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

@ -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)