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Added A_Overlay
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2 changed files with 26 additions and 0 deletions
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@ -251,6 +251,11 @@ void DPSprite::SetState(FState *newstate, bool pending)
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FState *nextstate;
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if (newstate->CallAction(Owner->mo, Caller, &nextstate))
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{
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// It's possible this call resulted in this very layer being replaced.
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if (ObjectFlags & OF_EuthanizeMe)
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{
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return;
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}
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if (nextstate != nullptr)
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{
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newstate = nextstate;
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@ -1001,8 +1006,28 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// PROC A_Overlay
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//
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//---------------------------------------------------------------------------
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DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Overlay)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT (layer);
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PARAM_STATE_OPT (state) { state = nullptr; }
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player_t *player = self->player;
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if (player == nullptr)
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return 0;
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DPSprite *pspr;
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pspr = new DPSprite(player, reinterpret_cast<AInventory *>(stateowner), layer);
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pspr->SetState(state);
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return 0;
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}
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//
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// A_GunFlash
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@ -40,6 +40,7 @@ ACTOR Inventory native
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action native A_ReFire(state flash = "");
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action native A_ClearReFire();
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action native A_CheckReload();
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action native A_Overlay(int layer, state start = "");
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action native A_GunFlash(state flash = "", int flags = 0);
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action native A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float/*angle*/ spread_xy = 2.8125, float/*angle*/ spread_z = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus");
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action native state A_CheckForReload(int counter, state label, bool dontincrement = false);
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