- restored A_CountdownArg to what it looked like before the scripting branch.

The new version did not work as expected anymore.
This commit is contained in:
Christoph Oelckers 2016-02-17 11:42:45 +01:00
parent 45108e9bb8
commit 42c6245a50

View file

@ -3269,35 +3269,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
// A_CountdownArg // A_CountdownArg
// //
//=========================================================================== //===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg) DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
{ {
PARAM_ACTION_PROLOGUE; PARAM_ACTION_PROLOGUE;
PARAM_INT(argnum); PARAM_INT(cnt);
PARAM_STATE_OPT(state) { state = self->FindState(NAME_Death); } PARAM_STATE_OPT(state) { state = self->FindState(NAME_Death); }
if (argnum >= 0 && argnum < (int)countof(self->args)) if (cnt<0 || cnt >= 5) return;
if (!self->args[cnt]--)
{ {
if (!self->args[argnum]--) if (self->flags&MF_MISSILE)
{ {
if (self->flags & MF_MISSILE) P_ExplodeMissile(self, NULL, NULL);
{ }
P_ExplodeMissile(self, NULL, NULL); else if (self->flags&MF_SHOOTABLE)
} {
else if (self->flags & MF_SHOOTABLE) P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
{
P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
}
else
{
self->SetState(self->FindState(NAME_Death));
}
} }
else else
{ {
self->SetState(state); self->SetState(state);
} }
} }
return 0;
} }
//============================================================================ //============================================================================