- a bit of code reordering for adding direct native entry points.

- offloaded key list generation for alternative HUD to non-UI parts.

This change also revealed a problem with handling empty sprites in the key list so this got fixed, too.
This commit is contained in:
Christoph Oelckers 2018-12-01 14:01:03 +01:00
commit aa32acae25
7 changed files with 186 additions and 162 deletions

View file

@ -35,6 +35,7 @@
#include "p_local.h"
#include "v_font.h"
#include "gstrings.h"
#include "a_keys.h"
//=====================================================================================
//
@ -1578,6 +1579,34 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_PlaySound, A_PlaySound)
return 0;
}
DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckKeys, P_CheckKeys)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(locknum);
PARAM_BOOL(remote);
PARAM_BOOL(quiet);
ACTION_RETURN_BOOL(P_CheckKeys(self, locknum, remote, quiet));
}
//=====================================================================================
//
// Key exports
//
//=====================================================================================
DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyTypeCount, P_GetKeyTypeCount)
{
PARAM_PROLOGUE;
ACTION_RETURN_INT(P_GetKeyTypeCount());
}
DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyType, P_GetKeyType)
{
PARAM_PROLOGUE;
PARAM_INT(num);
ACTION_RETURN_POINTER(P_GetKeyType(num));
}
DEFINE_FIELD_X(Sector, sector_t, floorplane)
DEFINE_FIELD_X(Sector, sector_t, ceilingplane)