- removed the default parameter handling from all native script functions because it is no longer needed.

This commit is contained in:
Christoph Oelckers 2018-11-17 10:03:40 +01:00
commit 94ed30e782
45 changed files with 736 additions and 769 deletions

View file

@ -240,7 +240,7 @@ DEFINE_ACTION_FUNCTION(_PlayerInfo, SetPSprite) // the underscore is needed to g
PARAM_SELF_STRUCT_PROLOGUE(player_t);
PARAM_INT(id);
PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(pending);
PARAM_BOOL(pending);
P_SetPsprite(self, (PSPLayers)id, state, pending);
return 0;
}
@ -540,7 +540,7 @@ DEFINE_ACTION_FUNCTION(DPSprite, SetState)
{
PARAM_SELF_PROLOGUE(DPSprite);
PARAM_POINTER(state, FState);
PARAM_BOOL_DEF(pending);
PARAM_BOOL(pending);
self->SetState(state, pending);
return 0;
}
@ -856,7 +856,7 @@ void DoReadyWeaponToGeneric(AActor *self, int paramflags)
DEFINE_ACTION_FUNCTION(AStateProvider, A_WeaponReady)
{
PARAM_ACTION_PROLOGUE(AStateProvider);
PARAM_INT_DEF(flags);
PARAM_INT(flags);
DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
if ((flags & WRF_NoFire) != WRF_NoFire) DoReadyWeaponToFire(self, !(flags & WRF_NoPrimary), !(flags & WRF_NoSecondary));
@ -972,10 +972,10 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer)
PARAM_FLOAT_DEF(wx)
PARAM_FLOAT_DEF(wy)
PARAM_INT_DEF(flags)
PARAM_INT(layer)
PARAM_FLOAT(wx)
PARAM_FLOAT(wy)
PARAM_INT(flags)
A_OverlayOffset(self, ((layer != 0) ? layer : stateinfo->mPSPIndex), wx, wy, flags);
return 0;
}
@ -983,9 +983,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_DEF(wx)
PARAM_FLOAT_DEF(wy)
PARAM_INT_DEF(flags)
PARAM_FLOAT(wx)
PARAM_FLOAT(wy)
PARAM_INT(flags)
A_OverlayOffset(self, PSP_WEAPON, wx, wy, flags);
return 0;
}
@ -1042,7 +1042,7 @@ static double GetOverlayPosition(AActor *self, int layer, bool gety)
DEFINE_ACTION_FUNCTION(AActor, OverlayX)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer);
PARAM_INT(layer);
if (ACTION_CALL_FROM_PSPRITE())
{
@ -1055,7 +1055,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayX)
DEFINE_ACTION_FUNCTION(AActor, OverlayY)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer);
PARAM_INT(layer);
if (ACTION_CALL_FROM_PSPRITE())
{
@ -1108,7 +1108,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayAlpha)
DEFINE_ACTION_FUNCTION(AActor, OverlayAlpha)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_DEF(layer);
PARAM_INT(layer);
if (ACTION_CALL_FROM_PSPRITE())
{
@ -1156,8 +1156,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_Overlay)
{
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT (layer);
PARAM_STATE_ACTION_DEF(state);
PARAM_BOOL_DEF(dontoverride);
PARAM_STATE_ACTION(state);
PARAM_BOOL(dontoverride);
player_t *player = self->player;
@ -1175,9 +1175,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_Overlay)
DEFINE_ACTION_FUNCTION(AActor, A_ClearOverlays)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_DEF(start);
PARAM_INT_DEF(stop);
PARAM_BOOL_DEF(safety)
PARAM_INT(start);
PARAM_INT(stop);
PARAM_BOOL(safety)
if (self->player == nullptr)
ACTION_RETURN_INT(0);
@ -1255,8 +1255,8 @@ DAngle P_BulletSlope (AActor *mo, FTranslatedLineTarget *pLineTarget, int aimfla
DEFINE_ACTION_FUNCTION(AActor, BulletSlope)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_POINTER_DEF(t, FTranslatedLineTarget);
PARAM_INT_DEF(aimflags);
PARAM_POINTER(t, FTranslatedLineTarget);
PARAM_INT(aimflags);
ACTION_RETURN_FLOAT(P_BulletSlope(self, t, aimflags).Degrees);
}