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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-16 01:21:17 +00:00
- removed AStateProvider from native code.
The only place still referencing it was CallStateChain, so this has been made a static function now instead of a class method.
This commit is contained in:
parent
376c47bef6
commit
20ec6ddce4
6 changed files with 14 additions and 27 deletions
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@ -381,10 +381,3 @@ CCMD (targetinv)
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"the NOBLOCKMAP flag or have height/radius of 0.\n");
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}
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//===========================================================================
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//===========================================================================
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IMPLEMENT_CLASS(AStateProvider, false, false)
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@ -102,11 +102,4 @@ public:
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FSoundIDNoInit PickupSound;
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};
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class AStateProvider : public AInventory
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{
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DECLARE_CLASS (AStateProvider, AInventory)
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public:
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bool CallStateChain(AActor *actor, FState *state);
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};
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#endif //__A_PICKUPS_H__
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@ -204,6 +204,7 @@ xx(PowerDrain)
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xx(Reflection)
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xx(CustomInventory)
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xx(Inventory)
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xx(StateProvider)
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xx(CallTryPickup)
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xx(QuestItem25)
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xx(QuestItem28)
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@ -113,7 +113,7 @@ FRandom pr_cajump("CustomJump");
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extern TArray<VMValue> actionParams; // this can use the same storage as CallAction
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bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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static bool CallStateChain (AActor *self, AActor *actor, FState *state)
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{
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INTBOOL result = false;
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int counter = 0;
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@ -126,7 +126,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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ret[0].PointerAt((void **)&nextstate);
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ret[1].IntAt(&retval);
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FState *savedstate = this->state;
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FState *savedstate = self->state;
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while (state != NULL)
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{
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@ -136,7 +136,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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return false;
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}
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this->state = state;
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self->state = state;
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nextstate = NULL; // assume no jump
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if (state->ActionFunc != NULL)
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@ -185,7 +185,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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try
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{
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state->CheckCallerType(actor, this);
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state->CheckCallerType(actor, self);
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if (state->ActionFunc->DefaultArgs.Size() > 0)
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{
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@ -202,7 +202,7 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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}
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if (state->ActionFunc->ImplicitArgs == 3)
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{
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actionParams[index + 1] = this;
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actionParams[index + 1] = self;
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actionParams[index + 2] = VMValue(&stp);
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}
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@ -211,14 +211,14 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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}
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else
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{
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VMValue params[3] = { actor, this, VMValue(&stp) };
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VMValue params[3] = { actor, self, VMValue(&stp) };
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VMCallAction(state->ActionFunc, params, state->ActionFunc->ImplicitArgs, wantret, numret);
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}
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}
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catch (CVMAbortException &err)
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{
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err.MaybePrintMessage();
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), GetClass()->TypeName.GetChars());
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err.stacktrace.AppendFormat("Called from state %s in inventory state chain in %s\n", FState::StaticGetStateName(state).GetChars(), self->GetClass()->TypeName.GetChars());
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throw;
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}
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@ -246,16 +246,16 @@ bool AStateProvider::CallStateChain (AActor *actor, FState *state)
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}
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state = nextstate;
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}
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this->state = savedstate;
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self->state = savedstate;
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return !!result;
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}
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DEFINE_ACTION_FUNCTION(ACustomInventory, CallStateChain)
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{
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PARAM_SELF_PROLOGUE(AStateProvider);
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_OBJECT(affectee, AActor);
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PARAM_POINTER(state, FState);
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ACTION_RETURN_BOOL(self->CallStateChain(affectee, state));
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ACTION_RETURN_BOOL(CallStateChain(self, affectee, state));
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}
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//==========================================================================
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@ -337,7 +337,7 @@ static void CheckForUnsafeStates(PClassActor *obj)
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if (obj->Size == citype->Size) return; // This class cannot have user variables.
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test = pickupstates;
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}
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else return; // something else derived from AStateProvider. We do not know what this may be.
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else return; // something else derived from StateProvider. We do not know what this may be.
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}
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for (; *test != NAME_None; test++)
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@ -496,7 +496,7 @@ void LoadActors()
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CheckStates(ti);
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if (ti->bDecorateClass && ti->IsDescendantOf(RUNTIME_CLASS(AStateProvider)))
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if (ti->bDecorateClass && ti->IsDescendantOf(NAME_StateProvider))
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{
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// either a DECORATE based weapon or CustomInventory.
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// These are subject to relaxed rules for user variables in states.
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@ -1,5 +1,5 @@
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class StateProvider : Inventory native
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class StateProvider : Inventory
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{
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//==========================================================================
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//
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