- added a larger batch of function exports.
- cleaned up the virtual function interface of APlayerPawn which still had many virtual declarations from old times when class properties were handled through virtual overrides. None of this makes sense these days anymore.
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12 changed files with 499 additions and 42 deletions
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@ -1283,6 +1283,14 @@ void P_RandomChaseDir (AActor *actor)
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actor->movedir = DI_NODIR; // cannot move
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}
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DEFINE_ACTION_FUNCTION(AActor, RandomChaseDir)
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{
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PARAM_SELF_PROLOGUE(AActor);
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P_RandomChaseDir(self);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// P_IsVisible
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@ -1335,6 +1343,15 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
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return P_CheckSight(lookee, other, SF_SEEPASTSHOOTABLELINES);
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}
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DEFINE_ACTION_FUNCTION(AActor, IsVisible)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(other, AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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ACTION_RETURN_BOOL(P_IsVisible(self, other, allaround, params));
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_LookForMonsters
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@ -1388,6 +1405,12 @@ bool P_LookForMonsters (AActor *actor)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, LookForMonsters)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_LookForMonsters(self));
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}
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//============================================================================
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//
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// LookForTIDinBlock
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@ -1560,6 +1583,14 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, LookForTID)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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ACTION_RETURN_BOOL(P_LookForTID(self, allaround, params));
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}
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//============================================================================
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//
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// LookForEnemiesinBlock
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@ -1699,6 +1730,15 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
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return false;
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}
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DEFINE_ACTION_FUNCTION(AActor, LookForEnemies)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(allaround);
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PARAM_POINTER_DEF(params, FLookExParams);
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ACTION_RETURN_BOOL(P_LookForEnemies(self, allaround, params));
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}
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/*
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================
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=
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@ -1886,7 +1926,8 @@ DEFINE_ACTION_FUNCTION(AActor, LookForPlayers)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_BOOL(allaround);
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ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, nullptr));
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PARAM_POINTER_DEF(params, FLookExParams);
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ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, params));
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}
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//
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