mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
- cleaned up setPointer interface.
- ZDoom part of setPointer/setActivator, submitted by FDARI. SVN r3230 (trunk)
This commit is contained in:
parent
61dfb608f4
commit
5d65ab6e6c
7 changed files with 257 additions and 170 deletions
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@ -616,6 +616,7 @@ add_executable( zdoom WIN32
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${SYSTEM_SOURCES}
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${X86_SOURCES}
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x86.cpp
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actorptrselect.cpp
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am_map.cpp
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b_bot.cpp
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b_func.cpp
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@ -715,6 +715,11 @@ public:
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int SpawnHealth();
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int GibHealth();
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inline bool isMissile(bool precise=true)
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{
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return (flags&MF_MISSILE) || (precise && GetDefault()->flags&MF_MISSILE);
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}
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// Check for monsters that count as kill but excludes all friendlies.
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bool CountsAsKill() const
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{
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@ -1046,6 +1051,7 @@ inline T *Spawn (fixed_t x, fixed_t y, fixed_t z, replace_t allowreplacement)
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return static_cast<T *>(AActor::StaticSpawn (RUNTIME_CLASS(T), x, y, z, allowreplacement));
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}
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void PrintMiscActorInfo(AActor * query);
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#define S_FREETARGMOBJ 1
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179
src/actorptrselect.cpp
Normal file
179
src/actorptrselect.cpp
Normal file
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@ -0,0 +1,179 @@
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#include "actorptrselect.h"
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#include "actor.h"
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#include "d_player.h"
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#include "p_pspr.h"
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//==========================================================================
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//
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// Standard pointer acquisition functions
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//
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// Possible effective results at run-time
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// assigntovariable = NULL (or a RETURN statement is issued)
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// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
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// assigntovariable = pointer_owner->target or ...->master or ...->tracer
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//
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//==========================================================================
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/*
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COPY_AAPTR
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Result overview in order of priority:
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1. Caller is player and a player specific selector is specified: Player specific selector is used.
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2. Caller is non-null and a general actor selector is specified: General actor selector is used.
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3. A static actor selector is specified: Static actor selector is used.
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4. The origin actor is used.
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Only one selector of each type can be used.
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*/
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#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
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AActor *COPY_AAPTR(AActor *origin, int selector)
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{
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if (origin)
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{
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if (origin->player)
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{
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switch (selector & AAPTR_PLAYER_SELECTORS)
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{
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case AAPTR_PLAYER_GETTARGET:
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{
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AActor *gettarget = NULL;
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P_BulletSlope(origin, &gettarget);
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return gettarget;
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}
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case AAPTR_PLAYER_GETCONVERSATION:
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return origin->player->ConversationNPC;
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}
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}
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switch (selector & AAPTR_GENERAL_SELECTORS)
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{
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case AAPTR_TARGET: return origin->target;
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case AAPTR_MASTER: return origin->master;
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case AAPTR_TRACER: return origin->tracer;
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case AAPTR_FRIENDPLAYER:
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return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
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}
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}
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switch (selector & AAPTR_STATIC_SELECTORS)
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{
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case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
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case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
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case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
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case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
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case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
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case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
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case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
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case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
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case AAPTR_NULL: return NULL;
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}
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return origin;
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}
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// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
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// It is called from multiple locations.
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// The code may be in need of optimisation.
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//==========================================================================
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//
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// Checks whether this actor is a missile
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// Unfortunately this was buggy in older versions of the code and many
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// released DECORATE monsters rely on this bug so it can only be fixed
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// with an optional flag
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//
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//==========================================================================
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void VerifyTargetChain(AActor *self, bool preciseMissileCheck)
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{
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if (!self || !self->isMissile(preciseMissileCheck)) return;
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AActor *origin = self;
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AActor *next = origin->target;
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// origin: the most recent actor that has been verified as appearing only once
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// next: the next actor to be verified; will be "origin" in the next iteration
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while (next && next->isMissile(preciseMissileCheck)) // we only care when there are missiles involved
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{
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AActor *compare = self;
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// every new actor must prove not to be the first actor in the chain, or any subsequent actor
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// any actor up to and including "origin" has only appeared once
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for (;;)
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{
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if (compare == next)
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{
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// if any of the actors from self to (inclusive) origin match the next actor,
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// self has reached/created a loop
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self->target = NULL;
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return;
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}
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if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
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compare = compare->target;
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}
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origin = next;
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next = next->target;
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}
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}
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void VerifyMasterChain(AActor *self)
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{
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// See VerifyTargetChain for detailed comments.
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if (!self) return;
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AActor *origin = self;
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AActor *next = origin->master;
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while (next) // We always care (See "VerifyTargetChain")
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{
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AActor *compare = self;
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for (;;)
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{
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if (compare == next)
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{
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self->master = NULL;
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return;
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}
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if (compare == origin) break;
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compare = compare->master;
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}
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origin = next;
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next = next->master;
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}
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}
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//==========================================================================
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//
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// Checks whether this actor is a missile
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// Unfortunately this was buggy in older versions of the code and many
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// released DECORATE monsters rely on this bug so it can only be fixed
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// with an optional flag
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//
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//==========================================================================
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void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags)
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{
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switch (toSlot)
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{
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case AAPTR_TARGET:
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toActor->target = ptr;
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if (!(PTROP_UNSAFETARGET & (flags))) VerifyTargetChain(toActor);
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break;
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case AAPTR_MASTER:
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toActor->master = ptr;
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if (!(PTROP_UNSAFEMASTER & (flags))) VerifyMasterChain(toActor);
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break;
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case AAPTR_TRACER:
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toActor->tracer = ptr;
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break;
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}
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}
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@ -1,14 +1,9 @@
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#pragma once
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#include "p_pspr.h"
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//==========================================================================
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//
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// Standard pointer acquisition functions
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//
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// Use COPY_AAPTR(pointer_owner, AActor *assigntovariable, AAPTR selector)
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// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
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//
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// Possible effective results at run-time
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// assigntovariable = NULL (or a RETURN statement is issued)
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// P_BulletSlope(pointer_owner, &temporary), assigntovariable = temporary
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@ -16,6 +11,7 @@
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//
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//==========================================================================
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class AActor;
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// Pointer selectors (enum)
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@ -55,7 +51,7 @@ enum AAPTR
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};
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/*
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PROCESS_AAPTR
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COPY_AAPTR
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Result overview in order of priority:
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@ -67,52 +63,36 @@ enum AAPTR
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Only one selector of each type can be used.
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*/
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#define AAPTR_RESOLVE_PLAYERNUM(playernum) (playeringame[playernum] ? players[playernum].mo : NULL)
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AActor *COPY_AAPTR(AActor *origin, int selector);
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static AActor *PROCESS_AAPTR(AActor *origin, int selector)
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{
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if (origin)
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{
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if (origin->player)
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{
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switch (selector & AAPTR_PLAYER_SELECTORS)
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{
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case AAPTR_PLAYER_GETTARGET:
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{
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AActor *gettarget = NULL;
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P_BulletSlope(origin, &gettarget);
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return gettarget;
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}
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case AAPTR_PLAYER_GETCONVERSATION:
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return origin->player->ConversationNPC;
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}
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}
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// Use COPY_AAPTR_NOT_NULL to return from a function if the pointer is NULL
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#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = COPY_AAPTR(source, selector); if (!destination) return; }
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switch (selector & AAPTR_GENERAL_SELECTORS)
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{
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case AAPTR_TARGET: return origin->target;
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case AAPTR_MASTER: return origin->master;
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case AAPTR_TRACER: return origin->tracer;
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case AAPTR_FRIENDPLAYER:
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return origin->FriendPlayer ? AAPTR_RESOLVE_PLAYERNUM(origin->FriendPlayer - 1) : NULL;
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}
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}
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switch (selector & AAPTR_STATIC_SELECTORS)
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{
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case AAPTR_PLAYER1: return AAPTR_RESOLVE_PLAYERNUM(0);
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case AAPTR_PLAYER2: return AAPTR_RESOLVE_PLAYERNUM(1);
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case AAPTR_PLAYER3: return AAPTR_RESOLVE_PLAYERNUM(2);
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case AAPTR_PLAYER4: return AAPTR_RESOLVE_PLAYERNUM(3);
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case AAPTR_PLAYER5: return AAPTR_RESOLVE_PLAYERNUM(4);
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case AAPTR_PLAYER6: return AAPTR_RESOLVE_PLAYERNUM(5);
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case AAPTR_PLAYER7: return AAPTR_RESOLVE_PLAYERNUM(6);
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case AAPTR_PLAYER8: return AAPTR_RESOLVE_PLAYERNUM(7);
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case AAPTR_NULL: return NULL;
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}
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return origin;
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}
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enum PTROP
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{
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PTROP_UNSAFETARGET = 1,
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PTROP_UNSAFEMASTER = 2,
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PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
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};
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// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
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// It is called from multiple locations.
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// The code may be in need of optimisation.
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//==========================================================================
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//
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// Checks whether this actor is a missile
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// Unfortunately this was buggy in older versions of the code and many
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// released DECORATE monsters rely on this bug so it can only be fixed
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// with an optional flag
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//
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//==========================================================================
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void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true);
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void VerifyMasterChain(AActor *self);
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void ASSIGN_AAPTR(AActor *toActor, int toSlot, AActor *ptr, int flags) ;
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#define COPY_AAPTR_NOT_NULL(source, destination, selector) { destination = PROCESS_AAPTR(source, selector); if (!destination) return; }
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#define COPY_AAPTR(source, destination, selector) { destination = PROCESS_AAPTR(source, selector); }
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@ -71,6 +71,7 @@
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#include "m_png.h"
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#include "p_setup.h"
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#include "po_man.h"
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#include "actorptrselect.h"
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#include "g_shared/a_pickups.h"
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@ -3114,6 +3115,7 @@ enum EACSFunctions
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ACSF_CheckSight,
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ACSF_SpawnForced,
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ACSF_AnnouncerSound, // Skulltag
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ACSF_SetPointer,
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};
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int DLevelScript::SideFromID(int id, int side)
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@ -3248,8 +3250,29 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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actor = SingleActorFromTID(args[0], activator);
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return actor != NULL? actor->velz : 0;
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case ACSF_SetPointer:
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if (activator)
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{
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AActor *ptr = SingleActorFromTID(args[1], activator);
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if (argCount > 2)
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{
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ptr = COPY_AAPTR(ptr, args[2]);
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}
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if (ptr == activator) ptr = NULL;
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ASSIGN_AAPTR(activator, args[0], ptr, (argCount > 3) ? args[3] : 0);
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return ptr != NULL;
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}
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return 0;
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case ACSF_SetActivator:
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activator = SingleActorFromTID(args[0], NULL);
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if (argCount > 1 && args[1] != AAPTR_DEFAULT) // condition (x != AAPTR_DEFAULT) is essentially condition (x).
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{
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activator = COPY_AAPTR(SingleActorFromTID(args[0], activator), args[1]);
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}
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else
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{
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activator = SingleActorFromTID(args[0], NULL);
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}
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return activator != NULL;
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case ACSF_SetActivatorToTarget:
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@ -3265,16 +3288,16 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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{
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actor = actor->target;
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}
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}
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if (actor != NULL)
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{
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activator = actor;
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return 1;
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if (actor != NULL) // [FDARI] moved this (actor != NULL)-branch inside the other, so that it is only tried when it can be true
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{
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activator = actor;
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return 1;
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}
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}
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return 0;
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case ACSF_GetActorViewHeight:
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actor = SingleActorFromTID(args[0], NULL);
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actor = SingleActorFromTID(args[0], activator);
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if (actor != NULL)
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{
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if (actor->player != NULL)
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@ -137,99 +137,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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return result;
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}
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//==========================================================================
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//
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// Checks whether this actor is a missile
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// Unfortunately this was buggy in older versions of the code and many
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// released DECORATE monsters rely on this bug so it can only be fixed
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// with an optional flag
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//
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//==========================================================================
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inline static bool isMissile(AActor * self, bool precise=true)
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{
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return self->flags&MF_MISSILE || (precise && self->GetDefault()->flags&MF_MISSILE);
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}
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//==========================================================================
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//
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// Pointer-based operations
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//
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//==========================================================================
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enum PTROP
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{
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PTROP_UNSAFETARGET = 1,
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PTROP_UNSAFEMASTER = 2,
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PTROP_NOSAFEGUARDS = PTROP_UNSAFETARGET|PTROP_UNSAFEMASTER
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};
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// [FDARI] Exported logic for guarding against loops in Target (for missiles) and Master (for all) chains.
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// It is called from multiple locations.
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// The code may be in need of optimisation.
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void VerifyTargetChain(AActor *self, bool preciseMissileCheck=true)
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{
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if (!(self && isMissile(self, preciseMissileCheck))) return;
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AActor *origin = self;
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AActor *next = origin->target;
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// origin: the most recent actor that has been verified as appearing only once
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// next: the next actor to be verified; will be "origin" in the next iteration
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while (next && isMissile(next, preciseMissileCheck)) // we only care when there are missiles involved
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{
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AActor *compare = self;
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// every new actor must prove not to be the first actor in the chain, or any subsequent actor
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// any actor up to and including "origin" has only appeared once
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for (;;)
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{
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if (compare == next)
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{
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// if any of the actors from self to (inclusive) origin match the next actor,
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// self has reached/created a loop
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self->target = NULL;
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return;
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}
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if (compare == origin) break; // when "compare" = origin, we know that the next actor is, and should be "next"
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compare = compare->target;
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}
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origin = next;
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next = next->target;
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}
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}
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void VerifyMasterChain(AActor *self)
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{
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// See VerifyTargetChain for detailed comments.
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if (!self) return;
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AActor *origin = self;
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AActor *next = origin->master;
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while (next) // We always care (See "VerifyTargetChain")
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{
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AActor *compare = self;
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for (;;)
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{
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if (compare == next)
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{
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self->master = NULL;
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return;
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}
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if (compare == origin) break;
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compare = compare->master;
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}
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origin = next;
|
||||
next = next->master;
|
||||
}
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
//
|
||||
// A_RearrangePointers
|
||||
|
@ -308,7 +215,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
|
|||
// A_TransferPointer
|
||||
//
|
||||
// Copy one pointer (MASTER, TARGET or TRACER) from this actor (SELF),
|
||||
// or from an this actor's MASTER, TARGET or TRACER.
|
||||
// or from this actor's MASTER, TARGET or TRACER.
|
||||
//
|
||||
// You can copy any one of that actor's pointers
|
||||
//
|
||||
|
@ -333,31 +240,18 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
|
|||
|
||||
// Exchange pointers with actors to whom you have pointers (or with yourself, if you must)
|
||||
|
||||
COPY_AAPTR(self, source, ptr_source);
|
||||
source = COPY_AAPTR(self, ptr_source);
|
||||
COPY_AAPTR_NOT_NULL(self, recepient, ptr_recepient); // pick an actor to store the provided pointer value
|
||||
|
||||
// convert source from dataprovider to data
|
||||
|
||||
COPY_AAPTR(source, source, ptr_sourcefield);
|
||||
source = COPY_AAPTR(source, ptr_sourcefield);
|
||||
|
||||
if (source == recepient) source = NULL; // The recepient should not acquire a pointer to itself; will write NULL
|
||||
|
||||
if (ptr_recepientfield == AAPTR_DEFAULT) ptr_recepientfield = ptr_sourcefield; // If default: Write to same field as data was read from
|
||||
|
||||
switch (ptr_recepientfield) // assignment and safeguards (optional)
|
||||
{
|
||||
case AAPTR_TARGET:
|
||||
recepient->target = source;
|
||||
if (!(PTROP_UNSAFETARGET & flags)) VerifyTargetChain(recepient);
|
||||
break;
|
||||
case AAPTR_MASTER:
|
||||
recepient->master = source;
|
||||
if (!(PTROP_UNSAFEMASTER & flags)) VerifyMasterChain(recepient);
|
||||
break;
|
||||
case AAPTR_TRACER:
|
||||
recepient->tracer = source;
|
||||
break;
|
||||
}
|
||||
ASSIGN_AAPTR(recepient, ptr_recepientfield, source, flags);
|
||||
}
|
||||
|
||||
//==========================================================================
|
||||
|
@ -1033,10 +927,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
|
|||
|
||||
// handle projectile shooting projectiles - track the
|
||||
// links back to a real owner
|
||||
if (isMissile(self, !!(flags & CMF_TRACKOWNER)))
|
||||
if (self->isMissile(!!(flags & CMF_TRACKOWNER)))
|
||||
{
|
||||
AActor * owner=self ;//->target;
|
||||
while (isMissile(owner, !!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
|
||||
while (owner->isMissile(!!(flags & CMF_TRACKOWNER)) && owner->target) owner=owner->target;
|
||||
targ=owner;
|
||||
missile->target=owner;
|
||||
// automatic handling of seeker missiles
|
||||
|
@ -1777,7 +1671,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
|
|||
|
||||
mo->angle=self->angle;
|
||||
if (flags & SIXF_TRANSFERPITCH) mo->pitch = self->pitch;
|
||||
while (originator && isMissile(originator)) originator = originator->target;
|
||||
while (originator && originator->isMissile()) originator = originator->target;
|
||||
|
||||
if (flags & SIXF_TELEFRAG)
|
||||
{
|
||||
|
|
|
@ -472,6 +472,10 @@
|
|||
Name="!Source Files"
|
||||
Filter="c;cpp"
|
||||
>
|
||||
<File
|
||||
RelativePath=".\src\actorptrselect.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\src\am_map.cpp"
|
||||
>
|
||||
|
|
Loading…
Reference in a new issue