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Fix definitions of A_State/A_Int/A_Bool
- These aren't action functions, so PARAM_ACTION_PROLOGUE is inappropriate.
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cb0fd5967f
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2 changed files with 52 additions and 49 deletions
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@ -323,6 +323,54 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
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return 0;
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return 0;
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}
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}
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//===========================================================================
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//
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// A_State
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//
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// Returns the state passed in.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_State)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, AActor);
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PARAM_STATE(returnme);
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ACTION_RETURN_STATE(returnme);
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}
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//===========================================================================
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//
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// A_Int
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//
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// Returns the int passed in.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Int)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, AActor);
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PARAM_INT(returnme);
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ACTION_RETURN_INT(returnme);
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}
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//===========================================================================
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//
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// A_Bool
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//
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// Returns the bool passed in.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Bool)
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{
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PARAM_PROLOGUE;
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PARAM_OBJECT(self, AActor);
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PARAM_BOOL(returnme);
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ACTION_RETURN_BOOL(returnme);
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}
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//==========================================================================
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//==========================================================================
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//
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//
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// A_RearrangePointers
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// A_RearrangePointers
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@ -6757,48 +6805,3 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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}
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}
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ACTION_RETURN_BOOL(true);
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ACTION_RETURN_BOOL(true);
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}
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}
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//===========================================================================
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//
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// A_State
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//
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// Returns the state passed in.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_State)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_STATE(returnme);
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ACTION_RETURN_STATE(returnme);
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}
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//===========================================================================
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//
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// A_Int
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//
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// Returns the int passed in.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Int)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_INT(returnme);
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ACTION_RETURN_INT(returnme);
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}
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//===========================================================================
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//
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// A_Bool
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//
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// Returns the bool passed in.
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Bool)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_BOOL(returnme);
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ACTION_RETURN_BOOL(returnme);
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}
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@ -43,6 +43,10 @@ ACTOR Actor native //: Thinker
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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native int CountInv(class<Inventory> itemtype, int ptr_select = AAPTR_DEFAULT);
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native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
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native float GetDistance(bool checkz, int ptr = AAPTR_DEFAULT);
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native state A_State(state returnme);
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native int A_Int(int returnme);
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native bool A_Bool(bool returnme);
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// Action functions
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// Action functions
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// Meh, MBF redundant functions. Only for DeHackEd support.
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// Meh, MBF redundant functions. Only for DeHackEd support.
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action native A_Turn(float angle = 0);
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action native A_Turn(float angle = 0);
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@ -332,10 +336,6 @@ ACTOR Actor native //: Thinker
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action native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
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action native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
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action native ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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action native ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
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native state A_State(state returnme);
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native int A_Int(int returnme);
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native bool A_Bool(bool returnme);
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States
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States
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{
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{
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Spawn:
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Spawn:
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