- 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.
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7 changed files with 186 additions and 162 deletions
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@ -35,6 +35,7 @@
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#include "p_local.h"
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#include "v_font.h"
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#include "gstrings.h"
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#include "a_keys.h"
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//=====================================================================================
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//
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@ -1578,6 +1579,34 @@ DEFINE_ACTION_FUNCTION_NATIVE(AActor, A_PlaySound, A_PlaySound)
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return 0;
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AActor, CheckKeys, P_CheckKeys)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(locknum);
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PARAM_BOOL(remote);
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PARAM_BOOL(quiet);
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ACTION_RETURN_BOOL(P_CheckKeys(self, locknum, remote, quiet));
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}
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//=====================================================================================
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//
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// Key exports
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//
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//=====================================================================================
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DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyTypeCount, P_GetKeyTypeCount)
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{
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PARAM_PROLOGUE;
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ACTION_RETURN_INT(P_GetKeyTypeCount());
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}
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DEFINE_ACTION_FUNCTION_NATIVE(AKey, GetKeyType, P_GetKeyType)
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{
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PARAM_PROLOGUE;
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PARAM_INT(num);
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ACTION_RETURN_POINTER(P_GetKeyType(num));
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}
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DEFINE_FIELD_X(Sector, sector_t, floorplane)
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DEFINE_FIELD_X(Sector, sector_t, ceilingplane)
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