- adapted AActor to use TFlags
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830a7ee003
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ca012bc9be
17 changed files with 127 additions and 92 deletions
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@ -2023,10 +2023,10 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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mo->RenderStyle = self->RenderStyle;
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}
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if (flags & SIXF_TRANSFERSPRITEFRAME)
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{
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mo->sprite = self->sprite;
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mo->frame = self->frame;
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if (flags & SIXF_TRANSFERSPRITEFRAME)
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{
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mo->sprite = self->sprite;
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mo->frame = self->frame;
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}
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if (flags & SIXF_TRANSFERROLL)
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@ -3766,7 +3766,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
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}
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else
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{
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DWORD *flagp = (DWORD*) (((char*)self) + fd->structoffset);
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ActorFlags *flagp = (ActorFlags*) (((char*)self) + fd->structoffset);
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// If these 2 flags get changed we need to update the blockmap and sector links.
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bool linkchange = flagp == &self->flags && (fd->flagbit == MF_NOBLOCKMAP || fd->flagbit == MF_NOSECTOR);
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@ -4029,19 +4029,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
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ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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//
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// [Nash] A_SetRoll
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//
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// Set actor's roll (in degrees).
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(roll, 0);
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ACTION_PARAM_INT(flags, 1);
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//===========================================================================
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//
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// [Nash] A_SetRoll
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//
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// Set actor's roll (in degrees).
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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{
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ACTION_PARAM_START(3);
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ACTION_PARAM_ANGLE(roll, 0);
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ACTION_PARAM_INT(flags, 1);
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ACTION_PARAM_INT(ptr, 2);
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AActor *ref = COPY_AAPTR(self, ptr);
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@ -4050,9 +4050,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
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{
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ACTION_SET_RESULT(false);
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return;
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}
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ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
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}
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}
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ref->SetRoll(roll, !!(flags & SPF_INTERPOLATE));
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}
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//===========================================================================
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//
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