Replaced the many implement macros with a single one that takes arguments instead
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0b3585c83f
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126 changed files with 365 additions and 388 deletions
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@ -37,7 +37,7 @@
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// The base class for sector actions ----------------------------------------
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IMPLEMENT_CLASS (ASectorAction)
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IMPLEMENT_CLASS(ASectorAction, false, false, false)
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ASectorAction::ASectorAction (bool activatedByUse) :
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ActivatedByUse (activatedByUse) {}
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@ -142,7 +142,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEnter)
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IMPLEMENT_CLASS(ASecActEnter, false, false, false)
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bool ASecActEnter::DoTriggerAction (AActor *triggerer, int activationType)
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@ -160,7 +160,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActExit)
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IMPLEMENT_CLASS(ASecActExit, false, false, false)
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bool ASecActExit::DoTriggerAction (AActor *triggerer, int activationType)
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@ -180,7 +180,8 @@ public:
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// Skull Tag uses 9999 for a special that is triggered whenever
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// the player is on the sector's floor. I think this is more useful.
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IMPLEMENT_CLASS (ASecActHitFloor)
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IMPLEMENT_CLASS(ASecActHitFloor, false, false, false)
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bool ASecActHitFloor::DoTriggerAction (AActor *triggerer, int activationType)
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@ -198,7 +199,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActHitCeil)
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IMPLEMENT_CLASS(ASecActHitCeil, false, false, false)
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bool ASecActHitCeil::DoTriggerAction (AActor *triggerer, int activationType)
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@ -217,7 +218,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActUse)
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IMPLEMENT_CLASS(ASecActUse, false, false, false)
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bool ASecActUse::DoTriggerAction (AActor *triggerer, int activationType)
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@ -236,7 +237,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActUseWall)
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IMPLEMENT_CLASS(ASecActUseWall, false, false, false)
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bool ASecActUseWall::DoTriggerAction (AActor *triggerer, int activationType)
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@ -254,7 +255,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesDive)
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IMPLEMENT_CLASS(ASecActEyesDive, false, false, false)
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bool ASecActEyesDive::DoTriggerAction (AActor *triggerer, int activationType)
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@ -272,7 +273,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesSurface)
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IMPLEMENT_CLASS(ASecActEyesSurface, false, false, false)
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bool ASecActEyesSurface::DoTriggerAction (AActor *triggerer, int activationType)
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@ -290,7 +291,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesBelowC)
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IMPLEMENT_CLASS(ASecActEyesBelowC, false, false, false)
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bool ASecActEyesBelowC::DoTriggerAction (AActor *triggerer, int activationType)
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@ -308,7 +309,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActEyesAboveC)
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IMPLEMENT_CLASS(ASecActEyesAboveC, false, false, false)
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bool ASecActEyesAboveC::DoTriggerAction (AActor *triggerer, int activationType)
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@ -326,7 +327,7 @@ public:
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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IMPLEMENT_CLASS (ASecActHitFakeFloor)
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IMPLEMENT_CLASS(ASecActHitFakeFloor, false, false, false)
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bool ASecActHitFakeFloor::DoTriggerAction (AActor *triggerer, int activationType)
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