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- got rid of all default parameter redundancies.
- scriptified a few more functions.
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03efb63e93
commit
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26 changed files with 183 additions and 251 deletions
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@ -1148,7 +1148,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_OPT(maxchance) { maxchance = 256; }
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PARAM_INT_DEF(maxchance);
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paramnum++; // Increment paramnum to point at the first jump target
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int count = numparam - paramnum;
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@ -2685,7 +2685,7 @@ bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
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}
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if (!orresult)
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{
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PARAM_INT_OPT(setreceiver) { setreceiver = AAPTR_DEFAULT; }
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PARAM_INT_DEF(setreceiver);
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receiver = COPY_AAPTR(receiver, setreceiver);
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}
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if (receiver == NULL)
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@ -7015,52 +7015,6 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
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ACTION_RETURN_BOOL(true);
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}
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//==========================================================================
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//
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// A_SetSpriteAngle(angle, ptr)
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//
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// Specifies which angle the actor must always draw its sprite from.
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteAngle)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_FLOAT_DEF(angle);
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PARAM_INT_DEF(ptr);
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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mobj->SpriteAngle = angle;
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ACTION_RETURN_BOOL(true);
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}
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//==========================================================================
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//
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// A_SetSpriteRotation(angle, ptr)
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//
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// Specifies how much to fake a sprite rotation.
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//==========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_ANGLE_OPT(angle) { angle = 0.; }
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PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
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AActor *mobj = COPY_AAPTR(self, ptr);
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if (mobj == nullptr)
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{
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ACTION_RETURN_BOOL(false);
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}
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mobj->SpriteRotation = angle;
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ACTION_RETURN_BOOL(true);
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}
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//==========================================================================
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//
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// A_SetMaskRotation(anglestart, angleend, pitchstart, pitchend, flags, ptr)
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