- Removed the third parameter from dumpclasses when it was restricted it to Actors, because
I have no idea what that was all about. - Got rid of FActorInfo and merged it into a new PClassActor. SVN r2240 (scripting)
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78 changed files with 1171 additions and 1039 deletions
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@ -263,8 +263,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
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if (self->target == NULL)
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return 0;
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if (pufftype == NULL) pufftype = PClass::FindClass(NAME_BulletPuff);
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if (damage == 0) damage = 2;
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if (pufftype == NULL)
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{
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pufftype = PClass::FindActor(NAME_BulletPuff);
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}
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if (damage == 0)
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{
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damage = 2;
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}
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A_FaceTarget (self);
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if (self->CheckMeleeRange ())
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@ -357,7 +363,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
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//
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//============================================================================
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void P_GunShot2 (AActor *mo, bool accurate, int pitch, const PClass *pufftype)
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void P_GunShot2 (AActor *mo, bool accurate, int pitch, PClassActor *pufftype)
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{
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angle_t angle;
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int damage;
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@ -390,7 +396,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
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S_Sound (self, CHAN_WEAPON, "weapons/pistol", 1, ATTN_NORM);
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A_FaceTarget (self);
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P_GunShot2 (self, accurate, P_AimLineAttack (self, self->angle, MISSILERANGE),
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PClass::FindClass(NAME_BulletPuff));
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PClass::FindActor(NAME_BulletPuff));
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return 0;
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}
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@ -414,7 +420,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun)
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pitch = P_AimLineAttack (self, self->angle, MISSILERANGE);
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for (int i = 0; i < 7; ++i)
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{
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P_GunShot2 (self, false, pitch, PClass::FindClass(NAME_BulletPuff));
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P_GunShot2 (self, false, pitch, PClass::FindActor(NAME_BulletPuff));
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}
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self->special1 = level.maptime + 27;
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return 0;
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@ -489,7 +495,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
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S_Sound (self, CHAN_WEAPON, "weapons/chngun", 1, ATTN_NORM);
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A_FaceTarget (self);
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P_GunShot2 (self, accurate, P_AimLineAttack (self, self->angle, MISSILERANGE),
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PClass::FindClass(NAME_BulletPuff));
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PClass::FindActor(NAME_BulletPuff));
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return 0;
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}
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@ -637,9 +643,9 @@ void AScriptedMarine::SetWeapon (EMarineWeapon type)
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void AScriptedMarine::SetSprite (const PClass *source)
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{
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if (source == NULL || source->ActorInfo == NULL)
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if (source == NULL)
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{ // A valid actor class wasn't passed, so use the standard sprite
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SpriteOverride = sprite = GetClass()->ActorInfo->OwnedStates[0].sprite;
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SpriteOverride = sprite = GetClass()->OwnedStates[0].sprite;
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// Copy the standard scaling
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scaleX = GetDefault()->scaleX;
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scaleY = GetDefault()->scaleY;
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