Commit graph

552 commits

Author SHA1 Message Date
Christoph Oelckers
8277299135 - Turned DropItem into a plain struct again like it was before the scripting branch got merged.
Making this an object had little to no advantage, except being able to remove the deleter code. Now, with some of the class data already being allocated in a memory arena so that freeing it is easier, this can also be used for the drop item lists which makes it unnecessary to subject them to the GC. This also merges the memory arenas for VM functions and flat pointers because both get deleted at the same time so they can share the same one.
2017-02-08 20:37:22 +01:00
Christoph Oelckers
c77f6636f8 - moved the three remaining variables from PClassInventory to PClassActor so that PClassInventory can be removed. 2017-02-08 18:11:23 +01:00
Christoph Oelckers
776509e68a - let skip_super use the AActor assignment operator. The blanket memcpy it used was clobbering some data.
- moved the Finalize method from PClassActor to AActor. Now that defaults get their vtbl pointer initialized this will actually work.
2017-02-07 18:12:59 +01:00
ZZYZX
b7e64a2bc5 Merge remote-tracking branch 'gz/master' into thereisnospoon 2017-02-06 14:14:23 +02:00
Christoph Oelckers
810efe517d - fixed: AActor::SetOrigin lost its 'virtual' qualifier in the ZScript merge, but ADynamicLight needs this to work properly. 2017-02-05 21:38:06 +01:00
ZZYZX
6a0103a746 Merged p_setup conflict 2017-02-03 13:02:44 +02:00
Christoph Oelckers
6bfbff2a69 - renamed RF_INTERPOLATE to RF_INTERPOLATEANGLES to avoid confusion about its meaning. 2017-02-01 19:11:14 +01:00
Major Cooke
39fcea9176 Added INTERPOLATE actor flag, allowing the previously reverted interpolation code to be toggleable. 2017-02-01 19:09:18 +01:00
ZZYZX
83f868a049 Implemented WorldThingSpawned hook. Also changed Console.Printf to automatically add \n. Also fixed vararg calls with names. 2017-01-30 09:10:33 +02:00
Christoph Oelckers
c0ef052d07 - added interpolation for actor angles which for models is needed. 2017-01-29 13:13:00 +01:00
Christoph Oelckers
2fcffd1fc1 - removed the remaining native parts of ABasicArmor.
- simplified some FindInventory calls using PClass::FindActor to call the variant taking a name directly.
2017-01-18 22:57:47 +01:00
Christoph Oelckers
d3ab691afb - scriptified APowerInvisibility.
- changed AlterWeaponSprite so that it doesn't expose renderer internals to the script code.
2017-01-16 20:34:12 +01:00
Christoph Oelckers
cd0d17dbd5 - made AbsorbDamage work iteratively to avoid large stack use in the VM. 2017-01-16 10:36:56 +01:00
Christoph Oelckers
40e7fa5be2 - scriptified the RandomSpawner.
- fixed: String constants were not processed by the compiler backend.
- added an explicit name cast for class types.
2017-01-14 02:05:52 +01:00
Christoph Oelckers
51cc7feb4c - scriptified the particle fountains. 2017-01-13 19:29:54 +01:00
Christoph Oelckers
7b7623d2c4 - split DObject::Destroy into the main method, a native OnDestroy and a scripted OnDestroy method and made the main method non-virtual
This was done to ensure it can be properly overridden in scripts without causing problems when called during engine shutdown for the type and symbol objects the VM needs to work and to have the scripted version always run first.
Since the scripted OnDestroy method never calls the native version - the native one is run after the scripted one - this can be simply skipped over during shutdown.
2017-01-12 22:49:18 +01:00
Christoph Oelckers
23482735a0 - removed PClassAmmo.
No need to maintain these clunky meta class for one single property. The overhead the mere existence of this class creates is far more than 100 spawned ammo items would cost.
There is no need to serialize AAmmo::DropAmount, this value has no meaning on an already spawned item.
2017-01-12 11:44:33 +01:00
Christoph Oelckers
cd7986b1b1 - refactored global sides array to be more VM friendly.
- moved FLevelLocals to its own header to resolve some circular include conflicts.
2017-01-08 18:46:17 +01:00
Christoph Oelckers
acf66d9f8f - fixed some edge cases with visible player sprites through non-static line portals. This required reinstating some code which I thought was no longer needed. 2017-01-07 15:44:38 +01:00
Christoph Oelckers
b11c8fef57 - renamed a few variables for clarity. 2017-01-06 11:56:17 +01:00
Christoph Oelckers
9cb2a8f931 Merge remote-tracking branch 'remotes/zdoom/master' 2016-12-26 12:04:13 +01:00
Christoph Oelckers
7f72de6b71 - use msecnode_t's for the touching_renderlists instead of std::forward_list.
- preparations for checking the proper sector to get a sprite's lighting info.
2016-12-26 11:58:08 +01:00
Christoph Oelckers
19856d6ccb Merge branch 'master' of https://github.com/rheit/zdoom 2016-12-25 22:56:35 +01:00
Christoph Oelckers
04ff4282ef - removed the global 'sector_list' variable.
If the calling code wants to recycle this it will have to pass a container variable to AActor::UnlinkFromWorld and AActor::LinkToWorld.
This was changed because keeping such data in a global variable is dangerous for a set of functions that can be called from a script.
Note that the scripted versions do not yet support saving of the touching_sectorlist.
2016-12-25 22:40:26 +01:00
ZZYZX
87b23d160b Ported RenderRadius and related code from gzdoom branch 2016-12-25 13:09:32 +02:00
Christoph Oelckers
e41e404143 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript 2016-12-06 12:33:52 +01:00
Christoph Oelckers
b2d1b0d7a6 - fixed: FTranslatedLineTarget::angleFromSource returned the attack angle, not the angle between actors when returned from P_LineAttack.
For most attack functions this is wrong, it's only the Hexen fighter attack needing this particular value, so it has been split up into two return values now.
2016-12-06 11:04:54 +01:00
Christoph Oelckers
94287518e0 - added a virtual CanCollideWith script method that can be overridden to do class specific collision checks.
This will get called for both actors taking part in a collision, if one of the two calls returns false it will immediately abort PIT_CheckThing with no collision taking place at all.
2016-12-04 10:13:36 +01:00
Christoph Oelckers
c927aca2a0 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	wadsrc/static/zscript.txt
2016-11-30 18:46:23 +01:00
Christoph Oelckers
86544086df - allow the VM to run on one global stack per thread.
It is utterly pointless to require every function that wants to make a VM call to allocate a new stack first. The allocation overhead doubles the time to set up the call.
With one stack, previously allocated memory can be reused. The only important thing is, if this ever gets used in a multithreaded environment to have the stack being declared as thread_local, although for ZDoom this is of no consequence.

- eliminated all cases where native code was calling other native code through the VM interface. After scriptifying the game code, only 5 places were left which were quickly eliminated. This was mostly to ensure that the native VM function parameters do not need to be propagated further than absolutely necessary.
2016-11-30 17:15:01 +01:00
Christoph Oelckers
fb3bde0e0d - cleaned up and grouped the virtual function declarations in AActor to ensure that everything has been properly exported.
- removed the native parts of SpecialBlastHandling. Since this is called from the script side and the only remaining native remnant was an empty function it's now 100% scripted.
2016-11-30 01:39:06 +01:00
Christoph Oelckers
3af9232fca - scriptified a_strifeitems.cpp and a_debris.cpp.
- Changed the glass shards so that they do not have to override FloorBounceMissile. It was the only place where this was virtually overridden and provided little usefulness.
- made 'out' variables work.
- fixed virtual call handling for HandlePickup.
2016-11-29 12:17:05 +01:00
Christoph Oelckers
55b549c0c6 - converted the rest of a_strifestuff.cpp.
- changed some very old A_Explode calls which passed all values as integer literals.
2016-11-29 00:16:30 +01:00
Christoph Oelckers
360cbfba2a - scriptified Oracle, Programmer and Rebels. 2016-11-28 19:42:26 +01:00
Christoph Oelckers
dc9ee0727a - scriptified a_spectral.cpp.
- consolidated A_Tracer and A_Tracer2.

Note that this commit temporarily disables a few features in order to make it compile.
2016-11-28 12:55:33 +01:00
Christoph Oelckers
7b5a589635 - scriptified Hexen's Frost shards.
- scriptified all SpecialMissileHit methods.
2016-11-27 21:41:04 +01:00
Christoph Oelckers
b10ffb5133 - exported a few more functions.
- refactored the ModifyDamage interface to be more scripting friendly.

In general it should be avoided having to call directly into chained inventory functions because they are very problematic and prone to errors. So this got wrapped into a single handler (on AActor, not AInventory!) which will later make it easier to refactor the parameters of ModifyDamage to work better for scripting and avoid the chaining.
2016-11-27 16:24:32 +01:00
Christoph Oelckers
177aa6ec42 - converted half of ClericHoly. (Making a commit before starting on the more complex stuff.)
- added a 'constructor' for color values.
2016-11-26 13:18:48 +01:00
Christoph Oelckers
7385cd70c0 - scriptified the Minotaur.
Interesting tidbit: The damage calculation in P_MinotaurSlam had been incorrect for the Heretic version since the friendly Hexen Dark Servant was added, but nobody ever noticed in 14 years...
2016-11-26 01:14:47 +01:00
Christoph Oelckers
8dba322775 - scriptified Heretic's Skull Rod.
- Took the opportunity and fixed the logic for the Skull Rod's rain spawner. The old code which was part of the 3D floor submission was unable to work with portals at all. The new approach no longer tries to hide the dead projectile in the ceiling, it leaves it where it is and changes a few flags, so that its z-position can be used as reference to get the actual ceiling. This works for line portals, but for sector portals still requires some changes to sector_t::NextHighestCeilingAt to work, but at least this can be made to work unlike the old code.
- added names for the player-related translations to A_SetTranslation.
- fixed: Failure to resolve a function argument was checked for, too late.
- made the parameter for A_SetTranslation a name instead of a string, because it is more efficient. We do not need full strings here.
2016-11-25 16:05:03 +01:00
Christoph Oelckers
66d28a24b8 - disabled the scripted virtual function module after finding out that it only works if each single class that may serve as a parent for scripting is explicitly declared.
Needless to say, this is simply too volatile and would require constant active maintenance, not to mention a huge amount of work up front to get going.
It also hid a nasty problem with the Destroy method. Due to the way the garbage collector works, Destroy cannot be exposed to scripts as-is. It may be called from scripts but it may not be overridden from scripts because the garbage collector can call this function after all data needed for calling a scripted override has already been destroyed because if that data is also being collected there is no guarantee that proper order of destruction is observed. So for now Destroy is just a normal native method to scripted classes
2016-11-25 00:25:26 +01:00
Christoph Oelckers
3f5bf88d69 - scriptified Heretic's mace.
- fixed: FxAssignSelf did not the correct number of registers for vector operations.
- fixed a few asserts in vector2 instructions.
- turned the virtual AActor::HitFloor method into a flag MF7_SMASHABLE. The only use of this function was to kill Hexen's pottery when they hit the floor, and this looks like something that can be exposed to modders less clumsily.
2016-11-24 13:45:43 +01:00
Christoph Oelckers
099b9970ef - added proper definitions for all exported native fields.
- synthesize native fields for all declared flags, not just for AActor.
2016-11-22 23:43:32 +01:00
Christoph Oelckers
633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Christoph Oelckers
6e223ebc21 Merge branch 'zscript' of https://github.com/rheit/zdoom into gz-zscript
# Conflicts:
#	src/CMakeLists.txt
#	wadsrc/static/actors/doom/doomarmor.txt
#	wadsrc/static/decorate.txt
2016-11-15 11:36:59 +01:00
Christoph Oelckers
34fc6323a4 - scriptified Hexen's bats.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00
Christoph Oelckers
696af7d7e5 - Moved all virtual function related template code to its own file because it depends on includes that cannot be done in dobject.h. 2016-11-12 00:33:40 +01:00
Leonard2
fb2a843c03 Test on a few methods/classes 2016-11-09 17:45:56 +01:00
Christoph Oelckers
9563045305 - moved declaration of native fields into the respective class definitions.
This bypasses a declaration in the script in favor of a simpler implementation. In order to work it is always necessary to have an offset table to map the variables to, but doing it fully on the native side only requires adding the type to the declaration.
2016-11-04 00:19:36 +01:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
2da18bfa56 Merge branch 'master' of https://github.com/rheit/zdoom 2016-10-03 00:56:55 +02:00
Christoph Oelckers
0bce6e3925 - added ACS and DECORATE setter functions for named translations. 2016-10-02 14:09:45 +02:00
Christoph Oelckers
6b02ea9871 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	CMakeLists.txt
2016-09-24 09:28:09 +02:00
Major Cooke
dfa4f38c8f Updated to new save game code. 2016-09-24 09:17:18 +02:00
Christoph Oelckers
6bfbe30b99 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/CMakeLists.txt
#	src/g_level.cpp
#	src/p_saveg.cpp
#	src/r_defs.h
#	src/version.h

(note that this commit will not compile!)
2016-09-24 00:40:15 +02:00
Christoph Oelckers
af6404f763 - all DObjects converted.
- cleaned out some old cruft that's no longer needed.
2016-09-20 10:27:53 +02:00
Christoph Oelckers
7edf4c1afc - added new serializers to several classes and moved the old ones to the dump file. 2016-09-19 12:53:42 +02:00
Christoph Oelckers
d24aa5dec9 - reformatting for easier search. 2016-09-19 10:47:59 +02:00
Christoph Oelckers
c665cc53f9 - moved new code to its proper location and started moving the replaced old archive code to a placeholder file for easy removal later. 2016-09-19 10:34:54 +02:00
Christoph Oelckers
475077f1de Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-19 09:01:34 +02:00
Christoph Oelckers
65c6388d44 Merge branch 'master' into json 2016-09-19 03:54:36 +02:00
Christoph Oelckers
f1ba19073f - split Damage into two variables: DamageVal for the old constant and DamageFunc for the DECORATE function.
The way this was done was a major headache inducer, requiring reconstruction of the function each time the value was changed and in general made actor damage a major hassle.
There was a DECORATE wrapper to mimic the original behavior but this looked quite broken because it completely ignored the different semantics of both damage calculation types.
It also made it impossible to determine if damage was a function or a value.
This accessor has been reverted to what it should be, only returning the constant, which now is -1 for a damage function. I am sorry if this may break the odd mod out but a quick look over some DECORATE-heavy stuff showed that this was never combined in any of them so that accessing 'damage' in DECORATE code depended on an actual damage function.

To get proper damage, a future commit will add a DECORATE function which calls AActor::GetMissileDamage.
2016-09-19 03:36:51 +02:00
Christoph Oelckers
9313a99e12 - started implementing a JSON based serializer. Unfortunately it is far too slow to be of any real use. 2016-09-18 13:26:34 +02:00
Christoph Oelckers
7e2e3e8768 Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-08 00:48:27 +02:00
Major Cooke
ce13b5c6e1 Enhanced FastProjectile trails.
- Trails now copy pitch, and set the projectile as the target.
- Added GETOWNER flag. Using it sets the owner of the fast projectile as the target instead, if it has an owner.
2016-09-08 00:38:11 +02:00
Christoph Oelckers
7135a6909c Merge branch 'master' of https://github.com/rheit/zdoom 2016-09-02 00:44:10 +02:00
Major Cooke
c4357bd352 Tracer pointer is no longer a safe candidate for storing player morph pointers. Instead, actors must have a new, non-manipulatable pointer. This fixes the following circumstances:
- Crashes occurred if a particular actor was a tracer to the player and the actor was not gone by the time the player unmorphs.
- Failed unmorphs occur if tracer was manipulated through means like A_RearrangePointers, etc.
2016-09-01 13:49:58 -05:00
Christoph Oelckers
50765f8b79 Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-30 00:32:29 +02:00
Major Cooke
dfed6ac1fb Added SpriteAngle and SpriteRotation properties.
- Includes four functions, A_SetSprite(Angle/Rotation) and GetSprite(Angle/Rotation).
- SpriteRotation offsets the angle of the sprite, allowing for actors to move backwards or sideways for example.
- SpriteAngle requires +SPRITEANGLE and sets the actor's sprite to the absolute rotation found at that angle. Overrides SpriteRotation once the flag is on.
2016-07-30 00:26:40 +02:00
Christoph Oelckers
b8abec4e1f Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-28 09:20:48 +02:00
Jordon Moss
c0eb8f3b96 Added KILL Script type and associated flags and GameInfo keyword.
This is different from the original "Death Scripts" idea. This tackles
some issues I've found with the original idea (now you can have as many
scripts as you want, not just global and actor-defined). Also takes care
of other complaints about the original idea and push request. Flags and
their use are in code comments.
2016-07-28 08:34:23 +02:00
Christoph Oelckers
2a42c20c8c Merge branch 'master' of https://github.com/rheit/zdoom 2016-07-13 09:30:16 +02:00
MajorCooke
7ded355d5d Added rollcenter compatibility. 2016-07-13 09:29:36 +02:00
Christoph Oelckers
279b939521 Merge branch 'master' of c:\programming\doom-dev\zdoom 2016-07-04 00:44:52 +02:00
Christoph Oelckers
0b93e9b897 Merge branch 'roll' of https://github.com/MajorCooke/zdoom 2016-07-04 00:43:16 +02:00
Christoph Oelckers
849ee50689 Merge branch 'master' of https://github.com/rheit/zdoom 2016-06-18 10:01:44 +02:00
Leonard2
abc7113e09 Removed the INSTATECALL flag because it is now unused and was replaced by stateinfo 2016-06-17 18:36:57 +02:00
MajorCooke
53837de17d Added DONTFLIP flag.
- By default, when viewing a flat sprite from behind, the image is flipped around on the X axis. This may not always be desired, so this flag disables it.
2016-06-05 15:21:19 -05:00
MajorCooke
def785e462 Removed PITCHFLATSPRITE. FLATSPRITE now encompasses its behavior. 2016-05-02 06:32:33 -05:00
MajorCooke
0bf7c3e362 - Removed FlatAngle. This will come back hopefully in another commit sometime in the future. 2016-05-01 17:19:39 -05:00
MajorCooke
a8248433e9 - Updated <pitch>/flat/roll/wall sprites submission to 2.9+. (ZDoom compatibility submission. )
- FLATSPRITE: An actor becomes flat as if they were a decal on the floor.
- PITCHFLATSPRITE: A flat sprite tilts up and down based on pitch.
- WALLSPRITE: Similar to a Y billboarded sprite. The degree of the flattening is determined by the FlatAngle property.
- ROLLSPRITE: The sprite of the actor is affected by the Roll property.
2016-05-01 08:45:50 -05:00
Christoph Oelckers
60a78a0d9b Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-28 17:35:52 +02:00
Christoph Oelckers
ef98757c7c - replaced finesine for texture warping with a smaller custom table, based on the old 2005 FP code, but fixes the generation of the sine table.
- removed all remnants of finesine and deleted tables.c and tables.h.
2016-04-28 15:59:37 +02:00
Christoph Oelckers
15480feb96 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-27 13:47:56 +02:00
MajorCooke
660aff562d - Added support for THRU flags on bullets and rails.
- ALLOWTHRUFLAGS must be used on the puffs, added for the sake of compatibility with older mods. This applies to the following:
-- Bullets: THRUACTORS, THRUSPECIES
-- Rails: Same as bullets, but includes THRUGHOST.
2016-04-27 13:38:27 +02:00
Christoph Oelckers
20d3a72307 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-22 09:15:37 +02:00
Christoph Oelckers
382a6e8b9f - link actors to touching line portals, for use by the renderer. 2016-04-21 22:59:07 +02:00
Edoardo Prezioso
7b35f32f3d - Added the 'GiveInventory' method to the actor.
This will help cleaning up the item giving code. Returns a bool, in case the pickup failure might turn to be interesting in the future.
2016-04-21 15:59:23 +02:00
Christoph Oelckers
9c6e7753d8 Merge branch 'master' of https://github.com/rheit/zdoom
# Conflicts:
#	src/p_spec.cpp
#	src/r_bsp.cpp
#	src/r_defs.h
2016-04-20 19:56:07 +02:00
Christoph Oelckers
e5dc92f998 - some reshuffling of save data so that the actors won't get restored before the sectors.
Note that this required splitting P_SerializeWorld, because sector_t and FSectorPortal contain some actor pointers, for which the same rule applies: Portal linking can only be done after all sectors have been read, meaning it cannot be done along with the rest of the data in these structures.

Obviously such a change breaks savegame compatibility so the min. savegame version had to be increased again.
2016-04-20 19:42:00 +02:00
Christoph Oelckers
990f5a79b4 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-18 15:29:45 +02:00
Christoph Oelckers
2327107f32 - fixed: Actors cannot be linked into the world until after all actors and sectors have been deserialized.
Two issues:

Portal linking requires all skyboxes in the sectors to be present, without them some info is not there when needed.
UpdateWaterLevel was called in AActor::Serialize, which operated on the freshly loaded level where lots of things haven't been set up yet and plane heights may be wrong.
2016-04-18 15:27:19 +02:00
Christoph Oelckers
8f61c1cdd8 Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-18 00:02:55 +02:00
Christoph Oelckers
54d78df267 - added a new sector list to AActor that collects all portal-linked sectors the actor's center is in. (Inspired by Eternity's solution to the same problem.)
This is for rendering the sprite properly in all areas the actor touches. The original thinglist is not sufficient for this and Boom's touching thinglist has other purposes and collects too much data.
This new list will only get filled in when the actor is actually crossing a portal plane, for the normal sector thinglist will still be used.
This piggybacks on the msecnode_t code which has been extended to be able to handle more than one list by passing the sector's membert pointers as parameters.
2016-04-17 23:48:04 +02:00
Christoph Oelckers
a1a022581d Merge branch 'master' of https://github.com/rheit/zdoom 2016-04-12 19:44:34 +02:00
Christoph Oelckers
3f0ed5d252 - added a distancecheck property to AActor that allows a given CVAR to be used as maximum display distance for actors of this type.
This is for WolfenDoom: BOA, which has some scripted sprite distance checks that very negatively affected performance.
2016-04-12 19:44:12 +02:00
Christoph Oelckers
f7553fcd51 Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/r_defs.h
2016-04-02 22:17:33 +02:00
Christoph Oelckers
9a07f81269 - renamed all ZatPoint variants that return a fixed point value to ZatPointFixed, to avoid accidental mixup with the floating point variants. 2016-04-02 20:45:32 +02:00
Christoph Oelckers
3db90ff4c1 - removed all remaining fixed point methods from AActor.
- removed all calls to fixed point vertex access methods in p_setup.cpp.

# Conflicts:
#	src/p_setup.cpp
2016-04-02 20:14:58 +02:00
Christoph Oelckers
466c4c75df Merge branch 'floatcvt' of https://github.com/rheit/zdoom into floatcvt
# Conflicts:
#	src/actor.h
2016-03-31 21:24:26 +02:00