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- restored A_CountdownArg to what it looked like before the scripting branch.
The new version did not work as expected anymore.
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1 changed files with 11 additions and 17 deletions
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@ -3269,35 +3269,29 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
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// A_CountdownArg
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(argnum);
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PARAM_INT(cnt);
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PARAM_STATE_OPT(state) { state = self->FindState(NAME_Death); }
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if (argnum >= 0 && argnum < (int)countof(self->args))
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if (cnt<0 || cnt >= 5) return;
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if (!self->args[cnt]--)
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{
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if (!self->args[argnum]--)
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{
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if (self->flags & MF_MISSILE)
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if (self->flags&MF_MISSILE)
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{
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P_ExplodeMissile(self, NULL, NULL);
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}
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else if (self->flags & MF_SHOOTABLE)
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else if (self->flags&MF_SHOOTABLE)
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{
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P_DamageMobj(self, NULL, NULL, self->health, NAME_None, DMG_FORCED);
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}
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else
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{
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self->SetState(self->FindState(NAME_Death));
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}
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}
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else
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{
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self->SetState(state);
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}
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}
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return 0;
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}
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//============================================================================
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