CallVM API, plus multi-return and vector support
This commit is contained in:
parent
7dfb5ff70a
commit
f4eebd1ced
4 changed files with 294 additions and 45 deletions
|
|
@ -317,7 +317,7 @@ CCMD (slot)
|
|||
// Needs to be redone
|
||||
IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickWeapon)
|
||||
{
|
||||
SendItemUse = VMCallSingle<AActor *>(func, mo, slot, (int)!(dmflags2 & DF2_DONTCHECKAMMO));
|
||||
SendItemUse = CallVM<AActor *>(func, mo, slot, (int)!(dmflags2 & DF2_DONTCHECKAMMO));
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -373,7 +373,7 @@ CCMD (weapnext)
|
|||
// Needs to be redone
|
||||
IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickNextWeapon)
|
||||
{
|
||||
SendItemUse = VMCallSingle<AActor *>(func, mo);
|
||||
SendItemUse = CallVM<AActor *>(func, mo);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -398,7 +398,7 @@ CCMD (weapprev)
|
|||
// Needs to be redone
|
||||
IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickPrevWeapon)
|
||||
{
|
||||
SendItemUse = VMCallSingle<AActor *>(func, mo);
|
||||
SendItemUse = CallVM<AActor *>(func, mo);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -437,7 +437,7 @@ CCMD (invnext)
|
|||
{
|
||||
IFVM(PlayerPawn, InvNext)
|
||||
{
|
||||
VMCallVoid<AActor *>(func, players[consoleplayer].mo);
|
||||
CallVM<void>(func, players[consoleplayer].mo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -448,7 +448,7 @@ CCMD(invprev)
|
|||
{
|
||||
IFVM(PlayerPawn, InvPrev)
|
||||
{
|
||||
VMCallVoid<AActor *>(func, players[consoleplayer].mo);
|
||||
CallVM<void>(func, players[consoleplayer].mo);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -523,7 +523,7 @@ CCMD (useflechette)
|
|||
if (players[consoleplayer].mo == nullptr) return;
|
||||
IFVIRTUALPTRNAME(players[consoleplayer].mo, NAME_PlayerPawn, GetFlechetteItem)
|
||||
{
|
||||
AActor * cls = VMCallSingle<AActor *>(func, players[consoleplayer].mo);
|
||||
AActor * cls = CallVM<AActor *>(func, players[consoleplayer].mo);
|
||||
|
||||
if (cls != nullptr) SendItemUse = cls;
|
||||
}
|
||||
|
|
@ -1289,7 +1289,7 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
|
|||
{
|
||||
IFVM(PlayerPawn, PlayerFinishLevel)
|
||||
{
|
||||
VMCallVoid(func, players[player].mo, (int)mode, flags);
|
||||
CallVM<void>(func, players[player].mo, (int)mode, flags);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1362,7 +1362,7 @@ void FLevelLocals::PlayerReborn (int player)
|
|||
|
||||
IFVIRTUALPTRNAME(actor, NAME_PlayerPawn, GiveDefaultInventory)
|
||||
{
|
||||
VMCallVoid(func, actor);
|
||||
CallVM<void>(func, actor);
|
||||
}
|
||||
p->ReadyWeapon = p->PendingWeapon;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue