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- corrected the export signatures of several script exports to contain the correct classes, so that the fudging in FindFunction could be removed.
- fixed PARAM_ACTION_PROLOGUE to assign correct types to the implicit pointers. It gave the actual class to the wrong one, which until now did not matter because all functions were using 'Actor', regardless of actual class association. - fixed the definition of IceChunk and removed some redundant code here. Since A_FreezeDeathChunks already calls SetState, which in turn calls the state's action function, there is no need to call it again explicitly.
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1e01e6e4df
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fbf8084999
8 changed files with 56 additions and 87 deletions
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@ -1773,9 +1773,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomComboAttack)
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// State jump function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_JumpIfNoAmmo)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_JumpIfNoAmmo)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_STATE_ACTION(jump);
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if (!ACTION_CALL_FROM_PSPRITE() || self->player->ReadyWeapon == nullptr)
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@ -1844,9 +1844,9 @@ static void AimBulletMissile(AActor *proj, AActor *puff, int flags, bool temp, b
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}
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}
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DEFINE_ACTION_FUNCTION(AActor, A_FireBullets)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireBullets)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_ANGLE (spread_xy);
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PARAM_ANGLE (spread_z);
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PARAM_INT (numbullets);
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@ -1974,9 +1974,9 @@ enum FP_Flags
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FPF_TRANSFERTRANSLATION = 2,
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FPF_NOAUTOAIM = 4,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_FireCustomMissile)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_FireCustomMissile)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_CLASS (ti, AActor);
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PARAM_ANGLE_DEF (angle);
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PARAM_BOOL_DEF (useammo);
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@ -2051,9 +2051,9 @@ enum
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CPF_STEALARMOR = 32,
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};
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DEFINE_ACTION_FUNCTION(AActor, A_CustomPunch)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_CustomPunch)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_INT (damage);
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PARAM_BOOL_DEF (norandom);
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PARAM_INT_DEF (flags);
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@ -2155,9 +2155,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CustomPunch)
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// customizable railgun attack function
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//
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//==========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RailAttack)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_RailAttack)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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PARAM_INT (damage);
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PARAM_INT_DEF (spawnofs_xy);
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PARAM_BOOL_DEF (useammo);
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@ -4443,9 +4443,9 @@ DEFINE_ACTION_FUNCTION(AActor, CheckIfInTargetLOS)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_CheckForReload)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_CheckForReload)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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if ( self->player == NULL || self->player->ReadyWeapon == NULL )
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{
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@ -4496,9 +4496,9 @@ DEFINE_ACTION_FUNCTION(AActor, A_CheckForReload)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
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DEFINE_ACTION_FUNCTION(AStateProvider, A_ResetReloadCounter)
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{
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PARAM_ACTION_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE(AStateProvider);
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if (self->player == NULL || self->player->ReadyWeapon == NULL)
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return 0;
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