Replaced the many implement macros with a single one that takes arguments instead

This commit is contained in:
Leonard2 2016-11-05 18:27:14 +01:00
commit bb2d61de50
126 changed files with 365 additions and 388 deletions

View file

@ -29,7 +29,7 @@ public:
void Deactivate (AActor *activator);
};
IMPLEMENT_CLASS (ASwitchableDecoration)
IMPLEMENT_CLASS(ASwitchableDecoration, false, false, false)
void ASwitchableDecoration::Activate (AActor *activator)
{
@ -50,7 +50,7 @@ public:
void Deactivate (AActor *activator) {}
};
IMPLEMENT_CLASS (ASwitchingDecoration)
IMPLEMENT_CLASS(ASwitchingDecoration, false, false, false)
//----------------------------------------------------------------------------
//
@ -304,7 +304,7 @@ private:
DCorpsePointer () {}
};
IMPLEMENT_POINTY_CLASS(DCorpsePointer)
IMPLEMENT_CLASS(DCorpsePointer, false, true, false)
IMPLEMENT_POINTERS_START(DCorpsePointer)
IMPLEMENT_POINTER(Corpse)

View file

@ -8,12 +8,11 @@
#include "d_player.h"
#include "serializer.h"
IMPLEMENT_CLASS (AArmor)
IMPLEMENT_CLASS (ABasicArmor)
IMPLEMENT_CLASS (ABasicArmorPickup)
IMPLEMENT_CLASS (ABasicArmorBonus)
IMPLEMENT_CLASS (AHexenArmor)
IMPLEMENT_CLASS(AArmor, false, false, false)
IMPLEMENT_CLASS(ABasicArmor, false, false, false)
IMPLEMENT_CLASS(ABasicArmorPickup, false, false, false)
IMPLEMENT_CLASS(ABasicArmorBonus, false, false, false)
IMPLEMENT_CLASS(AHexenArmor, false, false, false)
//===========================================================================
//

View file

@ -40,11 +40,11 @@ static FRandom pr_torch ("Torch");
#define TIMEFREEZE_TICS ( 12 * TICRATE )
*/
IMPLEMENT_CLASS (APowerup)
IMPLEMENT_CLASS(APowerup, false, false, false)
// Powerup-Giver -------------------------------------------------------------
IMPLEMENT_CLASS(PClassPowerupGiver)
IMPLEMENT_CLASS(PClassPowerupGiver, false, false, false)
void PClassPowerupGiver::ReplaceClassRef(PClass *oldclass, PClass *newclass)
{
@ -376,7 +376,7 @@ bool APowerup::GetNoTeleportFreeze ()
// Invulnerability Powerup ---------------------------------------------------
IMPLEMENT_CLASS (APowerInvulnerable)
IMPLEMENT_CLASS(APowerInvulnerable, false, false, false)
//===========================================================================
//
@ -513,7 +513,7 @@ int APowerInvulnerable::AlterWeaponSprite (visstyle_t *vis)
// Strength (aka Berserk) Powerup --------------------------------------------
IMPLEMENT_CLASS (APowerStrength)
IMPLEMENT_CLASS(APowerStrength, false, false, false)
//===========================================================================
//
@ -578,7 +578,7 @@ PalEntry APowerStrength::GetBlend ()
// Invisibility Powerup ------------------------------------------------------
IMPLEMENT_CLASS (APowerInvisibility)
IMPLEMENT_CLASS(APowerInvisibility, false, false, false)
// Invisibility flag combos
#define INVISIBILITY_FLAGS1 (MF_SHADOW)
@ -783,7 +783,7 @@ bool APowerInvisibility::HandlePickup (AInventory *item)
// Ironfeet Powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerIronFeet)
IMPLEMENT_CLASS(APowerIronFeet, false, false, false)
//===========================================================================
//
@ -820,7 +820,7 @@ void APowerIronFeet::DoEffect ()
// Strife Environment Suit Powerup -------------------------------------------
IMPLEMENT_CLASS (APowerMask)
IMPLEMENT_CLASS(APowerMask, false, false, false)
//===========================================================================
//
@ -857,7 +857,7 @@ void APowerMask::DoEffect ()
// Light-Amp Powerup ---------------------------------------------------------
IMPLEMENT_CLASS (APowerLightAmp)
IMPLEMENT_CLASS(APowerLightAmp, false, false, false)
//===========================================================================
//
@ -899,7 +899,7 @@ void APowerLightAmp::EndEffect ()
// Torch Powerup -------------------------------------------------------------
IMPLEMENT_CLASS (APowerTorch)
IMPLEMENT_CLASS(APowerTorch, false, false, false)
//===========================================================================
//
@ -962,7 +962,7 @@ void APowerTorch::DoEffect ()
// Flight (aka Wings of Wrath) powerup ---------------------------------------
IMPLEMENT_CLASS (APowerFlight)
IMPLEMENT_CLASS(APowerFlight, false, false, false)
//===========================================================================
//
@ -1102,7 +1102,7 @@ bool APowerFlight::DrawPowerup (int x, int y)
// Weapon Level 2 (aka Tome of Power) Powerup --------------------------------
IMPLEMENT_CLASS (APowerWeaponLevel2)
IMPLEMENT_CLASS(APowerWeaponLevel2, false, false, false)
//===========================================================================
//
@ -1193,7 +1193,7 @@ public:
void Tick ();
};
IMPLEMENT_CLASS (APlayerSpeedTrail)
IMPLEMENT_CLASS(APlayerSpeedTrail, false, false, false)
//===========================================================================
//
@ -1216,7 +1216,7 @@ void APlayerSpeedTrail::Tick ()
// Speed Powerup -------------------------------------------------------------
IMPLEMENT_CLASS (APowerSpeed)
IMPLEMENT_CLASS(APowerSpeed, false, false, false)
//===========================================================================
//
@ -1303,11 +1303,11 @@ void APowerSpeed::DoEffect ()
// Minotaur (aka Dark Servant) powerup ---------------------------------------
IMPLEMENT_CLASS (APowerMinotaur)
IMPLEMENT_CLASS(APowerMinotaur, false, false, false)
// Targeter powerup ---------------------------------------------------------
IMPLEMENT_CLASS (APowerTargeter)
IMPLEMENT_CLASS(APowerTargeter, false, false, false)
void APowerTargeter::Travelled ()
{
@ -1422,7 +1422,7 @@ void APowerTargeter::PositionAccuracy ()
// Frightener Powerup --------------------------------
IMPLEMENT_CLASS (APowerFrightener)
IMPLEMENT_CLASS(APowerFrightener, false, false, false)
//===========================================================================
//
@ -1458,7 +1458,7 @@ void APowerFrightener::EndEffect ()
// Buddha Powerup --------------------------------
IMPLEMENT_CLASS (APowerBuddha)
IMPLEMENT_CLASS(APowerBuddha, false, false, false)
//===========================================================================
//
@ -1494,11 +1494,11 @@ void APowerBuddha::EndEffect ()
// Scanner powerup ----------------------------------------------------------
IMPLEMENT_CLASS (APowerScanner)
IMPLEMENT_CLASS(APowerScanner, false, false, false)
// Time freezer powerup -----------------------------------------------------
IMPLEMENT_CLASS( APowerTimeFreezer)
IMPLEMENT_CLASS( APowerTimeFreezer, false, false, false)
//===========================================================================
//
@ -1625,7 +1625,7 @@ void APowerTimeFreezer::EndEffect()
// Damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerDamage)
IMPLEMENT_CLASS(APowerDamage, false, false, false)
//===========================================================================
//
@ -1682,7 +1682,7 @@ void APowerDamage::ModifyDamage(int damage, FName damageType, int &newdamage, bo
// Quarter damage powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerProtection)
IMPLEMENT_CLASS(APowerProtection, false, false, false)
#define PROTECTION_FLAGS3 (MF3_NORADIUSDMG | MF3_DONTMORPH | MF3_DONTSQUASH | MF3_DONTBLAST | MF3_NOTELEOTHER)
#define PROTECTION_FLAGS5 (MF5_NOPAIN | MF5_DONTRIP)
@ -1760,7 +1760,7 @@ void APowerProtection::ModifyDamage(int damage, FName damageType, int &newdamage
// Drain rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerDrain)
IMPLEMENT_CLASS(APowerDrain, false, false, false)
//===========================================================================
//
@ -1800,7 +1800,7 @@ void APowerDrain::EndEffect( )
// Regeneration rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerRegeneration)
IMPLEMENT_CLASS(APowerRegeneration, false, false, false)
//===========================================================================
//
@ -1822,7 +1822,7 @@ void APowerRegeneration::DoEffect()
// High jump rune -------------------------------------------------------
IMPLEMENT_CLASS(APowerHighJump)
IMPLEMENT_CLASS(APowerHighJump, false, false, false)
//===========================================================================
//
@ -1860,7 +1860,7 @@ void APowerHighJump::EndEffect( )
// Double firing speed rune ---------------------------------------------
IMPLEMENT_CLASS(APowerDoubleFiringSpeed)
IMPLEMENT_CLASS(APowerDoubleFiringSpeed, false, false, false)
//===========================================================================
//
@ -1898,7 +1898,7 @@ void APowerDoubleFiringSpeed::EndEffect( )
// Morph powerup ------------------------------------------------------
IMPLEMENT_CLASS(APowerMorph)
IMPLEMENT_CLASS(APowerMorph, false, false, false)
//===========================================================================
//
@ -2002,7 +2002,7 @@ void APowerMorph::EndEffect( )
// Infinite Ammo Powerup -----------------------------------------------------
IMPLEMENT_CLASS(APowerInfiniteAmmo)
IMPLEMENT_CLASS(APowerInfiniteAmmo, false, false, false)
//===========================================================================
//

View file

@ -41,7 +41,7 @@ public:
void Destroy();
};
IMPLEMENT_CLASS(ACustomBridge)
IMPLEMENT_CLASS(ACustomBridge, false, false, false)
void ACustomBridge::BeginPlay ()
{
@ -156,7 +156,7 @@ public:
void BeginPlay ();
};
IMPLEMENT_CLASS(AInvisibleBridge)
IMPLEMENT_CLASS(AInvisibleBridge, false, false, false)
void AInvisibleBridge::BeginPlay ()
{

View file

@ -64,7 +64,7 @@ protected:
DAngle Range;
};
IMPLEMENT_CLASS (ASecurityCamera)
IMPLEMENT_CLASS(ASecurityCamera, false, false, false)
void ASecurityCamera::Serialize(FSerializer &arc)
{
@ -124,7 +124,7 @@ protected:
DAngle MaxPitchChange;
};
IMPLEMENT_CLASS (AAimingCamera)
IMPLEMENT_CLASS(AAimingCamera, false, false, false)
void AAimingCamera::Serialize(FSerializer &arc)
{

View file

@ -25,7 +25,7 @@ public:
}
};
IMPLEMENT_CLASS(AGlassShard)
IMPLEMENT_CLASS(AGlassShard, false, false, false)
// Dirt stuff

View file

@ -58,14 +58,14 @@ static int ImpactCount;
CVAR (Bool, cl_spreaddecals, true, CVAR_ARCHIVE)
IMPLEMENT_POINTY_CLASS(DBaseDecal)
IMPLEMENT_CLASS(DBaseDecal, false, true, false)
IMPLEMENT_POINTERS_START(DBaseDecal)
IMPLEMENT_POINTER(WallPrev)
IMPLEMENT_POINTER(WallNext)
IMPLEMENT_POINTERS_END
IMPLEMENT_CLASS (DImpactDecal)
IMPLEMENT_CLASS(DImpactDecal, false, false, false)
DBaseDecal::DBaseDecal ()
: DThinker(STAT_DECAL),
@ -746,7 +746,7 @@ public:
void BeginPlay ();
};
IMPLEMENT_CLASS (ADecal)
IMPLEMENT_CLASS(ADecal, false, false, false)
void ADecal::BeginPlay ()
{

View file

@ -7,8 +7,7 @@
#include "b_bot.h"
#include "p_checkposition.h"
IMPLEMENT_CLASS(AFastProjectile)
IMPLEMENT_CLASS(AFastProjectile, false, false, false)
//----------------------------------------------------------------------------

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@ -3,7 +3,7 @@
#include "d_player.h"
#include "serializer.h"
IMPLEMENT_POINTY_CLASS(DFlashFader)
IMPLEMENT_CLASS(DFlashFader, false, true, false)
IMPLEMENT_POINTERS_START(DFlashFader)
IMPLEMENT_POINTER(ForWho)

View file

@ -46,7 +46,7 @@ public:
void Deactivate (AActor *activator);
};
IMPLEMENT_CLASS (AParticleFountain)
IMPLEMENT_CLASS(AParticleFountain, false, false, false)
void AParticleFountain::PostBeginPlay ()
{

View file

@ -46,7 +46,7 @@ public:
int TakeSpecialDamage(AActor *inflictor, AActor *source, int damage, FName damagetype);
};
IMPLEMENT_CLASS(AHateTarget)
IMPLEMENT_CLASS(AHateTarget, false, false, false)
void AHateTarget::BeginPlay()
{

View file

@ -470,7 +470,7 @@ bool P_CheckKeys (AActor *owner, int keynum, bool remote)
//
//==========================================================================
IMPLEMENT_CLASS (AKey)
IMPLEMENT_CLASS(AKey, false, false, false)
bool AKey::HandlePickup (AInventory *item)
{

View file

@ -13,7 +13,7 @@
static FRandom pr_lightning ("Lightning");
IMPLEMENT_CLASS (DLightningThinker)
IMPLEMENT_CLASS(DLightningThinker, false, false, false)
DLightningThinker::DLightningThinker ()
: DThinker (STAT_LIGHTNING)

View file

@ -51,7 +51,7 @@
//
//--------------------------------------------------------------------------
IMPLEMENT_CLASS(AMapMarker)
IMPLEMENT_CLASS(AMapMarker, false, false, false)
void AMapMarker::BeginPlay ()
{

View file

@ -616,7 +616,7 @@ void InitAllPowerupEffects(AInventory *item)
// Base class for morphing projectiles --------------------------------------
IMPLEMENT_CLASS(AMorphProjectile)
IMPLEMENT_CLASS(AMorphProjectile, false, false, false)
int AMorphProjectile::DoSpecialDamage (AActor *target, int damage, FName damagetype)
{
@ -650,7 +650,7 @@ void AMorphProjectile::Serialize(FSerializer &arc)
// Morphed Monster (you must subclass this to do something useful) ---------
IMPLEMENT_POINTY_CLASS(AMorphedMonster)
IMPLEMENT_CLASS(AMorphedMonster, false, true, false)
IMPLEMENT_POINTERS_START(AMorphedMonster)
IMPLEMENT_POINTER(UnmorphedMe)

View file

@ -66,7 +66,7 @@ public:
TObjPtr<AInterpolationPoint> Next;
};
IMPLEMENT_POINTY_CLASS(AInterpolationPoint)
IMPLEMENT_CLASS(AInterpolationPoint, false, true, false)
IMPLEMENT_POINTERS_START(AInterpolationPoint)
IMPLEMENT_POINTER(Next)
@ -135,7 +135,7 @@ public:
void Tick () {} // Does absolutely nothing itself
};
IMPLEMENT_CLASS (AInterpolationSpecial)
IMPLEMENT_CLASS(AInterpolationSpecial, false, false, false)
/*
== PathFollower: something that follows a camera path
@ -178,7 +178,7 @@ protected:
int HoldTime;
};
IMPLEMENT_POINTY_CLASS(APathFollower)
IMPLEMENT_CLASS(APathFollower, false, true, false)
IMPLEMENT_POINTERS_START(APathFollower)
IMPLEMENT_POINTER(PrevNode)
@ -480,7 +480,7 @@ protected:
bool Interpolate ();
};
IMPLEMENT_CLASS (AActorMover)
IMPLEMENT_CLASS(AActorMover, false, false, false)
void AActorMover::BeginPlay()
{
@ -596,7 +596,7 @@ protected:
TObjPtr<AActor> Activator;
};
IMPLEMENT_POINTY_CLASS(AMovingCamera)
IMPLEMENT_CLASS(AMovingCamera, false, true, false)
IMPLEMENT_POINTERS_START(AMovingCamera)
IMPLEMENT_POINTER(Activator)

View file

@ -24,7 +24,7 @@
static FRandom pr_restore ("RestorePos");
IMPLEMENT_CLASS(PClassInventory)
IMPLEMENT_CLASS(PClassInventory, false, false, false)
PClassInventory::PClassInventory()
{
@ -71,7 +71,7 @@ void PClassInventory::Finalize(FStateDefinitions &statedef)
((AActor*)Defaults)->flags |= MF_SPECIAL;
}
IMPLEMENT_CLASS(PClassAmmo)
IMPLEMENT_CLASS(PClassAmmo, false, false, false)
PClassAmmo::PClassAmmo()
{
@ -87,7 +87,7 @@ void PClassAmmo::DeriveData(PClass *newclass)
newc->DropAmount = DropAmount;
}
IMPLEMENT_CLASS (AAmmo)
IMPLEMENT_CLASS(AAmmo, false, false, false)
//===========================================================================
//
@ -470,7 +470,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
int AInventory::StaticLastMessageTic;
const char *AInventory::StaticLastMessage;
IMPLEMENT_POINTY_CLASS(AInventory)
IMPLEMENT_CLASS(AInventory, false, true, false)
IMPLEMENT_POINTERS_START(AInventory)
IMPLEMENT_POINTER(Owner)
@ -1354,7 +1354,7 @@ bool AInventory::DrawPowerup (int x, int y)
/* AArtifact implementation */
/***************************************************************************/
IMPLEMENT_CLASS (APowerupGiver)
IMPLEMENT_CLASS(APowerupGiver, false, false, false)
//===========================================================================
//
@ -1644,8 +1644,8 @@ void AInventory::DetachFromOwner ()
{
}
IMPLEMENT_CLASS(AStateProvider)
IMPLEMENT_CLASS (ACustomInventory)
IMPLEMENT_CLASS(AStateProvider, false, false, false)
IMPLEMENT_CLASS(ACustomInventory, false, false, false)
//===========================================================================
//
@ -1690,7 +1690,7 @@ bool ACustomInventory::TryPickup (AActor *&toucher)
return useok;
}
IMPLEMENT_CLASS(PClassHealth)
IMPLEMENT_CLASS(PClassHealth, false, false, false)
//===========================================================================
//
@ -1719,7 +1719,7 @@ void PClassHealth::DeriveData(PClass *newclass)
newc->LowHealthMessage = LowHealthMessage;
}
IMPLEMENT_CLASS (AHealth)
IMPLEMENT_CLASS(AHealth, false, false, false)
//===========================================================================
//
@ -1762,7 +1762,7 @@ bool AHealth::TryPickup (AActor *&other)
return false;
}
IMPLEMENT_CLASS (AHealthPickup)
IMPLEMENT_CLASS(AHealthPickup, false, false, false)
//===========================================================================
//
@ -2015,9 +2015,8 @@ void ABackpackItem::DetachFromOwner ()
//
//===========================================================================
IMPLEMENT_CLASS(ABackpackItem)
IMPLEMENT_CLASS (AMapRevealer)
IMPLEMENT_CLASS(ABackpackItem, false, false, false)
IMPLEMENT_CLASS(AMapRevealer, false, false, false)
//===========================================================================
//
@ -2042,7 +2041,7 @@ bool AMapRevealer::TryPickup (AActor *&toucher)
//
//===========================================================================
IMPLEMENT_CLASS(AScoreItem)
IMPLEMENT_CLASS(AScoreItem, false, false, false)
//===========================================================================
//

View file

@ -8,7 +8,7 @@
#include "doomstat.h"
#include "v_font.h"
IMPLEMENT_CLASS(PClassPuzzleItem)
IMPLEMENT_CLASS(PClassPuzzleItem, false, false, false)
void PClassPuzzleItem::DeriveData(PClass *newclass)
{
@ -17,7 +17,7 @@ void PClassPuzzleItem::DeriveData(PClass *newclass)
static_cast<PClassPuzzleItem *>(newclass)->PuzzFailMessage = PuzzFailMessage;
}
IMPLEMENT_CLASS(APuzzleItem)
IMPLEMENT_CLASS(APuzzleItem, false, false, false)
bool APuzzleItem::HandlePickup (AInventory *item)
{

View file

@ -14,7 +14,7 @@
static FRandom pr_quake ("Quake");
IMPLEMENT_POINTY_CLASS(DEarthquake)
IMPLEMENT_CLASS(DEarthquake, false, true, false)
IMPLEMENT_POINTERS_START(DEarthquake)
IMPLEMENT_POINTER(m_Spot)

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@ -231,4 +231,4 @@ class ARandomSpawner : public AActor
};
IMPLEMENT_CLASS (ARandomSpawner)
IMPLEMENT_CLASS(ARandomSpawner, false, false, false)

View file

@ -50,7 +50,7 @@ public:
void Activate (AActor *activator);
};
IMPLEMENT_CLASS (ASecretTrigger)
IMPLEMENT_CLASS(ASecretTrigger, false, false, false)
void ASecretTrigger::PostBeginPlay ()
{

View file

@ -37,7 +37,7 @@
// The base class for sector actions ----------------------------------------
IMPLEMENT_CLASS (ASectorAction)
IMPLEMENT_CLASS(ASectorAction, false, false, false)
ASectorAction::ASectorAction (bool activatedByUse) :
ActivatedByUse (activatedByUse) {}
@ -142,7 +142,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActEnter)
IMPLEMENT_CLASS(ASecActEnter, false, false, false)
bool ASecActEnter::DoTriggerAction (AActor *triggerer, int activationType)
@ -160,7 +160,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActExit)
IMPLEMENT_CLASS(ASecActExit, false, false, false)
bool ASecActExit::DoTriggerAction (AActor *triggerer, int activationType)
@ -180,7 +180,8 @@ public:
// Skull Tag uses 9999 for a special that is triggered whenever
// the player is on the sector's floor. I think this is more useful.
IMPLEMENT_CLASS (ASecActHitFloor)
IMPLEMENT_CLASS(ASecActHitFloor, false, false, false)
bool ASecActHitFloor::DoTriggerAction (AActor *triggerer, int activationType)
@ -198,7 +199,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActHitCeil)
IMPLEMENT_CLASS(ASecActHitCeil, false, false, false)
bool ASecActHitCeil::DoTriggerAction (AActor *triggerer, int activationType)
@ -217,7 +218,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActUse)
IMPLEMENT_CLASS(ASecActUse, false, false, false)
bool ASecActUse::DoTriggerAction (AActor *triggerer, int activationType)
@ -236,7 +237,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActUseWall)
IMPLEMENT_CLASS(ASecActUseWall, false, false, false)
bool ASecActUseWall::DoTriggerAction (AActor *triggerer, int activationType)
@ -254,7 +255,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActEyesDive)
IMPLEMENT_CLASS(ASecActEyesDive, false, false, false)
bool ASecActEyesDive::DoTriggerAction (AActor *triggerer, int activationType)
@ -272,7 +273,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActEyesSurface)
IMPLEMENT_CLASS(ASecActEyesSurface, false, false, false)
bool ASecActEyesSurface::DoTriggerAction (AActor *triggerer, int activationType)
@ -290,7 +291,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActEyesBelowC)
IMPLEMENT_CLASS(ASecActEyesBelowC, false, false, false)
bool ASecActEyesBelowC::DoTriggerAction (AActor *triggerer, int activationType)
@ -308,7 +309,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActEyesAboveC)
IMPLEMENT_CLASS(ASecActEyesAboveC, false, false, false)
bool ASecActEyesAboveC::DoTriggerAction (AActor *triggerer, int activationType)
@ -326,7 +327,7 @@ public:
bool DoTriggerAction (AActor *triggerer, int activationType);
};
IMPLEMENT_CLASS (ASecActHitFakeFloor)
IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false, false)
bool ASecActHitFakeFloor::DoTriggerAction (AActor *triggerer, int activationType)

View file

@ -15,7 +15,7 @@ class AColorSetter : public AActor
};
IMPLEMENT_CLASS(AColorSetter)
IMPLEMENT_CLASS(AColorSetter, false, false, false)
class AFadeSetter : public AActor
{
@ -30,4 +30,4 @@ class AFadeSetter : public AActor
};
IMPLEMENT_CLASS(AFadeSetter)
IMPLEMENT_CLASS(AFadeSetter, false, false, false)

View file

@ -42,7 +42,7 @@
// arg0 = Visibility*4 for this skybox
IMPLEMENT_CLASS (ASkyViewpoint)
IMPLEMENT_CLASS(ASkyViewpoint, false, false, false)
// If this actor has no TID, make it the default sky box
void ASkyViewpoint::BeginPlay ()
@ -73,7 +73,7 @@ void ASkyViewpoint::Destroy ()
Super::Destroy();
}
IMPLEMENT_CLASS (ASkyCamCompat)
IMPLEMENT_CLASS(ASkyCamCompat, false, false, false)
void ASkyCamCompat::BeginPlay()
{
@ -98,7 +98,7 @@ public:
void PostBeginPlay ();
};
IMPLEMENT_CLASS (ASkyPicker)
IMPLEMENT_CLASS(ASkyPicker, false, false, false)
void ASkyPicker::PostBeginPlay ()
{
@ -142,7 +142,7 @@ void ASkyPicker::PostBeginPlay ()
// arg0 = opacity of plane; 0 = invisible, 255 = fully opaque
IMPLEMENT_CLASS (AStackPoint)
IMPLEMENT_CLASS(AStackPoint, false, false, false)
void AStackPoint::BeginPlay ()
{
@ -160,7 +160,7 @@ public:
void Destroy ();
};
IMPLEMENT_CLASS (ASectorSilencer)
IMPLEMENT_CLASS(ASectorSilencer, false, false, false)
void ASectorSilencer::BeginPlay ()
{
@ -184,7 +184,7 @@ public:
void BeginPlay ();
};
IMPLEMENT_CLASS (ASectorFlagSetter)
IMPLEMENT_CLASS(ASectorFlagSetter, false, false, false)
void ASectorFlagSetter::BeginPlay ()
{

View file

@ -46,7 +46,7 @@ public:
void Activate (AActor *deactivator);
};
IMPLEMENT_CLASS (ASoundEnvironment)
IMPLEMENT_CLASS(ASoundEnvironment, false, false, false)
void ASoundEnvironment::PostBeginPlay ()
{

View file

@ -80,7 +80,7 @@ public:
TObjPtr<DSeqNode> Sequence;
};
IMPLEMENT_POINTY_CLASS(ASoundSequenceSlot)
IMPLEMENT_CLASS(ASoundSequenceSlot, false, true, false)
IMPLEMENT_POINTERS_START(ASoundSequenceSlot)
IMPLEMENT_POINTER(Sequence)
@ -111,7 +111,7 @@ public:
void MarkPrecacheSounds () const;
};
IMPLEMENT_CLASS (ASoundSequence)
IMPLEMENT_CLASS(ASoundSequence, false, false, false)
//==========================================================================
//

View file

@ -45,7 +45,7 @@ public:
void Activate (AActor *activator);
};
IMPLEMENT_CLASS (ASpark)
IMPLEMENT_CLASS(ASpark, false, false, false)
void ASpark::Activate (AActor *activator)
{

View file

@ -45,9 +45,8 @@
static FRandom pr_spot ("SpecialSpot");
static FRandom pr_spawnmace ("SpawnMace");
IMPLEMENT_CLASS(DSpotState)
IMPLEMENT_CLASS (ASpecialSpot)
IMPLEMENT_CLASS(DSpotState, false, false, false)
IMPLEMENT_CLASS(ASpecialSpot, false, false, false)
TObjPtr<DSpotState> DSpotState::SpotState;
//----------------------------------------------------------------------------

View file

@ -42,7 +42,7 @@ public:
void PostBeginPlay ();
};
IMPLEMENT_CLASS (AWaterZone)
IMPLEMENT_CLASS(AWaterZone, false, false, false)
void AWaterZone::PostBeginPlay ()
{

View file

@ -3,8 +3,8 @@
#include "doomstat.h"
#include "serializer.h"
IMPLEMENT_CLASS(PClassWeaponPiece)
IMPLEMENT_CLASS (AWeaponHolder)
IMPLEMENT_CLASS(PClassWeaponPiece, false, false, false)
IMPLEMENT_CLASS(AWeaponHolder, false, false, false)
void PClassWeaponPiece::ReplaceClassRef(PClass *oldclass, PClass *newclass)
{
@ -24,7 +24,7 @@ void AWeaponHolder::Serialize(FSerializer &arc)
("pieceweapon", PieceWeapon);
}
IMPLEMENT_POINTY_CLASS(AWeaponPiece)
IMPLEMENT_CLASS(AWeaponPiece, false, true, false)
IMPLEMENT_POINTERS_START(AWeaponPiece)
IMPLEMENT_POINTER(FullWeapon)

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@ -21,7 +21,7 @@
#define BONUSADD 6
IMPLEMENT_POINTY_CLASS(AWeapon)
IMPLEMENT_CLASS(AWeapon, false, true, false)
IMPLEMENT_POINTERS_START(AWeapon)
IMPLEMENT_POINTER(Ammo1)
@ -38,7 +38,7 @@ TMap<PClassWeapon *, int> Weapons_hton;
static int ntoh_cmp(const void *a, const void *b);
IMPLEMENT_CLASS(PClassWeapon)
IMPLEMENT_CLASS(PClassWeapon, false, false, false)
PClassWeapon::PClassWeapon()
{
@ -791,7 +791,7 @@ FState *AWeapon::GetStateForButtonName (FName button)
/* Weapon giver ***********************************************************/
IMPLEMENT_CLASS(AWeaponGiver)
IMPLEMENT_CLASS(AWeaponGiver, false, false, false)
void AWeaponGiver::Serialize(FSerializer &arc)
{

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@ -44,15 +44,15 @@
EXTERN_CVAR(Int, con_scaletext)
int active_con_scaletext();
IMPLEMENT_POINTY_CLASS(DHUDMessage)
IMPLEMENT_CLASS(DHUDMessage, false, true, false)
IMPLEMENT_POINTERS_START(DHUDMessage)
IMPLEMENT_POINTER(Next)
IMPLEMENT_POINTERS_END
IMPLEMENT_CLASS (DHUDMessageFadeOut)
IMPLEMENT_CLASS (DHUDMessageFadeInOut)
IMPLEMENT_CLASS (DHUDMessageTypeOnFadeOut)
IMPLEMENT_CLASS(DHUDMessageFadeOut, false, false, false)
IMPLEMENT_CLASS(DHUDMessageFadeInOut, false, false, false)
IMPLEMENT_CLASS(DHUDMessageTypeOnFadeOut, false, false, false)
/*************************************************************************
* Basic HUD message. Appears and disappears without any special effects *

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@ -1531,7 +1531,7 @@ private:
SBarInfoMainBlock *lastPopup;
};
IMPLEMENT_POINTY_CLASS(DSBarInfo)
IMPLEMENT_CLASS(DSBarInfo, false, true, false)
IMPLEMENT_POINTERS_START(DSBarInfo)
IMPLEMENT_POINTER(ammo1)

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@ -62,7 +62,7 @@
#define XHAIRPICKUPSIZE (2+XHAIRSHRINKSIZE)
#define POWERUPICONSIZE 32
IMPLEMENT_POINTY_CLASS(DBaseStatusBar)
IMPLEMENT_CLASS(DBaseStatusBar, false, true, false)
IMPLEMENT_POINTERS_START(DBaseStatusBar)
IMPLEMENT_POINTER(Messages[0])