- turned everything I could into non-action functions.

- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
This commit is contained in:
Christoph Oelckers 2016-10-22 17:49:08 +02:00
parent 32ac1a8ad7
commit 371712c53a
152 changed files with 1051 additions and 1072 deletions

View file

@ -9,7 +9,7 @@
DEFINE_ACTION_FUNCTION(AActor, A_BspiAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -23,7 +23,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BspiAttack)
DEFINE_ACTION_FUNCTION(AActor, A_BabyMetal)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "baby/walk", 1, ATTN_IDLE);
A_Chase (stack, self);
return 0;

View file

@ -21,7 +21,7 @@ void A_Fire(AActor *self, double height);
//
DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_VOICE, "vile/start", 1, ATTN_NORM);
return 0;
}
@ -33,7 +33,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileStart)
//
DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "vile/firestrt", 1, ATTN_NORM);
A_Fire (self, 0);
return 0;
@ -41,7 +41,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StartFire)
DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "vile/firecrkl", 1, ATTN_NORM);
A_Fire (self, 0);
return 0;
@ -49,7 +49,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCrackle)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Fire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(height) { height = 0; }
A_Fire(self, height);
@ -80,7 +80,7 @@ void A_Fire(AActor *self, double height)
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(fire, AActor) { fire = PClass::FindActor("ArchvileFire"); }
AActor *fog;
@ -111,7 +111,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileTarget)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_VileAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_SOUND_OPT (snd) { snd = "vile/stop"; }
PARAM_INT_OPT (dmg) { dmg = 20; }
PARAM_INT_OPT (blastdmg) { blastdmg = 70; }

View file

@ -18,7 +18,7 @@ static FRandom pr_spawnfly ("SpawnFly");
DEFINE_ACTION_FUNCTION(AActor, A_BrainAwake)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// killough 3/26/98: only generates sound now
S_Sound (self, CHAN_VOICE, "brain/sight", 1, ATTN_NONE);
return 0;
@ -26,7 +26,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainAwake)
DEFINE_ACTION_FUNCTION(AActor, A_BrainPain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_VOICE, "brain/pain", 1, ATTN_NONE);
return 0;
}
@ -56,7 +56,7 @@ static void BrainishExplosion (const DVector3 &pos)
DEFINE_ACTION_FUNCTION(AActor, A_BrainScream)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
for (double x = -196; x < +320; x += 8)
{
@ -69,7 +69,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainScream)
DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double x = pr_brainexplode.Random2() / 32.;
DVector3 pos = self->Vec2OffsetZ(x, 0, 1 / 512. + pr_brainexplode() * 2);
BrainishExplosion(pos);
@ -78,7 +78,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainExplode)
DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// [RH] If noexit, then don't end the level.
if ((deathmatch || alwaysapplydmflags) && (dmflags & DF_NO_EXIT))
@ -111,7 +111,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BrainDie)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BrainSpit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
DSpotState *state = DSpotState::GetSpotState();
@ -297,7 +297,7 @@ static void SpawnFly(AActor *self, PClassActor *spawntype, FSoundID sound)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; }
FSoundID sound;
@ -318,7 +318,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnFly)
// travelling cube sound
DEFINE_ACTION_FUNCTION(AActor, A_SpawnSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "brain/cube", 1, ATTN_IDLE);
SpawnFly(self, PClass::FindActor("SpawnFire"), "brain/spawn");
return 0;

View file

@ -3,7 +3,7 @@ static FRandom pr_bruisattack ("BruisAttack");
DEFINE_ACTION_FUNCTION(AActor, A_BruisAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;

View file

@ -14,7 +14,7 @@ static FRandom pr_headattack ("HeadAttack");
DEFINE_ACTION_FUNCTION(AActor, A_HeadAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;

View file

@ -9,7 +9,7 @@
DEFINE_ACTION_FUNCTION(AActor, A_CyberAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -21,7 +21,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CyberAttack)
DEFINE_ACTION_FUNCTION(AActor, A_Hoof)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "cyber/hoof", 1, ATTN_IDLE);
A_Chase (stack, self);

View file

@ -13,7 +13,7 @@ static FRandom pr_sargattack ("SargAttack");
DEFINE_ACTION_FUNCTION(AActor, A_SargAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;

View file

@ -17,7 +17,7 @@ static FRandom pr_troopattack ("TroopAttack");
//
DEFINE_ACTION_FUNCTION(AActor, A_TroopAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;

View file

@ -44,7 +44,7 @@
DEFINE_ACTION_FUNCTION(AActor, A_BarrelDestroy)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (dmflags2 & DF2_BARRELS_RESPAWN)
{

View file

@ -28,7 +28,7 @@ static FRandom pr_oldbfg ("OldBFG");
//
DEFINE_ACTION_FUNCTION(AActor, A_Punch)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -69,7 +69,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Punch)
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePistol)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
bool accurate;
@ -115,7 +115,7 @@ enum SAW_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; }
PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; }
PARAM_INT_OPT (damage) { damage = 2; }
@ -257,7 +257,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Saw)
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
int i;
player_t *player;
@ -291,7 +291,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun)
//
DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
int i;
DAngle angle;
@ -338,21 +338,21 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireShotgun2)
DEFINE_ACTION_FUNCTION(AActor, A_OpenShotgun2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/sshoto", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_LoadShotgun2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/sshotl", 1, ATTN_NORM);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CloseShotgun2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/sshotc", 1, ATTN_NORM);
A_ReFire (self);
return 0;
@ -411,7 +411,7 @@ void P_SetSafeFlash(AWeapon *weapon, player_t *player, FState *flashstate, int i
//
DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
@ -456,7 +456,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCGun)
//
DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
@ -479,7 +479,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMissile)
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS_OPT(grenade, AActor) { grenade = PClass::FindActor("Grenade"); }
player_t *player;
@ -511,7 +511,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireSTGrenade)
//
DEFINE_ACTION_FUNCTION(AActor, A_FirePlasma)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
@ -574,21 +574,21 @@ static void FireRailgun(AActor *self, int offset_xy, bool fromweapon)
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgun)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
FireRailgun(self, 0, ACTION_CALL_FROM_PSPRITE());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunRight)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
FireRailgun(self, 10, ACTION_CALL_FROM_PSPRITE());
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_FireRailgunLeft)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
FireRailgun(self, -10, ACTION_CALL_FROM_PSPRITE());
return 0;
}
@ -605,7 +605,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RailWait)
DEFINE_ACTION_FUNCTION(AActor, A_FireBFG)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
player_t *player;
@ -638,7 +638,7 @@ enum BFG_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT (spraytype, AActor) { spraytype = NULL; }
PARAM_INT_OPT (numrays) { numrays = 0; }
PARAM_INT_OPT (damagecnt) { damagecnt = 0; }
@ -722,7 +722,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
//
DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/bfgf", 1, ATTN_NORM);
return 0;
}
@ -738,7 +738,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BFGsound)
DEFINE_ACTION_FUNCTION(AActor, A_FireOldBFG)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PClassActor *plasma[] = { PClass::FindActor("PlasmaBall1"), PClass::FindActor("PlasmaBall2") };
AActor * mo = NULL;

View file

@ -19,7 +19,7 @@
DEFINE_ACTION_FUNCTION(AActor, A_FatRaise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_FaceTarget (self);
S_Sound (self, CHAN_WEAPON, "fatso/raiseguns", 1, ATTN_NORM);
@ -28,7 +28,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FatRaise)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
AActor *missile;
@ -54,7 +54,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack1)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
AActor *missile;
@ -80,7 +80,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack2)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FatAttack3)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
AActor *missile;
@ -122,7 +122,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Mushroom)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT (spawntype, AActor) { spawntype = NULL; }
PARAM_INT_OPT (n) { n = 0; }
PARAM_INT_OPT (flags) { flags = 0; }

View file

@ -16,7 +16,7 @@
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KeenDie)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(doortag) { doortag = 666; }
A_Unblock(self, false);

View file

@ -36,7 +36,7 @@ void A_SkullAttack(AActor *self, double speed)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(speed) { speed = SKULLSPEED; }
if (speed <= 0)
@ -47,7 +47,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullAttack)
DEFINE_ACTION_FUNCTION(AActor, A_BetaSkullAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int damage;
if (!self || !self->target || self->target->GetSpecies() == self->GetSpecies())

View file

@ -147,7 +147,7 @@ void A_PainShootSkull (AActor *self, DAngle Angle, PClassActor *spawntype, int f
//
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -165,7 +165,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainAttack)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
if (!self->target)
@ -179,7 +179,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DualPainAttack)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PainDie)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, AActor) { spawntype = NULL; }
if (self->target != NULL && self->IsFriend(self->target))

View file

@ -20,7 +20,7 @@ static FRandom pr_cposrefire ("CPosRefire");
//
DEFINE_ACTION_FUNCTION(AActor, A_PosAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int damage;
DAngle angle;
@ -60,7 +60,7 @@ static void A_SPosAttack2 (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttackUseAtkSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -74,7 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SPosAttackUseAtkSound)
// meant for Dehacked only.
DEFINE_ACTION_FUNCTION(AActor, A_SPosAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -86,7 +86,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SPosAttack)
DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
DAngle bangle;
@ -115,7 +115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CPosAttack)
DEFINE_ACTION_FUNCTION(AActor, A_CPosRefire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// keep firing unless target got out of sight
A_FaceTarget (self);

View file

@ -20,7 +20,7 @@ static FRandom pr_skelfist ("SkelFist");
//
DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *missile;
@ -44,7 +44,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelMissile)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double dist;
double slope;
@ -123,7 +123,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Tracer)
DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -134,7 +134,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkelWhoosh)
DEFINE_ACTION_FUNCTION(AActor, A_SkelFist)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;

View file

@ -150,7 +150,7 @@ void AScriptedMarine::Tick ()
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Refire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_OPT(ignoremissile) { ignoremissile = false; }
if (self->target == NULL || self->target->health <= 0)
@ -182,7 +182,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Refire)
DEFINE_ACTION_FUNCTION(AActor, A_M_SawRefire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL || self->target->health <= 0)
{
@ -204,7 +204,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_SawRefire)
DEFINE_ACTION_FUNCTION(AActor, A_MarineNoise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (static_cast<AScriptedMarine *>(self)->CurrentWeapon == AScriptedMarine::WEAPON_Chainsaw)
{
@ -221,7 +221,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MarineNoise)
DEFINE_ACTION_FUNCTION(AActor, A_MarineChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_MarineNoise, self);
A_Chase (stack, self);
return 0;
@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MarineChase)
DEFINE_ACTION_FUNCTION(AActor, A_MarineLook)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_MarineNoise, self);
CALL_ACTION(A_Look, self);
return 0;
@ -249,7 +249,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MarineLook)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Saw)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_SOUND_OPT (fullsound) { fullsound = "weapons/sawfull"; }
PARAM_SOUND_OPT (hitsound) { hitsound = "weapons/sawhit"; }
PARAM_INT_OPT (damage) { damage = 2; }
@ -347,7 +347,7 @@ static void MarinePunch(AActor *self, int damagemul)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_Punch)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(mult);
MarinePunch(self, mult);
@ -384,7 +384,7 @@ void P_GunShot2 (AActor *mo, bool accurate, DAngle pitch, PClassActor *pufftype)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(accurate);
if (self->target == NULL)
@ -405,7 +405,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FirePistol)
DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle pitch;
@ -431,7 +431,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun)
DEFINE_ACTION_FUNCTION(AActor, A_M_CheckAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->special1 != 0 || self->target == NULL)
{
@ -452,7 +452,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_CheckAttack)
DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle pitch;
@ -483,7 +483,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireShotgun2)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL(accurate);
if (self->target == NULL)
@ -508,7 +508,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_M_FireCGun)
DEFINE_ACTION_FUNCTION(AActor, A_M_FireMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -533,7 +533,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireMissile)
DEFINE_ACTION_FUNCTION(AActor, A_M_FireRailgun)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -551,7 +551,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FireRailgun)
DEFINE_ACTION_FUNCTION(AActor, A_M_FirePlasma)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -570,7 +570,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_FirePlasma)
DEFINE_ACTION_FUNCTION(AActor, A_M_BFGsound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -597,7 +597,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_M_BFGsound)
DEFINE_ACTION_FUNCTION(AActor, A_M_FireBFG)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;

View file

@ -13,7 +13,7 @@ static FRandom pr_spidrefire ("SpidRefire");
DEFINE_ACTION_FUNCTION(AActor, A_SpidRefire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// keep firing unless target got out of sight
A_FaceTarget (self);
@ -33,7 +33,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpidRefire)
DEFINE_ACTION_FUNCTION(AActor, A_Metal)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "spider/walk", 1, ATTN_IDLE);
A_Chase (stack, self);

View file

@ -66,7 +66,7 @@ void AChickenPlayer::MorphPlayerThink ()
DEFINE_ACTION_FUNCTION(AActor, A_ChicAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
{
@ -89,7 +89,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ChicAttack)
DEFINE_ACTION_FUNCTION(AActor, A_Feathers)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
int count;
@ -138,7 +138,7 @@ void P_UpdateBeak (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_BeakRaise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -170,7 +170,7 @@ void P_PlayPeck (AActor *chicken)
DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -205,7 +205,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL1)
DEFINE_ACTION_FUNCTION(AActor, A_BeakAttackPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;

View file

@ -28,7 +28,7 @@ static FRandom pr_bluespark ("BlueSpark");
DEFINE_ACTION_FUNCTION(AActor, A_Sor1Pain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special1 = 20; // Number of steps to walk fast
CALL_ACTION(A_Pain, self);
@ -43,7 +43,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Sor1Pain)
DEFINE_ACTION_FUNCTION(AActor, A_Sor1Chase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->special1)
{
@ -64,7 +64,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Sor1Chase)
DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
DAngle angle;
@ -120,7 +120,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr1Attack)
DEFINE_ACTION_FUNCTION(AActor, A_SorcererRise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -173,7 +173,7 @@ void P_DSparilTeleport (AActor *actor)
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Decide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
static const int chance[] =
{
@ -201,7 +201,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Decide)
DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int chance;
@ -243,7 +243,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Srcr2Attack)
DEFINE_ACTION_FUNCTION(AActor, A_BlueSpark)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
AActor *mo;
@ -266,7 +266,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BlueSpark)
DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -301,7 +301,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenWizard)
DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special1 = 7; // Animation loop counter
P_Massacre (); // Kill monsters early
@ -316,7 +316,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthInit)
DEFINE_ACTION_FUNCTION(AActor, A_Sor2DthLoop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (--self->special1)
{ // Need to loop

View file

@ -47,7 +47,7 @@ bool AArtiTomeOfPower::Use (bool pickup)
DEFINE_ACTION_FUNCTION(AActor, A_TimeBomb)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->AddZ(32, false);
self->RenderStyle = STYLE_Add;

View file

@ -21,7 +21,7 @@ static FRandom pr_imp ("ImpExplode");
DEFINE_ACTION_FUNCTION(AActor, A_ImpMsAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target || pr_impmsatk() > 64)
{
@ -40,7 +40,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ImpMsAttack)
DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *chunk;
@ -70,7 +70,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ImpExplode)
DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_SOLID;
self->flags2 |= MF2_FLOORCLIP;
@ -85,7 +85,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ImpDeath)
DEFINE_ACTION_FUNCTION(AActor, A_ImpXDeath1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_SOLID;
self->flags |= MF_NOGRAVITY;

View file

@ -47,7 +47,7 @@ static FRandom pr_volcimpact ("VolcBallImpact");
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PodPain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT (gootype, AActor) { gootype = PClass::FindActor("PodGoo"); }
int count;
@ -78,7 +78,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PodPain)
DEFINE_ACTION_FUNCTION(AActor, A_RemovePod)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -102,7 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RemovePod)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MakePod)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(podtype, AActor) { podtype = PClass::FindActor("Pod"); }
AActor *mo;
@ -133,7 +133,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MakePod)
DEFINE_ACTION_FUNCTION(AActor, A_AccTeleGlitter)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (++self->health > 35)
{
@ -151,7 +151,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AccTeleGlitter)
DEFINE_ACTION_FUNCTION(AActor, A_VolcanoSet)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->tics = 105 + (pr_volcano() & 127);
return 0;
@ -165,7 +165,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcanoSet)
DEFINE_ACTION_FUNCTION(AActor, A_VolcanoBlast)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
int count;
@ -193,7 +193,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VolcanoBlast)
DEFINE_ACTION_FUNCTION(AActor, A_VolcBallImpact)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
unsigned int i;
AActor *tiny;

View file

@ -61,7 +61,7 @@ extern bool P_AutoUseChaosDevice (player_t *player);
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
DAngle slope;
@ -107,7 +107,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StaffAttack)
DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -144,7 +144,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL1)
DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
DAngle angle;
@ -187,7 +187,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireGoldWandPL2)
DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -216,7 +216,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL1)
DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -247,7 +247,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireCrossbowPL2)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GauntletAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle Angle;
int damage;
@ -421,7 +421,7 @@ void FireMacePL1B (AActor *actor)
DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *ball;
player_t *player;
@ -461,7 +461,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL1)
DEFINE_ACTION_FUNCTION(AActor, A_MacePL1Check)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->special1 == 0)
{
@ -498,7 +498,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MacePL1Check)
DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if ((self->health != MAGIC_JUNK) && (self->flags & MF_INBOUNCE))
{ // Bounce
@ -526,7 +526,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact)
DEFINE_ACTION_FUNCTION(AActor, A_MaceBallImpact2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *tiny;
@ -579,7 +579,7 @@ boom:
DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
player_t *player;
@ -618,7 +618,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMacePL2)
DEFINE_ACTION_FUNCTION(AActor, A_DeathBallImpact)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
AActor *target;
@ -761,7 +761,7 @@ int ARipper::DoSpecialDamage (AActor *target, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, A_FireBlasterPL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -798,7 +798,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireBlasterPL1)
DEFINE_ACTION_FUNCTION(AActor, A_SpawnRippers)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
unsigned int i;
DAngle angle;
@ -888,7 +888,7 @@ void ARainTracker::Serialize(FSerializer &arc)
DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
player_t *player;
@ -924,7 +924,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL1)
DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
AActor *MissileActor;
@ -964,7 +964,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSkullRodPL2)
DEFINE_ACTION_FUNCTION(AActor, A_AddPlayerRain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
ARainTracker *tracker;
@ -1024,7 +1024,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AddPlayerRain)
DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
ARainTracker *tracker;
@ -1095,7 +1095,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
DEFINE_ACTION_FUNCTION(AActor, A_RainImpact)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->Z() > self->floorz)
{
self->SetState (self->FindState("NotFloor"));
@ -1115,7 +1115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RainImpact)
DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// We use bouncecount to store the 3D floor index
double foo;
@ -1218,7 +1218,7 @@ int APhoenixFX2::DoSpecialDamage (AActor *target, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -1246,7 +1246,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL1)
DEFINE_ACTION_FUNCTION(AActor, A_PhoenixPuff)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *puff;
DAngle angle;
@ -1271,7 +1271,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PhoenixPuff)
DEFINE_ACTION_FUNCTION(AActor, A_InitPhoenixPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -1294,7 +1294,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InitPhoenixPL2)
DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -1347,7 +1347,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FirePhoenixPL2)
DEFINE_ACTION_FUNCTION(AActor, A_ShutdownPhoenixPL2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -1373,7 +1373,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShutdownPhoenixPL2)
DEFINE_ACTION_FUNCTION(AActor, A_FlameEnd)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Vel.Z += 1.5;
return 0;
@ -1387,7 +1387,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlameEnd)
DEFINE_ACTION_FUNCTION(AActor, A_FloatPuff)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Vel.Z += 1.8;
return 0;

View file

@ -63,7 +63,7 @@ int AWhirlwind::DoSpecialDamage (AActor *target, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
AActor *fire;
@ -143,7 +143,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichAttack)
DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->health -= 3;
if (self->health < 0)
@ -174,7 +174,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WhirlwindSeek)
DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
unsigned int i;
AActor *shard;
@ -199,7 +199,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LichIceImpact)
DEFINE_ACTION_FUNCTION(AActor, A_LichFireGrow)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->health--;
self->AddZ(9.);

View file

@ -21,7 +21,7 @@ static FRandom pr_knightatk ("KnightAttack");
DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -42,7 +42,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DripBlood)
DEFINE_ACTION_FUNCTION(AActor, A_KnightAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
{

View file

@ -20,7 +20,7 @@ static FRandom pr_wizatk3 ("WizAtk3");
DEFINE_ACTION_FUNCTION(AActor, A_GhostOff)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->RenderStyle = STYLE_Normal;
self->flags3 &= ~MF3_GHOST;
@ -35,7 +35,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GhostOff)
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_FaceTarget (self);
CALL_ACTION(A_GhostOff, self);
@ -50,7 +50,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WizAtk1)
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_FaceTarget (self);
self->Alpha = HR_SHADOW;
@ -67,7 +67,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WizAtk2)
DEFINE_ACTION_FUNCTION(AActor, A_WizAtk3)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;

View file

@ -27,7 +27,7 @@ static FRandom pr_batmove ("BatMove");
DEFINE_ACTION_FUNCTION(AActor, A_BatSpawnInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special1 = 0; // Frequency count
return 0;
@ -35,7 +35,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BatSpawnInit)
DEFINE_ACTION_FUNCTION(AActor, A_BatSpawn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int delta;
@ -64,7 +64,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BatSpawn)
DEFINE_ACTION_FUNCTION(AActor, A_BatMove)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle newangle;

View file

@ -24,7 +24,7 @@ static FRandom pr_pain ("BishopPainBlur");
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
{
@ -51,7 +51,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack)
DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -78,7 +78,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopAttack2)
DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_Weave(self, 2, 2, 2., 1.);
return 0;
@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopMissileWeave)
DEFINE_ACTION_FUNCTION(AActor, A_BishopDecide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (pr_decide() < 220)
{
@ -113,7 +113,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopDecide)
DEFINE_ACTION_FUNCTION(AActor, A_BishopDoBlur)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special1 = (pr_doblur() & 3) + 3; // Random number of blurs
if (pr_doblur() < 120)
@ -140,7 +140,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopDoBlur)
DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -172,7 +172,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopSpawnBlur)
DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double newz = self->Z() - BobSin(self->special2) / 2.;
self->special2 = (self->special2 + 4) & 63;
@ -189,7 +189,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopChase)
DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -209,7 +209,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BishopPuff)
DEFINE_ACTION_FUNCTION(AActor, A_BishopPainBlur)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;

View file

@ -95,7 +95,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_Blast)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_OPT (blastflags) { blastflags = 0; }
PARAM_FLOAT_OPT (strength) { strength = 255; }
PARAM_FLOAT_OPT (radius) { radius = 255; }

View file

@ -16,7 +16,7 @@ static FRandom pr_centaurdefend ("CentaurDefend");
DEFINE_ACTION_FUNCTION(AActor, A_CentaurDefend)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_FaceTarget (self);
if (self->CheckMeleeRange() && pr_centaurdefend() < 32)

View file

@ -66,7 +66,7 @@ void ACFlameMissile::Effect ()
DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -93,7 +93,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameAttack)
DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
self->Vel.Zero();
@ -109,7 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlamePuff)
DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
DAngle an;
@ -159,7 +159,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CFlameMissile)
DEFINE_ACTION_FUNCTION(AActor, A_CFlameRotate)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle an = self->Angles.Yaw + 90.;
self->VelFromAngle(an, FLAMEROTSPEED);

View file

@ -131,7 +131,7 @@ bool AHolySpirit::SpecialBlastHandling (AActor *source, double strength)
DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int j;
AActor *mo;
@ -211,7 +211,7 @@ void SpawnSpiritTail (AActor *spirit)
DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
FTranslatedLineTarget t;
@ -245,7 +245,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolyAttack)
DEFINE_ACTION_FUNCTION(AActor, A_CHolyPalette)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -328,7 +328,7 @@ static void CHolyTailRemove (AActor *actor)
DEFINE_ACTION_FUNCTION(AActor, A_CHolyTail)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *parent;
@ -446,7 +446,7 @@ static void CHolySeekerMissile (AActor *actor, DAngle thresh, DAngle turnMax)
DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->health--;
if (self->health <= 0)
@ -481,7 +481,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolySeek)
DEFINE_ACTION_FUNCTION(AActor, A_CHolyCheckScream)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_CHolySeek, self);
if (pr_checkscream() < 20)
@ -504,7 +504,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CHolyCheckScream)
DEFINE_ACTION_FUNCTION(AActor, A_ClericAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target) return 0;

View file

@ -15,7 +15,7 @@ static FRandom pr_maceatk ("CMaceAttack");
DEFINE_ACTION_FUNCTION(AActor, A_CMaceAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;

View file

@ -46,7 +46,7 @@ int ACStaffMissile::DoSpecialDamage (AActor *target, int damage, FName damagetyp
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
APlayerPawn *pmo;
int damage;
@ -115,7 +115,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheck)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
player_t *player;
@ -153,7 +153,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffAttack)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_Weave(self, 3, 0, 1., 0.);
return 0;
@ -167,7 +167,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffMissileSlither)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->weaponspecial = (pr_blink()>>1)+20;
return 0;
@ -181,7 +181,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CStaffInitBlink)
DEFINE_ACTION_FUNCTION(AActor, A_CStaffCheckBlink)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player && self->player->ReadyWeapon)
{

View file

@ -150,7 +150,7 @@ static void DragonSeek (AActor *actor, DAngle thresh, DAngle turnMax)
DEFINE_ACTION_FUNCTION(AActor, A_DragonInitFlight)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
FActorIterator iterator (self->tid);
@ -175,7 +175,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonInitFlight)
DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
@ -216,7 +216,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlight)
DEFINE_ACTION_FUNCTION(AActor, A_DragonFlap)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_DragonFlight, self);
if (pr_dragonflap() < 240)
@ -238,7 +238,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFlap)
DEFINE_ACTION_FUNCTION(AActor, A_DragonAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
P_SpawnMissile (self, self->target, PClass::FindActor("DragonFireball"));
return 0;
@ -252,7 +252,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonAttack)
DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int i;
@ -283,7 +283,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonFX2)
DEFINE_ACTION_FUNCTION(AActor, A_DragonPain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_Pain, self);
if (!self->tracer)
@ -301,7 +301,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DragonPain)
DEFINE_ACTION_FUNCTION(AActor, A_DragonCheckCrash)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->Z() <= self->floorz)
{

View file

@ -68,7 +68,7 @@ FState *AFWeapAxe::GetAtkState (bool hold)
DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -95,7 +95,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReady)
DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -122,7 +122,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckReadyG)
DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -149,7 +149,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUp)
DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -176,7 +176,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckUpG)
DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -199,7 +199,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FAxeCheckAtk)
DEFINE_ACTION_FUNCTION(AActor, A_FAxeAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int power;

View file

@ -25,7 +25,7 @@ static FRandom pr_hammeratk ("FHammerAtk");
DEFINE_ACTION_FUNCTION(AActor, A_FHammerAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -95,7 +95,7 @@ hammerdone:
DEFINE_ACTION_FUNCTION(AActor, A_FHammerThrow)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
player_t *player;

View file

@ -99,7 +99,7 @@ static bool TryPunch(APlayerPawn *pmo, DAngle angle, int damage, int power)
DEFINE_ACTION_FUNCTION(AActor, A_FPunchAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int damage;
int i;

View file

@ -78,7 +78,7 @@ int AFSwordMissile::DoSpecialDamage(AActor *victim, int damage, FName damagetype
DEFINE_ACTION_FUNCTION(AActor, A_FSwordAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -109,7 +109,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FSwordAttack)
DEFINE_ACTION_FUNCTION(AActor, A_FSwordFlames)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
@ -131,7 +131,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FSwordFlames)
DEFINE_ACTION_FUNCTION(AActor, A_FighterAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target) return 0;

View file

@ -80,7 +80,7 @@ void A_FiredSpawnRock (AActor *actor)
DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_FiredSpawnRock (self);
A_FiredSpawnRock (self);
@ -98,7 +98,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredRocks)
DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// give some more velocity (x,y,&z)
self->SetZ(self->floorz + 1);
@ -116,7 +116,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SmBounce)
DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -133,7 +133,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredAttack)
DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int weaveindex = self->special1;
AActor *target = self->target;
@ -226,7 +226,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FiredChase)
DEFINE_ACTION_FUNCTION(AActor, A_FiredSplotch)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;

View file

@ -362,7 +362,7 @@ int APoisonCloud::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -382,7 +382,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagInit)
DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (--self->special1 <= 0)
{
@ -403,7 +403,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagCheck)
DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int bobIndex;
@ -422,7 +422,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonBagDamage)
DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (--self->health <= 0)
{
@ -439,7 +439,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb)
DEFINE_ACTION_FUNCTION(AActor, A_CheckThrowBomb2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// [RH] Check using actual velocity, although the vel.z < 2 check still stands
if (self->Vel.Z < 2 && self->Vel.LengthSquared() < (9./4.))

View file

@ -60,7 +60,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlySearch)
// So search the sectors instead. We can't potentially find something all
// the way on the other side of the map and we can't find invisible corpses,
// but at least we aren't crippled on maps with lots of stuff going on.
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
validcount++;
AActor *other = FindCorpse(self, self->Sector, 5);
@ -74,7 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlySearch)
DEFINE_ACTION_FUNCTION(AActor, A_FlyBuzz)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *targ = self->target;

View file

@ -27,7 +27,7 @@ static FRandom pr_fogspawn ("FogSpawn");
DEFINE_ACTION_FUNCTION(AActor, A_FogSpawn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
static const char *fogs[3] =
{
@ -70,7 +70,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FogSpawn)
DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double speed = self->args[0];
int weaveindex;

View file

@ -218,7 +218,7 @@ void ASorcBall1::DoFireSpell ()
DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
{
PARAM_ACTION_PROLOGUE_TYPE(AHeresiarch);
PARAM_SELF_PROLOGUE(AHeresiarch);
AActor *mo;
@ -254,7 +254,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcSpinBalls)
DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
{
PARAM_ACTION_PROLOGUE_TYPE(ASorcBall);
PARAM_SELF_PROLOGUE(ASorcBall);
// [RH] If no parent, then die instead of crashing
if (self->target == NULL)
@ -380,7 +380,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBallOrbit)
DEFINE_ACTION_FUNCTION(AActor, A_SpeedBalls)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->args[3] = SORC_ACCELERATE; // speed mode
self->args[2] = SORCBALL_TERMINAL_SPEED; // target speed
@ -676,7 +676,7 @@ void A_SorcOffense2(AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->args[3] = SORC_ACCELERATE;
self->args[2] = SORCBALL_INITIAL_SPEED;
@ -693,7 +693,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcBossAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int speed = (int)self->Speed;
DAngle rangle;
AActor *mo;
@ -725,7 +725,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnFizzle)
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX1Seek)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_DoBounceCheck (self, "SorcererHeadScream");
P_SeekerMissile(self, 2, 6);
@ -751,7 +751,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX1Seek)
// Split ball in two
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -785,7 +785,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Split)
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
DVector3 pos;
@ -852,7 +852,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX2Orbit)
DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
mo = Spawn("Bishop", self->Pos(), ALLOW_REPLACE);
@ -881,7 +881,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnBishop)
DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
Spawn("SorcFX3Explosion", self->Pos(), ALLOW_REPLACE);
S_Sound (self, CHAN_VOICE, self->SeeSound, 1, ATTN_NORM);
@ -898,7 +898,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcererBishopEntry)
DEFINE_ACTION_FUNCTION(AActor, A_SorcFX4Check)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->special2-- <= 0)
{
@ -917,7 +917,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SorcFX4Check)
DEFINE_ACTION_FUNCTION(AActor, A_SorcBallPop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "SorcererBallPop", 1, ATTN_NONE);
self->flags &= ~MF_NOGRAVITY;
@ -961,7 +961,7 @@ void A_DoBounceCheck (AActor *self, const char *sound)
DEFINE_ACTION_FUNCTION(AActor, A_BounceCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_DoBounceCheck (self, "SorcererBigBallExplode");
return 0;

View file

@ -55,7 +55,7 @@ void APottery1::HitFloor ()
DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo = NULL;
int i;
@ -93,7 +93,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryExplode)
DEFINE_ACTION_FUNCTION(AActor, A_PotteryChooseBit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->SetState (self->FindState(NAME_Death) + 1 + 2*(pr_bit()%5));
self->tics = 256+(pr_bit()<<1);
@ -108,7 +108,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PotteryChooseBit)
DEFINE_ACTION_FUNCTION(AActor, A_PotteryCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
@ -152,7 +152,7 @@ void AZCorpseLynchedNoHeart::PostBeginPlay ()
DEFINE_ACTION_FUNCTION(AActor, A_CorpseBloodDrip)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (pr_drip() <= 128)
{
@ -169,7 +169,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseBloodDrip)
DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int i;
@ -207,7 +207,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CorpseExplode)
DEFINE_ACTION_FUNCTION(AActor, A_LeafSpawn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int i;
@ -238,7 +238,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LeafSpawn)
DEFINE_ACTION_FUNCTION(AActor, A_LeafThrust)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (pr_leafthrust() <= 96)
{
@ -255,7 +255,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LeafThrust)
DEFINE_ACTION_FUNCTION(AActor, A_LeafCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special1++;
if (self->special1 >= 20)
@ -287,7 +287,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LeafCheck)
DEFINE_ACTION_FUNCTION(AActor, A_PoisonShroom)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->tics = 128 + (pr_shroom() << 1);
return 0;
@ -301,7 +301,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PoisonShroom)
DEFINE_ACTION_FUNCTION(AActor, A_SoAExplode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int i;
@ -362,7 +362,7 @@ void AZBell::Activate (AActor *activator)
DEFINE_ACTION_FUNCTION(AActor, A_BellReset1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_NOGRAVITY;
self->Height *= 4;
@ -383,7 +383,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BellReset1)
DEFINE_ACTION_FUNCTION(AActor, A_BellReset2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_SHOOTABLE;
self->flags &= ~MF_CORPSE;

View file

@ -26,7 +26,7 @@ static const char *WispTypes[2] =
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double dist;
DAngle an;
@ -49,7 +49,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyLook)
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double dist;
DAngle an;
@ -78,7 +78,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyChase)
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if(!self->target)
{
@ -98,7 +98,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyAttack)
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Vel.Zero();
self->Height = self->GetDefault()->Height;
@ -114,7 +114,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceGuyDie)
DEFINE_ACTION_FUNCTION(AActor, A_IceGuyMissileExplode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
unsigned int i;

View file

@ -88,7 +88,7 @@ extern void SpawnSpiritTail (AActor *spirit);
DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *spot;
@ -155,7 +155,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxChase)
DEFINE_ACTION_FUNCTION(AActor, A_KoraxBonePop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int i;
@ -201,7 +201,7 @@ void KSpiritInit (AActor *spirit, AActor *korax)
DEFINE_ACTION_FUNCTION(AActor, A_KoraxDecide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (pr_koraxdecide()<220)
{
@ -222,7 +222,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxDecide)
DEFINE_ACTION_FUNCTION(AActor, A_KoraxMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
static const struct { const char *type, *sound; } choices[6] =
{
@ -265,7 +265,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KoraxMissile)
DEFINE_ACTION_FUNCTION(AActor, A_KoraxCommand)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle ang;
int numcommands;
@ -399,7 +399,7 @@ static void A_KSpiritSeeker (AActor *actor, DAngle thresh, DAngle turnMax)
DEFINE_ACTION_FUNCTION(AActor, A_KSpiritRoam)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->health-- <= 0)
{
@ -432,7 +432,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KSpiritRoam)
DEFINE_ACTION_FUNCTION(AActor, A_KBolt)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// Countdown lifetime
if (self->special1-- <= 0)
@ -450,7 +450,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_KBolt)
DEFINE_ACTION_FUNCTION(AActor, A_KBoltRaise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;

View file

@ -51,7 +51,7 @@ int AFrostMissile::DoSpecialDamage (AActor *victim, int damage, FName damagetype
DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -112,7 +112,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireConePL1)
DEFINE_ACTION_FUNCTION(AActor, A_ShedShard)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int spawndir = self->special1;

View file

@ -126,7 +126,7 @@ int ALightningZap::SpecialMissileHit (AActor *thing)
DEFINE_ACTION_FUNCTION(AActor, A_LightningReady)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DoReadyWeapon(self);
if (pr_lightningready() < 160)
@ -144,7 +144,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningReady)
DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *cMo;
AActor *target = NULL;
@ -211,7 +211,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningClip)
DEFINE_ACTION_FUNCTION(AActor, A_LightningZap)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PClassActor *lightning = PClass::FindActor(self->GetClass()->MissileName);
AActor *mo;
@ -257,7 +257,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningZap)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MLightningAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(floor, AActor) { floor = PClass::FindActor("LightningFloor"); }
PARAM_CLASS_OPT(ceiling, AActor) { ceiling = PClass::FindActor("LightningCeiling"); }
@ -298,7 +298,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MLightningAttack)
DEFINE_ACTION_FUNCTION(AActor, A_ZapMimic)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -326,7 +326,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ZapMimic)
DEFINE_ACTION_FUNCTION(AActor, A_LastZap)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PClassActor *lightning = PClass::FindActor(self->GetClass()->MissileName);
AActor *mo;
@ -353,7 +353,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LastZap)
DEFINE_ACTION_FUNCTION(AActor, A_LightningRemove)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;

View file

@ -122,7 +122,7 @@ void MStaffSpawn (AActor *pmo, DAngle angle, AActor *alttarget)
DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
player_t *player;
@ -167,7 +167,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffAttack)
DEFINE_ACTION_FUNCTION(AActor, A_MStaffPalette)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -188,7 +188,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MStaffPalette)
DEFINE_ACTION_FUNCTION(AActor, A_MStaffTrack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if ((self->tracer == 0) && (pr_mstafftrack()<50))
{
@ -250,7 +250,7 @@ void MStaffSpawn2 (AActor *actor, DAngle angle)
DEFINE_ACTION_FUNCTION(AActor, A_MageAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
{

View file

@ -58,7 +58,7 @@ void APigPlayer::MorphPlayerThink ()
DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -96,7 +96,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SnoutAttack)
DEFINE_ACTION_FUNCTION(AActor, A_PigPain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_Pain, self);
if (self->Z() <= self->floorz)

View file

@ -25,7 +25,7 @@ static FRandom pr_delaygib ("DelayGib");
DEFINE_ACTION_FUNCTION(AActor, A_SerpentUnHide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
self->Floorclip = 24;
@ -40,7 +40,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentUnHide)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags |= RF_INVISIBLE;
self->Floorclip = 0;
@ -56,7 +56,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentHide)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentRaiseHump)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Floorclip -= 4;
return 0;
@ -70,7 +70,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentRaiseHump)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentLowerHump)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Floorclip += 4;
return 0;
@ -86,7 +86,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentLowerHump)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHumpDecide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->MissileState != NULL)
{
@ -127,7 +127,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentHumpDecide)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentCheckForAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
{
@ -167,7 +167,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentCheckForAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentChooseAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target || self->CheckMeleeRange())
{
@ -188,7 +188,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentChooseAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
{
@ -216,7 +216,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentMeleeAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
static const char *GibTypes[] =
@ -250,7 +250,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
DEFINE_ACTION_FUNCTION(AActor, A_FloatGib)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Floorclip -= 1;
return 0;
@ -264,7 +264,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FloatGib)
DEFINE_ACTION_FUNCTION(AActor, A_SinkGib)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Floorclip += 1;;
return 0;
@ -278,7 +278,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SinkGib)
DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->tics -= pr_delaygib()>>2;
return 0;
@ -292,7 +292,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->Z() <= self->floorz)
{

View file

@ -79,7 +79,7 @@ void AThrustFloor::Deactivate (AActor *activator)
DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitUp)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special2 = 5; // Raise speed
self->args[0] = 1; // Mark as up
@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitUp)
DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitDn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->special2 = 5; // Raise speed
self->args[0] = 0; // Mark as down
@ -108,7 +108,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustInitDn)
DEFINE_ACTION_FUNCTION(AActor, A_ThrustRaise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AThrustFloor *actor = static_cast<AThrustFloor *>(self);
@ -137,7 +137,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustRaise)
DEFINE_ACTION_FUNCTION(AActor, A_ThrustLower)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (A_SinkMobj (self, 6))
{
@ -152,7 +152,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ThrustLower)
DEFINE_ACTION_FUNCTION(AActor, A_ThrustImpale)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// This doesn't need to iterate through portals.

View file

@ -49,7 +49,7 @@ bool AArtiDarkServant::Use (bool pickup)
DEFINE_ACTION_FUNCTION(AActor, A_Summon)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AMinotaurFriend *mo;

View file

@ -63,35 +63,35 @@ static void TeloSpawn (AActor *source, const char *type)
DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnA)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
TeloSpawn (self, "TelOtherFX2");
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnB)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
TeloSpawn (self, "TelOtherFX3");
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnC)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
TeloSpawn (self, "TelOtherFX4");
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_TeloSpawnD)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
TeloSpawn (self, "TelOtherFX5");
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_CheckTeleRing)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->special1-- <= 0)
{

View file

@ -23,7 +23,7 @@ static FRandom pr_wraithfx4 ("WraithFX4");
DEFINE_ACTION_FUNCTION(AActor, A_WraithInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->AddZ(48);
@ -45,7 +45,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithInit)
DEFINE_ACTION_FUNCTION(AActor, A_WraithRaiseInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
self->flags2 &= ~MF2_NONSHOOTABLE;
@ -63,7 +63,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithRaiseInit)
DEFINE_ACTION_FUNCTION(AActor, A_WraithRaise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (A_RaiseMobj (self, 2))
{
@ -88,7 +88,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithRaise)
DEFINE_ACTION_FUNCTION(AActor, A_WraithMelee)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int amount;
@ -110,7 +110,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithMelee)
DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
DAngle angle;
@ -147,7 +147,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2)
DEFINE_ACTION_FUNCTION(AActor, A_WraithFX3)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
int numdropped = pr_wraithfx3() % 15;
@ -242,7 +242,7 @@ void A_WraithFX4 (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_WraithChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int weaveindex = self->WeaveIndexZ;
self->AddZ(BobSin(weaveindex));

View file

@ -135,7 +135,7 @@ bool AMinotaurFriend::OkayToSwitchTarget (AActor *other)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (Wads.CheckNumForName ("MNTRF1", ns_sprites) < 0 &&
Wads.CheckNumForName ("MNTRF0", ns_sprites) < 0)
@ -145,7 +145,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDeath)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player;
@ -180,7 +180,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk1)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
bool friendly = !!(self->flags5 & MF5_SUMMONEDMONSTER);
AActor *target;
@ -237,7 +237,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurDecide)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurCharge)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *puff;
@ -280,7 +280,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurCharge)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
DAngle angle;
@ -330,7 +330,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk2)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk3)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
player_t *player;
@ -386,7 +386,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurAtk3)
DEFINE_ACTION_FUNCTION(AActor, A_MntrFloorFire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *mo;
@ -443,7 +443,7 @@ void P_MinotaurSlam (AActor *source, AActor *target)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurRoam)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// In case pain caused him to skip his fade in.
self->RenderStyle = STYLE_Normal;
@ -491,7 +491,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurRoam)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
{
@ -562,7 +562,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MinotaurLook)
DEFINE_ACTION_FUNCTION(AActor, A_MinotaurChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->IsKindOf(RUNTIME_CLASS(AMinotaurFriend)))
{

View file

@ -104,14 +104,14 @@ void A_Unblock(AActor *self, bool drop)
DEFINE_ACTION_FUNCTION(AActor, A_NoBlocking)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_Unblock(self, true);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_Fall)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_Unblock(self, true);
return 0;
}
@ -124,7 +124,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Fall)
DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_FLOORCLIP;
self->AdjustFloorClip ();
@ -139,7 +139,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetFloorClip)
DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_FLOORCLIP;
self->Floorclip = 0;
@ -154,7 +154,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnSetFloorClip)
DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags |= RF_INVISIBLE;
return 0;
@ -168,7 +168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideThing)
DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
return 0;
@ -182,7 +182,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnHideThing)
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int t = pr_freezedeath();
self->tics = 75+t+pr_freezedeath();
@ -228,7 +228,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeath)
DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Translation = TRANSLATION(TRANSLATION_Standard, 7);
CALL_ACTION(A_FreezeDeath, self);
@ -243,7 +243,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GenericFreezeDeath)
DEFINE_ACTION_FUNCTION(AActor, A_IceSetTics)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int floor;
@ -268,7 +268,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_IceSetTics)
DEFINE_ACTION_FUNCTION(AActor, A_FreezeDeathChunks)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
int numChunks;
@ -446,7 +446,7 @@ void DCorpsePointer::Serialize(FSerializer &arc)
// throw another corpse on the queue
DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (sv_corpsequeuesize > 0)
{
@ -458,7 +458,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_QueueCorpse)
// Remove an self from the queue (for resurrection)
DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
TThinkerIterator<DCorpsePointer> iterator (STAT_CORPSEPOINTER);
DCorpsePointer *corpsePtr;
@ -483,7 +483,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DeQueueCorpse)
DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_INVULNERABLE;
return 0;
@ -497,7 +497,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetInvulnerable)
DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_INVULNERABLE;
return 0;
@ -511,7 +511,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnSetInvulnerable)
DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_REFLECTIVE;
return 0;
@ -525,7 +525,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetReflective)
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_REFLECTIVE;
return 0;
@ -539,7 +539,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflective)
DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_REFLECTIVE|MF2_INVULNERABLE;
return 0;
@ -553,7 +553,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetReflectiveInvulnerable)
DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~(MF2_REFLECTIVE|MF2_INVULNERABLE);
return 0;
@ -567,7 +567,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnSetReflectiveInvulnerable)
DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 &= ~MF2_NONSHOOTABLE;
self->flags |= MF_SHOOTABLE;
@ -582,7 +582,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetShootable)
DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags2 |= MF2_NONSHOOTABLE;
self->flags &= ~MF_SHOOTABLE;
@ -597,7 +597,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnSetShootable)
DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_NOGRAVITY;
return 0;
@ -611,7 +611,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_NoGravity)
DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_NOGRAVITY;
self->Gravity = 1;
@ -626,7 +626,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Gravity)
DEFINE_ACTION_FUNCTION(AActor, A_LowGravity)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_NOGRAVITY;
self->Gravity = 1. / 8;;

View file

@ -92,7 +92,7 @@ void ACustomBridge::Destroy()
DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
{ // Don't crash if somebody spawned this into the world
@ -121,7 +121,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BridgeOrbit)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BridgeInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(balltype, AActor) { balltype = NULL; }
AActor *ball;

View file

@ -355,7 +355,7 @@ bool P_GiveBody (AActor *actor, int num, int max)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
if (static_cast<AInventory *>(self)->DoRespawn ())
@ -373,7 +373,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing1)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_SPECIAL;
if (!(self->GetDefault()->flags & MF_NOGRAVITY))
@ -393,7 +393,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialThing2)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->renderflags &= ~RF_INVISIBLE;
self->flags |= MF_SPECIAL;
@ -418,7 +418,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialDoomThing)
DEFINE_ACTION_FUNCTION(AActor, A_RestoreSpecialPosition)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// Move item back to its original location
DVector2 sp = self->SpawnPoint;

View file

@ -380,7 +380,7 @@ void ASpecialSpot::Destroy()
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnSingleItem)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS (cls, AActor);
PARAM_INT_OPT (fail_sp) { fail_sp = 0; }
PARAM_INT_OPT (fail_co) { fail_co = 0; }

View file

@ -1922,7 +1922,7 @@ PClassWeapon *Net_ReadWeapon(BYTE **stream)
DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_ZoomFactor)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT (zoom) { zoom = 1; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -1950,7 +1950,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_ZoomFactor)
DEFINE_ACTION_FUNCTION_PARAMS(AWeapon, A_SetCrosshair)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(xhair);
if (self->player != NULL && self->player->ReadyWeapon != NULL)

View file

@ -27,7 +27,7 @@
DEFINE_ACTION_FUNCTION(AActor, A_HideDecepticon)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
EV_DoDoor (DDoor::doorClose, NULL, self, 999, 8., 0, 0, 0);
if (self->target != NULL && self->target->player != NULL)
@ -45,7 +45,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideDecepticon)
DEFINE_ACTION_FUNCTION(AActor, A_AcolyteDie)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
@ -92,7 +92,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_AcolyteDie)
DEFINE_ACTION_FUNCTION(AActor, A_BeShadowyFoe)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->RenderStyle = STYLE_Translucent;
self->Alpha = HR_SHADOW;
@ -108,7 +108,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BeShadowyFoe)
DEFINE_ACTION_FUNCTION(AActor, A_AcolyteBits)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->SpawnFlags & MTF_SHADOW)
{

View file

@ -20,7 +20,7 @@ static FRandom pr_spectrechunk ("212e4");
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("AlienChunkSmall", self->PosPlusZ(10.), ALLOW_REPLACE);
@ -41,7 +41,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkSmall)
DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("AlienChunkLarge", self->PosPlusZ(10.), ALLOW_REPLACE);
@ -62,7 +62,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectreChunkLarge)
DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -86,7 +86,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Spectre3Attack)
DEFINE_ACTION_FUNCTION(AActor, A_AlienSpectreDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *player;
char voc[32];

View file

@ -20,7 +20,7 @@ static bool CrusaderCheckRange (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -51,7 +51,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderChoose)
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Angles.Yaw += 90./16;
AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48, self->target, PClass::FindActor("FastFlameMissile"));
@ -64,7 +64,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepLeft)
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Angles.Yaw -= 90./16;
AActor *misl = P_SpawnMissileZAimed (self, self->Z() + 48, self->target, PClass::FindActor("FastFlameMissile"));
@ -77,7 +77,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderSweepRight)
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderRefire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL ||
self->target->health <= 0 ||
@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrusaderRefire)
DEFINE_ACTION_FUNCTION(AActor, A_CrusaderDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (CheckBossDeath (self))
{

View file

@ -14,7 +14,7 @@ static FRandom pr_entity ("Entity");
DEFINE_ACTION_FUNCTION(AActor, A_SubEntityDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (CheckBossDeath (self))
{
@ -42,7 +42,7 @@ DECLARE_ACTION(A_Spectre3Attack)
DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// Apparent Strife bug: Case 5 was unreachable because they used % 5 instead of % 6.
// I've fixed that by making case 1 duplicate it, since case 1 did nothing.
@ -75,7 +75,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_EntityAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *entity = Spawn("EntityBoss", self->PosPlusZ(70.), ALLOW_REPLACE);
if (entity != NULL)
@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnEntity)
DEFINE_ACTION_FUNCTION(AActor, A_EntityDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *second;
double secondRadius = GetDefaultByName("EntitySecond")->radius * 2;

View file

@ -12,7 +12,7 @@ static FRandom pr_inq ("Inquisitor");
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorWalk)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "inquisitor/walk", 1, ATTN_NORM);
A_Chase (stack, self);
@ -30,7 +30,7 @@ bool InquisitorCheckDistance (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target == NULL)
return 0;
@ -52,7 +52,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorDecide)
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *proj;
@ -80,7 +80,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorAttack)
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double dist;
double speed;
@ -102,7 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorJump)
DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->reactiontime--;
if (self->reactiontime < 0 ||
@ -125,7 +125,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_InquisitorCheckLand)
DEFINE_ACTION_FUNCTION(AActor, A_TossArm)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("InquisitorArm", self->PosPlusZ(24.), ALLOW_REPLACE);
foo->Angles.Yaw = self->Angles.Yaw - 90. + pr_inq.Random2() * (360./1024.);

View file

@ -33,7 +33,7 @@ int ALoreShot::DoSpecialDamage (AActor *victim, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, A_LoremasterChain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "loremaster/active", 1, ATTN_NORM);
Spawn("LoreShot2", self->Pos(), ALLOW_REPLACE);

View file

@ -10,7 +10,7 @@
DEFINE_ACTION_FUNCTION(AActor, A_WakeOracleSpectre)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
TThinkerIterator<AActor> it(NAME_AlienSpectre3);
AActor *spectre = it.Next();

View file

@ -74,7 +74,7 @@ PalEntry AProgLevelEnder::GetBlend ()
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int damage;
@ -102,7 +102,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerMelee)
DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *spot;
@ -128,7 +128,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpotLightning)
DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("ProgrammerBase", self->PosPlusZ(24.), ALLOW_REPLACE);
if (foo != NULL)
@ -148,7 +148,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpawnProgrammerBase)
DEFINE_ACTION_FUNCTION(AActor, A_ProgrammerDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!CheckBossDeath (self))
return 0;

View file

@ -13,7 +13,7 @@ static FRandom pr_reaverattack ("ReaverAttack");
DEFINE_ACTION_FUNCTION(AActor, A_ReaverRanged)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target != NULL)
{

View file

@ -22,7 +22,7 @@ static FRandom pr_shootgun ("ShootGun");
DEFINE_ACTION_FUNCTION(AActor, A_ShootGun)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle pitch;
@ -74,7 +74,7 @@ bool ATeleporterBeacon::Use (bool pickup)
DEFINE_ACTION_FUNCTION(AActor, A_Beacon)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *owner = self->target;
AActor *rebel;

View file

@ -11,7 +11,7 @@ static FRandom pr_sentinelrefire ("SentinelRefire");
DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double minz, maxz;
@ -43,7 +43,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelBob)
DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *missile, *trail;
@ -75,7 +75,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SentinelAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SentinelRefire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_FaceTarget (self);

View file

@ -26,7 +26,7 @@ void ASpectralMonster::Touch (AActor *toucher)
DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *foo = Spawn("SpectralLightningHTail", self->Vec3Offset(-self->Vel.X, -self->Vel.Y, 0.), ALLOW_REPLACE);
@ -37,7 +37,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightningTail)
DEFINE_ACTION_FUNCTION(AActor, A_SpectralBigBallLightning)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PClassActor *cls = PClass::FindActor("SpectralLightningH3");
if (cls)
@ -56,7 +56,7 @@ static FRandom pr_zap5 ("Zap5");
DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *flash;
@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SpectralLightning)
DEFINE_ACTION_FUNCTION(AActor, A_Tracer2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *dest;
double dist;

View file

@ -13,7 +13,7 @@ static FRandom pr_stalker ("Stalker");
DEFINE_ACTION_FUNCTION(AActor, A_StalkerChaseDecide)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!(self->flags & MF_NOGRAVITY))
{
@ -28,7 +28,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StalkerChaseDecide)
DEFINE_ACTION_FUNCTION(AActor, A_StalkerLookInit)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
FState *state;
if (self->flags & MF_NOGRAVITY)
@ -48,7 +48,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StalkerLookInit)
DEFINE_ACTION_FUNCTION(AActor, A_StalkerDrop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags5 &= ~MF5_NOVERTICALMELEERANGE;
self->flags &= ~MF_NOGRAVITY;
@ -57,7 +57,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StalkerDrop)
DEFINE_ACTION_FUNCTION(AActor, A_StalkerAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->flags & MF_NOGRAVITY)
{
@ -79,7 +79,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_StalkerAttack)
DEFINE_ACTION_FUNCTION(AActor, A_StalkerWalk)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_BODY, "stalker/walk", 1, ATTN_NORM);
A_Chase (stack, self);

View file

@ -23,7 +23,7 @@ IMPLEMENT_CLASS(ADegninOre)
DEFINE_ACTION_FUNCTION(AActor, A_RemoveForceField)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_SPECIAL;

View file

@ -87,7 +87,7 @@ int AForceFieldGuard::TakeSpecialDamage (AActor *inflictor, AActor *source, int
DEFINE_ACTION_FUNCTION(AActor, A_SetShadow)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_STRIFEx8000000|MF_SHADOW;
self->RenderStyle = STYLE_Translucent;
@ -97,7 +97,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SetShadow)
DEFINE_ACTION_FUNCTION(AActor, A_ClearShadow)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~(MF_STRIFEx8000000|MF_SHADOW);
self->RenderStyle = STYLE_Normal;
@ -109,7 +109,7 @@ static FRandom pr_gethurt ("HurtMe!");
DEFINE_ACTION_FUNCTION(AActor, A_GetHurt)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags4 |= MF4_INCOMBAT;
if ((pr_gethurt() % 5) == 0)
@ -128,7 +128,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_GetHurt)
DEFINE_ACTION_FUNCTION(AActor, A_TurretLook)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *target;
@ -160,7 +160,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TurretLook)
DEFINE_ACTION_FUNCTION(AActor, A_KlaxonBlare)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (--self->reactiontime < 0)
{
@ -249,7 +249,7 @@ IMPLEMENT_CLASS (AMeat)
DEFINE_ACTION_FUNCTION(AActor, A_TossGib)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
const char *gibtype = (self->flags & MF_NOBLOOD) ? "Junk" : "Meat";
AActor *gib = Spawn (gibtype, self->PosPlusZ(24.), ALLOW_REPLACE);
@ -269,7 +269,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_TossGib)
DEFINE_ACTION_FUNCTION(AActor, A_FLoopActiveSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->ActiveSound != 0 && !(level.time & 7))
{
@ -280,7 +280,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FLoopActiveSound)
DEFINE_ACTION_FUNCTION(AActor, A_Countdown)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (--self->reactiontime <= 0)
{
@ -292,7 +292,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Countdown)
DEFINE_ACTION_FUNCTION(AActor, A_LoopActiveSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->ActiveSound != 0 && !S_IsActorPlayingSomething (self, CHAN_VOICE, -1))
{
@ -303,7 +303,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LoopActiveSound)
DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
sector_t *sec = self->Sector;
@ -332,7 +332,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckTerrain)
DEFINE_ACTION_FUNCTION(AActor, A_ClearSoundTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *actor;
@ -347,7 +347,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearSoundTarget)
DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_VOICE, "human/imonfire", 1, ATTN_NORM);
@ -365,7 +365,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ItBurnsItBurns)
DEFINE_ACTION_FUNCTION(AActor, A_DropFire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *drop = Spawn("FireDroplet", self->PosPlusZ(24.), ALLOW_REPLACE);
drop->Vel.Z = -1.;
@ -375,7 +375,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DropFire)
DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != nullptr && self->player->mo == self)
{
@ -401,7 +401,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_CrispyPlayer)
DEFINE_ACTION_FUNCTION(AActor, A_HandLower)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != nullptr)
{

View file

@ -94,7 +94,7 @@ void P_DaggerAlert (AActor *target, AActor *emitter)
DEFINE_ACTION_FUNCTION(AActor, A_JabDagger)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DAngle angle;
int damage;
@ -146,7 +146,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_AlertMonsters)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(maxdist) { maxdist = 0; }
PARAM_INT_OPT(Flags) { Flags = 0; }
@ -212,7 +212,7 @@ int APoisonBolt::DoSpecialDamage (AActor *target, int damage, FName damagetype)
DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;
@ -231,7 +231,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != nullptr)
{
@ -248,7 +248,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireArrow)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(ti, AActor);
DAngle savedangle;
@ -307,7 +307,7 @@ void P_StrifeGunShot (AActor *mo, bool accurate, DAngle pitch)
DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
bool accurate;
@ -343,7 +343,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireAssaultGun)
DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;
DAngle savedangle;
@ -374,7 +374,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMiniMissile)
DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *trail;
@ -398,7 +398,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RocketInFlight)
DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_NOGRAVITY;
self->Vel.Z = pr_flamedie() & 3;
@ -413,7 +413,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FlameDie)
DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;
@ -450,7 +450,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -494,7 +494,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler1)
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/mauler2charge", 1, ATTN_NORM);
@ -516,7 +516,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2Pre)
DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -544,7 +544,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireMauler2)
DEFINE_ACTION_FUNCTION(AActor, A_MaulerTorpedoWave)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *wavedef = GetDefaultByName("MaulerTorpedoWave");
double savedz;
@ -620,7 +620,7 @@ int APhosphorousFire::DoSpecialDamage (AActor *target, int damage, FName damaget
DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
P_RadiusAttack (self, self->target, 128, 128, self->DamageType, RADF_HURTSOURCE);
return 0;
@ -628,7 +628,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BurnArea)
DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Vel.Z -= 8;
self->Vel.X += (pr_phburn.Random2 (3));
@ -688,7 +688,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Burnination)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(grenadetype, AActor);
PARAM_ANGLE(angleofs);
PARAM_STATE(flash)
@ -821,7 +821,7 @@ AInventory *ASigil::CreateCopy (AActor *other)
DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int pieces = MIN (static_cast<ASigil*>(self)->NumPieces, 5);
@ -847,7 +847,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectPiece)
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DPSprite *pspr;
int pieces;
@ -874,7 +874,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilView)
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DPSprite *pspr;
int pieces;
@ -904,7 +904,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilDown)
DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
DPSprite *pspr;
int pieces;
@ -927,7 +927,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SelectSigilAttack)
DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
S_Sound (self, CHAN_WEAPON, "weapons/sigilcharge", 1, ATTN_NORM);
if (self->player != NULL)
@ -945,7 +945,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SigilCharge)
DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -962,7 +962,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightInverse)
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *spot;
player_t *player = self->player;
@ -1007,7 +1007,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil1)
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;
@ -1029,7 +1029,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil2)
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *spot;
player_t *player = self->player;
@ -1063,7 +1063,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil3)
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *spot;
player_t *player = self->player;
@ -1103,7 +1103,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_FireSigil4)
DEFINE_ACTION_FUNCTION(AActor, A_FireSigil5)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;

View file

@ -13,7 +13,7 @@ static FRandom pr_templar ("Templar");
DEFINE_ACTION_FUNCTION(AActor, A_TemplarAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int damage;
DAngle angle;

View file

@ -16,7 +16,7 @@ static FRandom pr_lightout ("LightOut");
DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
double xo = (pr_bang4cloud.Random2() & 3) * (10. / 64);
double yo = (pr_bang4cloud.Random2() & 3) * (10. / 64);
@ -63,7 +63,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem)
DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->target != NULL && self->target->player != NULL)
{
@ -74,7 +74,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ExtraLightOff)
DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
P_RadiusAttack (self, self->target, 512, 512, NAME_None, RADF_HURTSOURCE);
if (self->target != NULL && self->target->player != NULL)
@ -90,7 +90,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Explode512)
DEFINE_ACTION_FUNCTION(AActor, A_LightGoesOut)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *foo;
sector_t *sec = self->Sector;

View file

@ -360,14 +360,12 @@ void AddStateLight(FState *state, const char *lname);
// self - Actor this action is to operate on (player if a weapon)
// stateowner - Actor this action really belongs to (may be an item)
// callingstate - State this action was called from
#define PARAM_ACTION_PROLOGUE_TYPE(type) \
#define PARAM_ACTION_PROLOGUE(type) \
PARAM_PROLOGUE; \
PARAM_OBJECT (self, type); \
PARAM_OBJECT_OPT (stateowner, AActor) { stateowner = self; } \
PARAM_STATEINFO_OPT (stateinfo) { stateinfo = nullptr; } \
#define PARAM_ACTION_PROLOGUE PARAM_ACTION_PROLOGUE_TYPE(AActor)
// Number of action paramaters
#define NAP 3

View file

@ -891,7 +891,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (ptr_source) { ptr_source = AAPTR_MASTER; }
if (self->player != NULL)
@ -914,28 +914,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopyFriendliness)
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_SetSolid)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_SOLID;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetSolid)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~MF_SOLID;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_SetFloat)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags |= MF_FLOAT;
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->flags &= ~(MF_FLOAT|MF_INFLOAT);
return 0;
}
@ -980,7 +980,7 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int MeleeDamage = self->GetClass()->MeleeDamage;
FSoundID MeleeSound = self->GetClass()->MeleeSound;
DoAttack(self, true, false, MeleeDamage, MeleeSound, NULL, 0);
@ -989,7 +989,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MeleeAttack)
DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName);
DoAttack(self, false, true, 0, 0, MissileType, self->GetClass()->MissileHeight);
return 0;
@ -997,7 +997,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MissileAttack)
DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int MeleeDamage = self->GetClass()->MeleeDamage;
FSoundID MeleeSound = self->GetClass()->MeleeSound;
PClassActor *MissileType = PClass::FindActor(self->GetClass()->MissileName);
@ -1028,7 +1028,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_SOUND_OPT (soundid) { soundid = "weapons/pistol"; }
PARAM_INT_OPT (channel) { channel = CHAN_BODY; }
PARAM_FLOAT_OPT (volume) { volume = 1; }
@ -1051,7 +1051,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySound)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(slot) { slot = CHAN_VOICE; }
S_StopSound(self, slot);
@ -1167,7 +1167,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int i;
@ -1415,7 +1415,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Explode)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (damage) { damage = -1; }
PARAM_INT_OPT (distance) { distance = -1; }
PARAM_INT_OPT (flags) { flags = XF_HURTSOURCE; }
@ -1484,7 +1484,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (force) { force = 128; }
PARAM_INT_OPT (distance) { distance = -1; }
PARAM_INT_OPT (flags) { flags = RTF_AFFECTSOURCE; }
@ -1524,7 +1524,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusDamageSelf)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(damage) { damage = 128; }
PARAM_FLOAT_OPT(distance) { distance = 128; }
PARAM_INT_OPT(flags) { flags = 0; }
@ -1859,7 +1859,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (damage) { damage = 0; }
PARAM_SOUND_OPT (meleesound) { meleesound = 0; }
PARAM_SOUND_OPT (misssound) { misssound = 0; }
@ -1946,7 +1946,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_STATE(jump);
if (!ACTION_CALL_FROM_PSPRITE() || self->player->ReadyWeapon == nullptr)
@ -2017,7 +2017,7 @@ static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, b
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireBullets)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_ANGLE (spread_xy);
PARAM_ANGLE (spread_z);
PARAM_INT (numbullets);
@ -2147,7 +2147,7 @@ enum FP_Flags
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireCustomMissile)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS (ti, AActor);
PARAM_ANGLE_OPT (angle) { angle = 0.; }
PARAM_BOOL_OPT (useammo) { useammo = true; }
@ -2224,7 +2224,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT (damage);
PARAM_BOOL_OPT (norandom) { norandom = false; }
PARAM_INT_OPT (flags) { flags = CPF_USEAMMO; }
@ -2328,7 +2328,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomPunch)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RailAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT (damage);
PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
PARAM_BOOL_OPT (useammo) { useammo = true; }
@ -2632,7 +2632,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetInventory)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(itemtype, AInventory);
PARAM_INT(amount);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -3012,7 +3012,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS_OPT (missile, AActor) { missile = PClass::FindActor("Unknown"); }
PARAM_FLOAT_OPT (distance) { distance = 0; }
PARAM_FLOAT_OPT (zheight) { zheight = 0; }
@ -3144,7 +3144,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_CLASS (missile, AActor);
PARAM_FLOAT_OPT (zheight) { zheight = 0; }
PARAM_FLOAT_OPT (xyvel) { xyvel = 0; }
@ -3442,7 +3442,7 @@ enum FadeFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(reduce) { reduce = 0.1; }
PARAM_INT_OPT(flags) { flags = 0; }
@ -3476,7 +3476,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeIn)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(reduce) { reduce = 0.1; }
PARAM_INT_OPT(flags) { flags = FTF_REMOVE; }
@ -4036,7 +4036,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->Vel.Zero();
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
{
@ -4074,7 +4074,7 @@ enum RS_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(flags) { flags = RSF_FOG; }
bool oktorespawn = false;
@ -4189,7 +4189,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
DEFINE_ACTION_FUNCTION(AActor, A_ClearTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->target = NULL;
self->LastHeard = NULL;
self->lastenemy = NULL;
@ -4747,7 +4747,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if ( self->player == NULL || self->player->ReadyWeapon == NULL )
{
@ -4800,7 +4800,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player == NULL || self->player->ReadyWeapon == NULL)
return 0;
@ -4859,7 +4859,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_OPT(copy) { copy = false; }
if (self->master != NULL)
@ -4876,7 +4876,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseMaster)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_OPT(copy) { copy = false; }
TThinkerIterator<AActor> it;
@ -4899,7 +4899,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseChildren)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_OPT(copy) { copy = false; }
TThinkerIterator<AActor> it;
@ -4975,7 +4975,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(angle) { angle = 0; }
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -5077,7 +5077,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT (x) { x = 0; }
PARAM_FLOAT_OPT (y) { y = 0; }
PARAM_FLOAT_OPT (z) { z = 0; }
@ -5302,7 +5302,7 @@ enum T_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_STATE_OPT (teleport_state) { teleport_state = NULL; }
PARAM_CLASS_OPT (target_type, ASpecialSpot) { target_type = PClass::FindActor("BossSpot"); }
PARAM_CLASS_OPT (fog_type, AActor) { fog_type = PClass::FindActor("TeleportFog"); }
@ -5478,7 +5478,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Teleport)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(angle) { angle = 0; }
self->Angles.Yaw += angle;
return 0;
@ -5606,7 +5606,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LineEffect)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(special) { special = 0; }
PARAM_INT_OPT(tag) { tag = 0; }
@ -5641,7 +5641,7 @@ enum WolfAttackFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_SOUND_OPT (sound) { sound = "weapons/pistol"; }
PARAM_FLOAT_OPT (snipe) { snipe = 1.; }
@ -5746,7 +5746,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_WolfAttack)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(destination_selector);
PARAM_FLOAT_OPT(xofs) { xofs = 0; }
PARAM_FLOAT_OPT(yofs) { yofs = 0; }
@ -6170,7 +6170,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(tics_to_set);
if (ACTION_CALL_FROM_PSPRITE())
@ -6567,7 +6567,7 @@ static void DoKill(AActor *killtarget, AActor *inflictor, AActor *source, FName
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6590,7 +6590,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTarget)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6613,7 +6613,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6636,7 +6636,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillMaster)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6667,7 +6667,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillChildren)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_KillSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6743,7 +6743,7 @@ static void DoRemove(AActor *removetarget, int flags, PClassActor *filter, FName
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
@ -6762,7 +6762,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTarget)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
@ -6781,7 +6781,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
PARAM_NAME_OPT (species) { species = NAME_None; }
@ -6800,7 +6800,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveMaster)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_OPT (removeall) { removeall = false; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6826,7 +6826,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveChildren)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL_OPT (removeall) { removeall = false; }
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6897,7 +6897,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTeleFog)
DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if ((self->TeleFogSourceType != self->TeleFogDestType)) //Does nothing if they're the same.
{
PClassActor *temp = self->TeleFogSourceType;
@ -6974,7 +6974,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *mobj = COPY_AAPTR(self, ptr);
@ -7291,7 +7291,7 @@ enum FMDFlags
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(offset) { offset = 0.; }
PARAM_ANGLE_OPT(anglelimit) { anglelimit = 0.; }
PARAM_ANGLE_OPT(pitchlimit) { pitchlimit = 0.; }
@ -7385,7 +7385,7 @@ enum CPSFFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(from);
PARAM_INT(to);
PARAM_INT_OPT(flags) { flags = 0; }
@ -7412,7 +7412,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteAngle)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -7435,7 +7435,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteAngle)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpriteRotation)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(angle) { angle = 0.; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -7466,7 +7466,7 @@ enum VRFFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetVisibleRotation)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(anglestart) { anglestart = 0.; }
PARAM_ANGLE_OPT(angleend) { angleend = 0.; }
PARAM_ANGLE_OPT(pitchstart) { pitchstart = 0.; }

View file

@ -1789,7 +1789,7 @@ bool P_LookForPlayers (AActor *actor, INTBOOL allaround, FLookExParams *params)
//
DEFINE_ACTION_FUNCTION(AActor, A_Look)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *targ;
@ -1909,7 +1909,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Look)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (minseedist) { minseedist = 0; }
PARAM_FLOAT_OPT (maxseedist) { maxseedist = 0; }
@ -2101,7 +2101,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LookEx)
DEFINE_ACTION_FUNCTION(AActor, A_ClearLastHeard)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
self->LastHeard = NULL;
return 0;
}
@ -2126,7 +2126,7 @@ enum ChaseFlags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Wander)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(flags) { flags = 0; }
A_Wander(self, flags);
return 0;
@ -2186,7 +2186,7 @@ void A_Wander(AActor *self, int flags)
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Look2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
AActor *targ;
@ -2768,7 +2768,7 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_STATE_OPT (melee) { melee = NULL; }
PARAM_STATE_OPT (missile) { missile = NULL; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -2790,14 +2790,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Chase)
DEFINE_ACTION_FUNCTION(AActor, A_FastChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_DoChase(stack, self, true, self->MeleeState, self->MissileState, true, true, false, 0);
return 0;
}
DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!P_CheckForResurrection(self, true))
{
A_DoChase(stack, self, false, self->MeleeState, self->MissileState, true, gameinfo.nightmarefast, false, 0);
@ -2947,7 +2947,7 @@ void A_FaceTarget(AActor *self)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(max_turn) { max_turn = 0.; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270.; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0.; }
@ -2961,7 +2961,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTarget)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(max_turn) { max_turn = 0.; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270.; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0.; }
@ -2975,7 +2975,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMaster)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ANGLE_OPT(max_turn) { max_turn = 0.; }
PARAM_ANGLE_OPT(max_pitch) { max_pitch = 270.; }
PARAM_ANGLE_OPT(ang_offset) { ang_offset = 0.; }
@ -2996,7 +2996,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (!self->target)
return 0;
@ -3042,7 +3042,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_MonsterRail)
DEFINE_ACTION_FUNCTION(AActor, A_Scream)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->DeathSound)
{
// Check for bosses.
@ -3061,7 +3061,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Scream)
DEFINE_ACTION_FUNCTION(AActor, A_XScream)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player)
S_Sound (self, CHAN_VOICE, "*gibbed", 1, ATTN_NORM);
else
@ -3077,7 +3077,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_XScream)
DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_Scream, self);
A_Unblock(self, true);
return 0;
@ -3091,7 +3091,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->ActiveSound)
{
S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
@ -3107,7 +3107,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
CALL_ACTION(A_ActiveSound, self);
A_Unblock(self, true);
return 0;
@ -3257,7 +3257,7 @@ void P_TossItem (AActor *item)
DEFINE_ACTION_FUNCTION(AActor, A_Pain)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
// [RH] Vary player pain sounds depending on health (ala Quake2)
if (self->player && self->player->morphTics == 0)
@ -3306,7 +3306,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Pain)
// killough 11/98: kill an object
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
P_DamageMobj(self, NULL, NULL, self->health, damagetype, DMG_FORCED);
@ -3320,7 +3320,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Die)
DEFINE_ACTION_FUNCTION(AActor, A_Detonate)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int damage = self->GetMissileDamage(0, 1);
P_RadiusAttack (self, self->target, damage, damage, self->DamageType, RADF_HURTSOURCE);
P_CheckSplash(self, damage);
@ -3463,7 +3463,7 @@ void A_BossDeath(AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
A_BossDeath(self);
return 0;
}
@ -3541,7 +3541,7 @@ bool A_RaiseMobj (AActor *actor, double speed)
DEFINE_ACTION_FUNCTION(AActor, A_ClassBossHealth)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (multiplayer && !deathmatch) // co-op only
{
if (!self->special1)

View file

@ -743,7 +743,7 @@ void DoReadyWeapon(AActor *self)
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_WeaponReady)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(flags) { flags = 0; }
DoReadyWeaponToSwitch(self, !(flags & WRF_NoSwitch));
@ -875,7 +875,7 @@ static void P_CheckWeaponButtons (player_t *player)
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_STATE_OPT(state) { state = NULL; }
A_ReFire(self, state);
return 0;
@ -913,7 +913,7 @@ void A_ReFire(AActor *self, FState *state)
DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;
if (NULL != player)
@ -935,7 +935,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_ClearReFire)
DEFINE_ACTION_FUNCTION(AInventory, A_CheckReload)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -1002,7 +1002,7 @@ void A_OverlayOffset(AActor *self, int layer, double wx, double wy, int flags)
DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_OPT(layer) { layer = PSP_WEAPON; }
PARAM_FLOAT_OPT(wx) { wx = 0.; }
PARAM_FLOAT_OPT(wy) { wy = 32.; }
@ -1013,7 +1013,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_OverlayOffset)
DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_FLOAT_OPT(wx) { wx = 0.; }
PARAM_FLOAT_OPT(wy) { wy = 32.; }
PARAM_INT_OPT(flags) { flags = 0; }
@ -1029,7 +1029,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_WeaponOffset)
DEFINE_ACTION_FUNCTION(AActor, A_OverlayFlags)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT(layer);
PARAM_INT(flags);
PARAM_BOOL(set);
@ -1072,7 +1072,7 @@ static double GetOverlayPosition(AActor *self, int layer, bool gety)
DEFINE_ACTION_FUNCTION(AActor, OverlayX)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_OPT(layer) { layer = 0; }
if (ACTION_CALL_FROM_PSPRITE())
@ -1085,7 +1085,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayX)
DEFINE_ACTION_FUNCTION(AActor, OverlayY)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT_OPT(layer) { layer = 0; }
if (ACTION_CALL_FROM_PSPRITE())
@ -1104,7 +1104,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayY)
DEFINE_ACTION_FUNCTION(AActor, OverlayID)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
if (ACTION_CALL_FROM_PSPRITE())
{
@ -1123,7 +1123,7 @@ DEFINE_ACTION_FUNCTION(AActor, OverlayID)
DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
player_t *player = self->player;
DPSprite *psp;
@ -1171,7 +1171,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Lower)
DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self == nullptr)
{
@ -1212,7 +1212,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Raise)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
{
PARAM_ACTION_PROLOGUE;
PARAM_ACTION_PROLOGUE(AActor);
PARAM_INT (layer);
PARAM_STATE_OPT (state) { state = nullptr; }
PARAM_BOOL_OPT (dontoverride) { dontoverride = false; }
@ -1232,7 +1232,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Overlay)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ClearOverlays)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT_OPT(start) { start = 0; }
PARAM_INT_OPT(stop) { stop = 0; }
PARAM_BOOL_OPT(safety) { safety = true; }
@ -1283,7 +1283,7 @@ enum GF_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_STATE_OPT(flash) { flash = nullptr; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -1373,7 +1373,7 @@ void P_GunShot (AActor *mo, bool accurate, PClassActor *pufftype, DAngle pitch)
DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -1384,7 +1384,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light0)
DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -1395,7 +1395,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light1)
DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player != NULL)
{
@ -1406,7 +1406,7 @@ DEFINE_ACTION_FUNCTION(AInventory, A_Light2)
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_Light)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(light);
if (self->player != NULL)

View file

@ -1546,7 +1546,7 @@ void APlayerPawn::TweakSpeeds (double &forward, double &side)
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
int sound = 0;
int chan = CHAN_VOICE;
@ -1622,7 +1622,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS_OPT(spawntype, APlayerChunk) { spawntype = NULL; }
APlayerPawn *mo;
@ -1672,7 +1672,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SkullPop)
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
if (self->player == NULL)
{

View file

@ -5281,50 +5281,31 @@ ExpEmit FxVMFunctionCall::Emit(VMFunctionBuilder *build)
}
}
// If both functions are non-action or both are action, there is no need for special treatment.
//if (elf || (!!(Function->Variants[0].Flags & VARF_Action) == build->IsActionFunc))
// Emit code to pass implied parameters
if (Function->Variants[0].Flags & VARF_Method)
{
// Emit code to pass implied parameters
if (Function->Variants[0].Flags & VARF_Method)
{
assert(Self != nullptr);
Self->Emit(build);
count += 1;
}
if (Function->Variants[0].Flags & VARF_Action)
{
static_assert(NAP == 3, "This code needs to be updated if NAP changes");
if (build->IsActionFunc)
{
build->Emit(OP_PARAM, 0, REGT_POINTER, 1);
build->Emit(OP_PARAM, 0, REGT_POINTER, 2);
}
else
{
int null = build->GetConstantAddress(nullptr, ATAG_GENERIC);
build->Emit(OP_PARAM, 0, REGT_POINTER | REGT_KONST, null);
build->Emit(OP_PARAM, 0, REGT_POINTER | REGT_KONST, null);
}
count += 2;
}
assert(Self != nullptr);
ExpEmit selfemit = Self->Emit(build);
assert(selfemit.RegType == REGT_POINTER);
build->Emit(OP_PARAM, 0, selfemit.RegType, selfemit.RegNum);
count += 1;
}
/*
else
if (Function->Variants[0].Flags & VARF_Action)
{
if (build->IsActionFunc && (Function->Variants[0].Flags & VARF_Method))
static_assert(NAP == 3, "This code needs to be updated if NAP changes");
if (build->IsActionFunc)
{
build->Emit(OP_PARAM, 0, REGT_POINTER, 0);
count += 1;
build->Emit(OP_PARAM, 0, REGT_POINTER, 1);
build->Emit(OP_PARAM, 0, REGT_POINTER, 2);
}
// and calling an action function from a non-action function.
// This must be blocked because it lacks crucial information.
if (!build->IsActionFunc && (Function->Variants[0].Flags & VARF_Action))
else
{
// This case should be eliminated in the analyzing stage.
I_Error("Cannot call action function from non-action functions.");
int null = build->GetConstantAddress(nullptr, ATAG_GENERIC);
build->Emit(OP_PARAM, 0, REGT_POINTER | REGT_KONST, null);
build->Emit(OP_PARAM, 0, REGT_POINTER | REGT_KONST, null);
}
count += 2;
}
*/
// Emit code to pass explicit parameters
if (ArgList != NULL)

View file

@ -68,139 +68,139 @@ class Actor : Thinker native
// Action functions
// Meh, MBF redundant functions. Only for DeHackEd support.
action native void A_Turn(float angle = 0);
action native bool A_LineEffect(int boomspecial = 0, int tag = 0);
native void A_Turn(float angle = 0);
native bool A_LineEffect(int boomspecial = 0, int tag = 0);
// End of MBF redundant functions.
action native void A_MonsterRail();
action native void A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0, int flags = 0);
action native void A_Pain();
action native void A_NoBlocking();
action native void A_XScream();
action native void A_Look();
action native void A_Chase(state melee = "*", state missile = "none", int flags = 0);
action native void A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
action native void A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
action native void A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
action native void A_PosAttack();
action native void A_Scream();
action native void A_SPosAttack();
action native void A_SPosAttackUseAtkSound();
action native void A_VileChase();
action native void A_VileStart();
action native void A_VileTarget(class<Actor> fire = "ArchvileFire");
action native void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
action native void A_StartFire();
action native void A_Fire(float spawnheight = 0);
action native void A_FireCrackle();
action native void A_Tracer();
action native void A_SkelWhoosh();
action native void A_SkelFist();
action native void A_SkelMissile();
action native void A_FatRaise();
action native void A_FatAttack1(class<Actor> spawntype = "FatShot");
action native void A_FatAttack2(class<Actor> spawntype = "FatShot");
action native void A_FatAttack3(class<Actor> spawntype = "FatShot");
action native void A_BossDeath();
action native void A_CPosAttack();
action native void A_CPosRefire();
action native void A_TroopAttack();
action native void A_SargAttack();
action native void A_HeadAttack();
action native void A_BruisAttack();
action native void A_SkullAttack(float speed = 20);
action native void A_BetaSkullAttack();
action native void A_Metal();
action native void A_SpidRefire();
action native void A_BabyMetal();
action native void A_BspiAttack();
action native void A_Hoof();
action native void A_CyberAttack();
action native void A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
action native void A_DualPainAttack(class<Actor> spawntype = "LostSoul");
action native void A_PainDie(class<Actor> spawntype = "LostSoul");
action native void A_KeenDie(int doortag = 666);
action native void A_BrainPain();
action native void A_BrainScream();
action native void A_BrainDie();
action native void A_BrainAwake();
action native void A_BrainSpit(class<Actor> spawntype = "none"); // needs special treatment for default
action native void A_SpawnSound();
action native void A_SpawnFly(class<Actor> spawntype = "none"); // needs special treatment for default
action native void A_BrainExplode();
action native void A_Die(name damagetype = "none");
action native void A_Detonate();
action native void A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
native void A_MonsterRail();
native void A_BFGSpray(class<Actor> spraytype = "BFGExtra", int numrays = 40, int damagecount = 15, float angle = 90, float distance = 16*64, float vrange = 32, int damage = 0, int flags = 0);
native void A_Pain();
native void A_NoBlocking();
native void A_XScream();
native void A_Look();
native void A_Chase(state melee = "*", state missile = "none", int flags = 0);
native void A_FaceTarget(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
native void A_FaceTracer(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
native void A_FaceMaster(float max_turn = 0, float max_pitch = 270, float ang_offset = 0, float pitch_offset = 0, int flags = 0, float z_ofs = 0);
native void A_PosAttack();
native void A_Scream();
native void A_SPosAttack();
native void A_SPosAttackUseAtkSound();
native void A_VileChase();
native void A_VileStart();
native void A_VileTarget(class<Actor> fire = "ArchvileFire");
native void A_VileAttack(sound snd = "vile/stop", int initialdmg = 20, int blastdmg = 70, int blastradius = 70, float thrustfac = 1.0, name damagetype = "Fire", int flags = 0);
native void A_StartFire();
native void A_Fire(float spawnheight = 0);
native void A_FireCrackle();
native void A_Tracer();
native void A_SkelWhoosh();
native void A_SkelFist();
native void A_SkelMissile();
native void A_FatRaise();
native void A_FatAttack1(class<Actor> spawntype = "FatShot");
native void A_FatAttack2(class<Actor> spawntype = "FatShot");
native void A_FatAttack3(class<Actor> spawntype = "FatShot");
native void A_BossDeath();
native void A_CPosAttack();
native void A_CPosRefire();
native void A_TroopAttack();
native void A_SargAttack();
native void A_HeadAttack();
native void A_BruisAttack();
native void A_SkullAttack(float speed = 20);
native void A_BetaSkullAttack();
native void A_Metal();
native void A_SpidRefire();
native void A_BabyMetal();
native void A_BspiAttack();
native void A_Hoof();
native void A_CyberAttack();
native void A_PainAttack(class<Actor> spawntype = "LostSoul", float angle = 0, int flags = 0, int limit = -1);
native void A_DualPainAttack(class<Actor> spawntype = "LostSoul");
native void A_PainDie(class<Actor> spawntype = "LostSoul");
native void A_KeenDie(int doortag = 666);
native void A_BrainPain();
native void A_BrainScream();
native void A_BrainDie();
native void A_BrainAwake();
native void A_BrainSpit(class<Actor> spawntype = "none"); // needs special treatment for default
native void A_SpawnSound();
native void A_SpawnFly(class<Actor> spawntype = "none"); // needs special treatment for default
native void A_BrainExplode();
native void A_Die(name damagetype = "none");
native void A_Detonate();
native void A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
action native void A_SetFloorClip();
action native void A_UnSetFloorClip();
action native void A_HideThing();
action native void A_UnHideThing();
action native void A_SetInvulnerable();
action native void A_UnSetInvulnerable();
action native void A_SetReflective();
action native void A_UnSetReflective();
action native void A_SetReflectiveInvulnerable();
action native void A_UnSetReflectiveInvulnerable();
action native void A_SetShootable();
action native void A_UnSetShootable();
action native void A_NoGravity();
action native void A_Gravity();
action native void A_LowGravity();
native void A_SetFloorClip();
native void A_UnSetFloorClip();
native void A_HideThing();
native void A_UnHideThing();
native void A_SetInvulnerable();
native void A_UnSetInvulnerable();
native void A_SetReflective();
native void A_UnSetReflective();
native void A_SetReflectiveInvulnerable();
native void A_UnSetReflectiveInvulnerable();
native void A_SetShootable();
native void A_UnSetShootable();
native void A_NoGravity();
native void A_Gravity();
native void A_LowGravity();
native void A_SetGravity(float gravity);
action native void A_Fall();
action native void A_SetSolid();
action native void A_UnsetSolid();
action native void A_SetFloat();
action native void A_UnsetFloat();
native void A_Fall();
native void A_SetSolid();
native void A_UnsetSolid();
native void A_SetFloat();
native void A_UnsetFloat();
action native void A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
native void A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
action native void A_ScreamAndUnblock();
action native void A_ActiveAndUnblock();
action native void A_ActiveSound();
native void A_ScreamAndUnblock();
native void A_ActiveAndUnblock();
native void A_ActiveSound();
action native void A_FastChase();
action native void A_FreezeDeath();
action native void A_FreezeDeathChunks();
action native void A_GenericFreezeDeath();
action native void A_IceGuyDie();
action native void A_CentaurDefend();
action native void A_BishopMissileWeave();
action native void A_CStaffMissileSlither();
action native void A_PlayerScream();
action native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
action native void A_CheckPlayerDone();
native void A_FastChase();
native void A_FreezeDeath();
native void A_FreezeDeathChunks();
native void A_GenericFreezeDeath();
native void A_IceGuyDie();
native void A_CentaurDefend();
native void A_BishopMissileWeave();
native void A_CStaffMissileSlither();
native void A_PlayerScream();
native void A_SkullPop(class<PlayerChunk> skulltype = "BloodySkull");
native void A_CheckPlayerDone();
action native void A_Wander(int flags = 0);
action native void A_Look2();
action native void A_TossGib();
action native void A_SentinelBob();
action native void A_SentinelRefire();
action native void A_Tracer2();
action native void A_SetShadow();
action native void A_ClearShadow();
action native void A_GetHurt();
action native void A_TurretLook();
action native void A_KlaxonBlare();
action native void A_Countdown();
action native void A_AlertMonsters(float maxdist = 0, int flags = 0);
action native void A_ClearSoundTarget();
action native void A_FireAssaultGun();
action native void A_CheckTerrain();
action native void A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op
native void A_Wander(int flags = 0);
native void A_Look2();
native void A_TossGib();
native void A_SentinelBob();
native void A_SentinelRefire();
native void A_Tracer2();
native void A_SetShadow();
native void A_ClearShadow();
native void A_GetHurt();
native void A_TurretLook();
native void A_KlaxonBlare();
native void A_Countdown();
native void A_AlertMonsters(float maxdist = 0, int flags = 0);
native void A_ClearSoundTarget();
native void A_FireAssaultGun();
native void A_CheckTerrain();
native void A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op
deprecated action native void A_MissileAttack();
deprecated action native void A_MeleeAttack();
deprecated action native void A_ComboAttack();
deprecated action native void A_BulletAttack();
action native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
action native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
deprecated native void A_MissileAttack();
deprecated native void A_MeleeAttack();
deprecated native void A_ComboAttack();
deprecated native void A_BulletAttack();
native void A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
native void A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
native void A_PlayWeaponSound(sound whattoplay);
action native void A_FLoopActiveSound();
action native void A_LoopActiveSound();
action native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
native void A_FLoopActiveSound();
native void A_LoopActiveSound();
native void A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
deprecated native void A_PlaySoundEx(sound whattoplay, name slot, bool looping = false, int attenuation = 0);
deprecated native void A_StopSoundEx(name slot);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
@ -227,8 +227,8 @@ class Actor : Thinker native
native void A_LogFloat(float whattoprint);
native void A_SetTranslucent(float alpha, int style = 0);
native void A_SetRenderStyle(float alpha, int style);
action native void A_FadeIn(float reduce = 0.1, int flags = 0);
action native void A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
native void A_FadeIn(float reduce = 0.1, int flags = 0);
native void A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
native void A_SetMass(int mass);
@ -241,15 +241,15 @@ class Actor : Thinker native
native void A_ChangeFlag(string flagname, bool value);
native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
native state A_JumpIf(bool expression, state label);
action native void A_RaiseMaster(bool copy = 0);
action native void A_RaiseChildren(bool copy = 0);
action native void A_RaiseSiblings(bool copy = 0);
native void A_RaiseMaster(bool copy = 0);
native void A_RaiseChildren(bool copy = 0);
native void A_RaiseSiblings(bool copy = 0);
native state A_CheckFloor(state label);
native state A_CheckCeiling(state label);
native state A_PlayerSkinCheck(state label);
deprecated native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
action native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
@ -260,42 +260,42 @@ class Actor : Thinker native
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", float mindist = 0, int limit = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
native void A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
native void A_Burst(class<Actor> chunktype);
action native void A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
action native void A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
action native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff", name damagetype = "none");
action native void A_Stop();
action native void A_Respawn(int flags = 1);
action native void A_BarrelDestroy();
action native void A_QueueCorpse();
action native void A_DeQueueCorpse();
action native void A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
action native void A_ClearLastHeard();
action native void A_ClearTarget();
native void A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
native void A_RadiusDamageSelf(int damage = 128, float distance = 128, int flags = 0, class<Actor> flashtype = "None");
native int A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff", name damagetype = "none");
native void A_Stop();
native void A_Respawn(int flags = 1);
native void A_BarrelDestroy();
native void A_QueueCorpse();
native void A_DeQueueCorpse();
native void A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
native void A_ClearLastHeard();
native void A_ClearTarget();
native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
native state A_JumpIfTargetInLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native state A_JumpIfInTargetLOS (state label, float fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool A_SelectWeapon(class<Weapon> whichweapon, int flags = 0);
action native void A_Punch();
action native void A_Feathers();
action native void A_ClassBossHealth();
action native void A_ShootGun();
action native void A_RocketInFlight();
action native void A_Bang4Cloud();
action native void A_DropFire();
native void A_Feathers();
native void A_ClassBossHealth();
native void A_ShootGun();
native void A_RocketInFlight();
native void A_Bang4Cloud();
native void A_DropFire();
native void A_GiveQuestItem(int itemno);
action native void A_RemoveForcefield();
native void A_RemoveForcefield();
native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
action native void A_PigPain ();
native void A_PigPain ();
native state A_MonsterRefire(int chance, state label);
action native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetRoll(float roll, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
action native void A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetArg(int pos, int value);
deprecated native void A_SetUserVar(name varname, int value);
deprecated native void A_SetUserArray(name varname, int index, int value);
@ -316,26 +316,26 @@ class Actor : Thinker native
native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
action native void A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
action native void A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
action native void A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
action native void A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
action native void A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
action native void A_RemoveTarget(int flags = 0, class<Actor> filter = "None", name species = "None");
action native void A_RemoveMaster(int flags = 0, class<Actor> filter = "None", name species = "None");
action native void A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
action native void A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
action native void A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillChildren(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_KillSiblings(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None", int src = AAPTR_DEFAULT, int inflict = AAPTR_DEFAULT);
native void A_RemoveTarget(int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveMaster(int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
action native void A_SwapTeleFog();
native void A_SwapTeleFog();
native void A_SetFloatBobPhase(int bob);
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
action native void A_ResetHealth(int ptr = AAPTR_DEFAULT);
native void A_ResetHealth(int ptr = AAPTR_DEFAULT);
native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
native void A_SetRipperLevel(int level);
@ -346,20 +346,20 @@ class Actor : Thinker native
native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
action native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
action native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
action native bool A_SetVisibleRotation(float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
native bool A_CopySpriteFrame(int from, int to, int flags = 0);
native bool A_SetSpriteAngle(float angle = 0, int ptr = AAPTR_DEFAULT);
native bool A_SetSpriteRotation(float angle = 0, int ptr = AAPTR_DEFAULT);
native bool A_SetVisibleRotation(float anglestart = 0, float angleend = 0, float pitchstart = 0, float pitchend = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetTranslation(string transname);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
action native void A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
native void A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native bool A_Overlay(int layer, state start = "", bool nooverride = false);
action native void A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
native void A_WeaponOffset(float wx = 0, float wy = 32, int flags = 0);
action native void A_OverlayOffset(int layer = PSP_WEAPON, float wx = 0, float wy = 32, int flags = 0);
action native void A_OverlayFlags(int layer, int flags, bool set);

View file

@ -19,22 +19,22 @@ class ScriptedMarine : Actor native
PainSound "*pain50";
}
action native void A_M_Refire (bool ignoremissile=false);
action native void A_M_CheckAttack ();
action native void A_MarineChase ();
action native void A_MarineLook ();
action native void A_MarineNoise ();
action native void A_M_Punch (int force);
action native void A_M_SawRefire ();
action native void A_M_FirePistol (bool accurate);
action native void A_M_FireShotgun ();
action native void A_M_FireShotgun2 ();
action native void A_M_FireCGun(bool accurate);
action native void A_M_FireMissile ();
action native void A_M_FirePlasma ();
action native void A_M_FireRailgun ();
action native void A_M_BFGsound ();
action native void A_M_FireBFG ();
native void A_M_Refire (bool ignoremissile=false);
native void A_M_CheckAttack ();
native void A_MarineChase ();
native void A_MarineLook ();
native void A_MarineNoise ();
native void A_M_Punch (int force);
native void A_M_SawRefire ();
native void A_M_FirePistol (bool accurate);
native void A_M_FireShotgun ();
native void A_M_FireShotgun2 ();
native void A_M_FireCGun(bool accurate);
native void A_M_FireMissile ();
native void A_M_FirePlasma ();
native void A_M_FireRailgun ();
native void A_M_BFGsound ();
native void A_M_FireBFG ();
States
{

View file

@ -26,8 +26,8 @@ class Beak : Weapon
Weapon.SisterWeapon "BeakPowered";
}
action native void A_BeakRaise ();
action native void A_BeakAttackPL1();
native void A_BeakRaise ();
native void A_BeakAttackPL1();
States
{
@ -55,7 +55,7 @@ class BeakPowered : Beak
Weapon.SisterWeapon "Beak";
}
action native void A_BeakAttackPL2();
native void A_BeakAttackPL2();
States
{

View file

@ -38,10 +38,10 @@ class Sorcerer1 : Actor
HitObituary "$OB_DSPARIL1HIT";
}
action native void A_Sor1Pain ();
action native void A_Sor1Chase ();
action native void A_Srcr1Attack ();
action native void A_SorcererRise ();
native void A_Sor1Pain ();
native void A_Sor1Chase ();
native void A_Srcr1Attack ();
native void A_SorcererRise ();
States
{
@ -142,10 +142,10 @@ class Sorcerer2 : Actor
HitObituary "$OB_DSPARIL2HIT";
}
action native void A_Srcr2Decide ();
action native void A_Srcr2Attack ();
action native void A_Sor2DthInit ();
action native void A_Sor2DthLoop ();
native void A_Srcr2Decide ();
native void A_Srcr2Attack ();
native void A_Sor2DthInit ();
native void A_Sor2DthLoop ();
States
{
@ -210,7 +210,7 @@ class Sorcerer2FX1 : Actor
RenderStyle "Add";
}
action native void A_BlueSpark ();
native void A_BlueSpark ();
States
{
@ -263,7 +263,7 @@ class Sorcerer2FX2 : Actor
RenderStyle "Add";
}
action native void A_GenWizard ();
native void A_GenWizard ();
States
{

View file

@ -80,7 +80,7 @@ Class ActivatedTimeBomb : Actor
DeathSound "misc/timebomb";
}
action native void A_Timebomb();
native void A_Timebomb();
States
{

View file

@ -26,10 +26,10 @@ class HereticImp : Actor
HitObituary "$OB_HERETICIMPHIT";
}
action native void A_ImpMsAttack();
action native void A_ImpDeath();
action native void A_ImpXDeath1();
action native void A_ImpExplode();
native void A_ImpMsAttack();
native void A_ImpDeath();
native void A_ImpXDeath1();
native void A_ImpExplode();
States

View file

@ -16,8 +16,8 @@ class Pod : Actor
DeathSound "world/podexplode";
PushFactor 0.5;
}
action native void A_PodPain (class<Actor> podtype = "PodGoo");
action native void A_RemovePod ();
native void A_PodPain (class<Actor> podtype = "PodGoo");
native void A_RemovePod ();
States
{
@ -75,7 +75,7 @@ class PodGenerator : Actor
AttackSound "world/podgrow";
}
action native void A_MakePod (class<Actor> podtype = "Pod");
native void A_MakePod (class<Actor> podtype = "Pod");
States
{
@ -136,7 +136,7 @@ class TeleGlitter1 : Actor
Damage 0;
}
action native void A_AccTeleGlitter ();
native void A_AccTeleGlitter ();
States
{
@ -178,8 +178,8 @@ class Volcano : Actor
+SOLID
}
action native void A_VolcanoSet ();
action native void A_VolcanoBlast ();
native void A_VolcanoSet ();
native void A_VolcanoBlast ();
States
{
@ -210,7 +210,7 @@ class VolcanoBlast : Actor
DeathSound "world/volcano/blast";
}
action native void A_VolcBallImpact ();
native void A_VolcBallImpact ();
States
{

View file

@ -23,7 +23,7 @@ class Staff : HereticWeapon
Tag "$TAG_STAFF";
}
action native void A_StaffAttack (int damage, class<Actor> puff);
native void A_StaffAttack (int damage, class<Actor> puff);
States
{
@ -142,7 +142,7 @@ class GoldWand : HereticWeapon
Tag "$TAG_GOLDWAND";
}
action native void A_FireGoldWandPL1 ();
native void A_FireGoldWandPL1 ();
States
{
@ -178,7 +178,7 @@ class GoldWandPowered : GoldWand
Tag "$TAG_GOLDWANDP";
}
action native void A_FireGoldWandPL2 ();
native void A_FireGoldWandPL2 ();
States
{
@ -294,7 +294,7 @@ class Crossbow : HereticWeapon
Tag "$TAG_CROSSBOW";
}
action native void A_FireCrossbowPL1 ();
native void A_FireCrossbowPL1 ();
States
{
@ -330,7 +330,7 @@ class CrossbowPowered : Crossbow
Tag "$TAG_CROSSBOWP";
}
action native void A_FireCrossbowPL2();
native void A_FireCrossbowPL2();
States
{
@ -462,7 +462,7 @@ class Gauntlets : Weapon
Obituary "$OB_MPGAUNTLETS";
}
action native void A_GauntletAttack (int power);
native void A_GauntletAttack (int power);
States
{
@ -574,7 +574,7 @@ class Mace : HereticWeapon
Tag "$TAG_MACE";
}
action native void A_FireMacePL1();
native void A_FireMacePL1();
States
{
@ -611,7 +611,7 @@ class MacePowered : Mace
Tag "$TAG_MACEP";
}
action native void A_FireMacePL2();
native void A_FireMacePL2();
States
{
@ -642,8 +642,8 @@ class MaceFX1 : Actor
Obituary "$OB_MPMACE";
}
action native void A_MacePL1Check();
action native void A_MaceBallImpact();
native void A_MacePL1Check();
native void A_MaceBallImpact();
States
{
@ -670,7 +670,7 @@ class MaceFX2 : MaceFX1
SeeSound "";
}
action native void A_MaceBallImpact2();
native void A_MaceBallImpact2();
States
{
@ -725,7 +725,7 @@ class MaceFX4 : Actor native
Obituary "$OB_MPPMACE";
}
action native void A_DeathBallImpact();
native void A_DeathBallImpact();
States
{
@ -778,7 +778,7 @@ class Blaster : HereticWeapon
Obituary "$OB_MPBLASTER";
}
action native void A_FireBlasterPL1();
native void A_FireBlasterPL1();
States
{
@ -843,7 +843,7 @@ class BlasterFX1 : FastProjectile native
Obituary "$OB_MPPBLASTER";
}
action native void A_SpawnRippers();
native void A_SpawnRippers();
States
{
@ -950,7 +950,7 @@ class SkullRod : HereticWeapon
Tag "$TAG_SKULLROD";
}
action native void A_FireSkullRodPL1();
native void A_FireSkullRodPL1();
States
{
@ -984,7 +984,7 @@ class SkullRodPowered : SkullRod
Tag "$TAG_SKULLRODP";
}
action native void A_FireSkullRodPL2();
native void A_FireSkullRodPL2();
States
{
@ -1053,9 +1053,9 @@ class HornRodFX2 : Actor native
Obituary "$OB_MPPSKULLROD";
}
action native void A_AddPlayerRain();
action native void A_HideInCeiling();
action native void A_SkullRodStorm();
native void A_AddPlayerRain();
native void A_HideInCeiling();
native void A_SkullRodStorm();
States
{
@ -1094,7 +1094,7 @@ class RainPillar : Actor native
Obituary "$OB_MPPSKULLROD";
}
action native void A_RainImpact();
native void A_RainImpact();
States
{
@ -1140,7 +1140,7 @@ class PhoenixRod : Weapon native
Tag "$TAG_PHOENIXROD";
}
action native void A_FirePhoenixPL1();
native void A_FirePhoenixPL1();
States
{
@ -1176,9 +1176,9 @@ class PhoenixRodPowered : PhoenixRod native
Tag "$TAG_PHOENIXRODP";
}
action native void A_InitPhoenixPL2();
action native void A_FirePhoenixPL2();
action native void A_ShutdownPhoenixPL2();
native void A_InitPhoenixPL2();
native void A_FirePhoenixPL2();
native void A_ShutdownPhoenixPL2();
States
{
@ -1212,7 +1212,7 @@ class PhoenixFX1 : Actor native
Obituary "$OB_MPPHOENIXROD";
}
action native void A_PhoenixPuff();
native void A_PhoenixPuff();
States
{
@ -1265,8 +1265,8 @@ class PhoenixFX2 : Actor native
Obituary "$OB_MPPPHOENIXROD";
}
action native void A_FlameEnd();
action native void A_FloatPuff();
native void A_FlameEnd();
native void A_FloatPuff();
States
{

View file

@ -27,7 +27,7 @@ class Ironlich : Actor
DropItem "ArtiEgg", 51, 0;
}
action native void A_LichAttack ();
native void A_LichAttack ();
States
{
@ -74,7 +74,7 @@ class HeadFX1 : Actor
RenderStyle "Add";
}
action native void A_LichIceImpact();
native void A_LichIceImpact();
States
{
@ -135,7 +135,7 @@ class HeadFX3 : Actor
RenderStyle "Add";
}
action native void A_LichFireGrow ();
native void A_LichFireGrow ();
States
{
@ -174,7 +174,7 @@ class Whirlwind : Actor native
Alpha 0.4;
}
action native void A_WhirlwindSeek();
native void A_WhirlwindSeek();
States
{

View file

@ -23,7 +23,7 @@ class Knight : Actor
DropItem "CrossbowAmmo", 84, 5;
}
action native void A_KnightAttack ();
native void A_KnightAttack ();
States
{
@ -116,7 +116,7 @@ class RedAxe : KnightAxe
Damage 7;
}
action native void A_DripBlood ();
native void A_DripBlood ();
States
{

View file

@ -26,10 +26,10 @@ class Wizard : Actor
DropItem "ArtiTomeOfPower", 4, 0;
}
action native void A_GhostOff ();
action native void A_WizAtk1 ();
action native void A_WizAtk2 ();
action native void A_WizAtk3 ();
native void A_GhostOff ();
native void A_WizAtk1 ();
native void A_WizAtk2 ();
native void A_WizAtk3 ();
States
{

View file

@ -9,8 +9,8 @@ class BatSpawner : SwitchableDecoration
RenderStyle "None";
}
action native void A_BatSpawnInit();
action native void A_BatSpawn();
native void A_BatSpawnInit();
native void A_BatSpawn();
States
{
@ -39,7 +39,7 @@ class Bat : Actor
+NOTELEPORT +CANPASS
}
action native void A_BatMove();
native void A_BatMove();
States
{

View file

@ -23,13 +23,13 @@ class Bishop : Actor
Obituary"$OB_BISHOP";
}
action native void A_BishopChase();
action native void A_BishopDecide();
action native void A_BishopDoBlur();
action native void A_BishopSpawnBlur();
action native void A_BishopPainBlur();
action native void A_BishopAttack();
action native void A_BishopAttack2();
native void A_BishopChase();
native void A_BishopDecide();
native void A_BishopDoBlur();
native void A_BishopSpawnBlur();
native void A_BishopPainBlur();
native void A_BishopAttack();
native void A_BishopAttack2();
States
{

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