- fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
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38 changed files with 185 additions and 237 deletions
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@ -336,29 +336,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
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A_ReFire (self);
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return 0;
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}
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//------------------------------------------------------------------------------------
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//
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// Setting a random flash like some of Doom's weapons can easily crash when the
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@ -593,12 +570,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
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{
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// Okay, this was stupid. Just use a NULL function instead of this.
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return 0;
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}
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//
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// A_FireBFG
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//
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@ -717,16 +688,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
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return 0;
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}
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//
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// A_BFGsound
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//
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DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
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{
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PARAM_SELF_PROLOGUE(AActor);
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S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
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return 0;
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}
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//
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// A_FireOldBFG
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//
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