- 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.
This commit is contained in:
Christoph Oelckers 2016-11-30 01:25:51 +01:00
commit bbf62132d8
12 changed files with 499 additions and 42 deletions

View file

@ -1283,6 +1283,14 @@ void P_RandomChaseDir (AActor *actor)
actor->movedir = DI_NODIR; // cannot move
}
DEFINE_ACTION_FUNCTION(AActor, RandomChaseDir)
{
PARAM_SELF_PROLOGUE(AActor);
P_RandomChaseDir(self);
return 0;
}
//---------------------------------------------------------------------------
//
// P_IsVisible
@ -1335,6 +1343,15 @@ bool P_IsVisible(AActor *lookee, AActor *other, INTBOOL allaround, FLookExParams
return P_CheckSight(lookee, other, SF_SEEPASTSHOOTABLELINES);
}
DEFINE_ACTION_FUNCTION(AActor, IsVisible)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_OBJECT(other, AActor);
PARAM_BOOL(allaround);
PARAM_POINTER_DEF(params, FLookExParams);
ACTION_RETURN_BOOL(P_IsVisible(self, other, allaround, params));
}
//---------------------------------------------------------------------------
//
// FUNC P_LookForMonsters
@ -1388,6 +1405,12 @@ bool P_LookForMonsters (AActor *actor)
return false;
}
DEFINE_ACTION_FUNCTION(AActor, LookForMonsters)
{
PARAM_SELF_PROLOGUE(AActor);
ACTION_RETURN_BOOL(P_LookForMonsters(self));
}
//============================================================================
//
// LookForTIDinBlock
@ -1560,6 +1583,14 @@ bool P_LookForTID (AActor *actor, INTBOOL allaround, FLookExParams *params)
return false;
}
DEFINE_ACTION_FUNCTION(AActor, LookForTID)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(allaround);
PARAM_POINTER_DEF(params, FLookExParams);
ACTION_RETURN_BOOL(P_LookForTID(self, allaround, params));
}
//============================================================================
//
// LookForEnemiesinBlock
@ -1699,6 +1730,15 @@ bool P_LookForEnemies (AActor *actor, INTBOOL allaround, FLookExParams *params)
return false;
}
DEFINE_ACTION_FUNCTION(AActor, LookForEnemies)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(allaround);
PARAM_POINTER_DEF(params, FLookExParams);
ACTION_RETURN_BOOL(P_LookForEnemies(self, allaround, params));
}
/*
================
=
@ -1886,7 +1926,8 @@ DEFINE_ACTION_FUNCTION(AActor, LookForPlayers)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(allaround);
ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, nullptr));
PARAM_POINTER_DEF(params, FLookExParams);
ACTION_RETURN_BOOL(P_LookForPlayers(self, allaround, params));
}
//