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- moved the special weapon functions from Inventory to StateProvider.
This will restrict them to the only classes that may use them: Weapon and CustomInventory. Note: Should a mod surface which uses them improperly the better solution would be a warning message and NULLing the bogus code pointer instead of leaving them in Inventory.
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parent
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commit
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2 changed files with 35 additions and 36 deletions
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@ -797,7 +797,7 @@ void SetDehParams(FState *state, int codepointer)
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// Let's identify the codepointer we're dealing with.
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PFunction *sym;
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sym = dyn_cast<PFunction>(RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true));
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sym = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(FName(MBFCodePointers[codepointer].name), true));
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if (sym == NULL) return;
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if (codepointer < 0 || (unsigned)codepointer >= countof(MBFCodePointerFactories))
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@ -2113,7 +2113,7 @@ static int PatchCodePtrs (int dummy)
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// This skips the action table and goes directly to the internal symbol table
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// DEH compatible functions are easy to recognize.
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PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(symname, true));
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PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(symname, true));
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if (sym == NULL)
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{
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Printf("Frame %d: Unknown code pointer '%s'\n", frame, Line2);
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@ -2721,11 +2721,11 @@ static bool LoadDehSupp ()
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}
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else
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{
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// all relevant code pointers are either defined in AInventory
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// all relevant code pointers are either defined in AStateProvider
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// or AActor so this will find all of them.
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FString name = "A_";
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name << sc.String;
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PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AInventory)->Symbols.FindSymbol(name, true));
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PFunction *sym = dyn_cast<PFunction>(RUNTIME_CLASS(AStateProvider)->Symbols.FindSymbol(name, true));
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if (sym == NULL)
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{
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sc.ScriptError("Unknown code pointer '%s'", sc.String);
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@ -10,6 +10,37 @@ class Inventory : Actor native
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Inventory.PickupMessage "$TXT_DEFAULTPICKUPMSG";
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}
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// These are regular functions for the item itself.
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private action native void A_RestoreSpecialPosition();
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private action native void A_RestoreSpecialDoomThing();
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private action native void A_RestoreSpecialThing1();
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private action native void A_RestoreSpecialThing2();
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States
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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}
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class StateProvider : Inventory native
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{
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action native state A_JumpIfNoAmmo(state label);
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action native void A_CustomPunch(int damage, bool norandom = false, int flags = CPF_USEAMMO, class<Actor> pufftype = "BulletPuff", float range = 0, float lifesteal = 0, int lifestealmax = 0, class<BasicArmorBonus> armorbonustype = "ArmorBonus", sound MeleeSound = "", sound MissSound = "");
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action native void A_FireBullets(float spread_xy, float spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", int flags = 1, float range = 0, class<Actor> missile = "", float Spawnheight = 32, float Spawnofs_xy = 0);
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@ -47,38 +78,6 @@ class Inventory : Actor native
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action native void A_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff", int flags = 0, float range = 0, float spread_xy = 2.8125, float 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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action native void A_ResetReloadCounter();
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// These are regular functions for the item itself.
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private action native void A_RestoreSpecialPosition();
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private action native void A_RestoreSpecialDoomThing();
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private action native void A_RestoreSpecialThing1();
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private action native void A_RestoreSpecialThing2();
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States
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{
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HideDoomish:
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TNT1 A 1050;
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TNT1 A 0 A_RestoreSpecialPosition;
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TNT1 A 1 A_RestoreSpecialDoomThing;
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Stop;
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HideSpecial:
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ACLO E 1400;
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ACLO A 0 A_RestoreSpecialPosition;
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ACLO A 4 A_RestoreSpecialThing1;
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ACLO BABCBCDC 4;
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ACLO D 4 A_RestoreSpecialThing2;
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Stop;
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Held:
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TNT1 A -1;
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Stop;
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HoldAndDestroy:
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TNT1 A 1;
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Stop;
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}
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}
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class StateProvider : Inventory native
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{
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}
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class ScoreItem : Inventory native
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