- scriptified A_Mushroom to test something a bit more complex.
- fixed: FxMinusSign trashed local variables that were used with negation. - fixed: FxConditional only handled ints and floats, but not pointers and strings. - fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
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15 changed files with 290 additions and 222 deletions
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@ -4258,6 +4258,17 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
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return actor;
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}
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DEFINE_ACTION_FUNCTION(AActor, Spawn)
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{
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PARAM_PROLOGUE;
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PARAM_CLASS(type, AActor);
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PARAM_FLOAT_DEF(x);
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PARAM_FLOAT_DEF(y);
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PARAM_FLOAT_DEF(z);
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PARAM_INT_DEF(flags);
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ACTION_RETURN_OBJECT(AActor::StaticSpawn(type, DVector3(x, y, z), replace_t(flags)));
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}
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PClassActor *ClassForSpawn(FName classname)
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{
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PClass *cls = PClass::FindClass(classname);
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@ -5951,6 +5962,16 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
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return th;
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}
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DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(dest, AActor);
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PARAM_CLASS(type, AActor);
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PARAM_OBJECT_DEF(owner, AActor);
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ACTION_RETURN_OBJECT(P_OldSpawnMissile(self, owner, dest, type));
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}
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//---------------------------------------------------------------------------
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//
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// FUNC P_SpawnMissileAngle
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@ -6616,6 +6637,16 @@ DEFINE_ACTION_FUNCTION(AActor, VelFromAngle)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, SetXYZ)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT(x);
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PARAM_FLOAT(y);
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PARAM_FLOAT(z);
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self->SetXYZ(x, y, z);
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return 0;
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}
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//----------------------------------------------------------------------------
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//
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// DropItem handling
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