 +6117,8 @@ DEFINE_ACTION_FUNCTION(AActor, GetRadiusDamage)
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PARAM_OBJECT(thing, AActor);
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PARAM_INT(damage);
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PARAM_INT(distance);
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PARAM_INT_DEF(fulldmgdistance);
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PARAM_BOOL_DEF(oldradiusdmg);
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PARAM_INT(fulldmgdistance);
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PARAM_BOOL(oldradiusdmg);
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if (!thing)
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{
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