Update to ZDoom r1161:

- Ported asm_x86_64/tmap3.nas to AT&T syntax so it can be compiled with gas.
  After finding out that gas does have directives to describe the .eh_frame
  metadata, I figured that would be significantly easier and quicker than
  trying to locate all the scattered docs needed to construct it by hand.
  Unfortunately, this now means I have to maintain two versions of exactly
  the same code. :(
- Removed 'eval' modifier from DECORATE. All int, float and bool parameters are
  'eval' now by default.
- Did a thorough check of all DECORATE conversions and fixed the errors I found.
- Macro-fied all access to action functions.
- Changed action function definition so that they have to be defined with a
  DEFINE_ACTION_FUNCTION macro. This should make it easier to improve the
  whole system.


git-svn-id: http://mancubus.net/svn/hosted/gzdoom/trunk@152 b0f79afe-0144-0410-b225-9a4edf0717df
This commit is contained in:
Christoph Oelckers 2008-08-12 08:00:28 +00:00
parent cac80858f4
commit 6ef8145afc
135 changed files with 3280 additions and 2814 deletions

View file

@ -1177,7 +1177,7 @@ void APlayerPawn::TweakSpeeds (int &forward, int &side)
//
//===========================================================================
void A_PlayerScream (AActor *self)
DEFINE_ACTION_FUNCTION(AActor, A_PlayerScream)
{
int sound = 0;
int chan = CHAN_VOICE;
@ -1243,7 +1243,7 @@ void A_PlayerScream (AActor *self)
//
//----------------------------------------------------------------------------
void A_SkullPop (AActor *actor)
DEFINE_ACTION_FUNCTION(AActor, A_SkullPop)
{
APlayerPawn *mo;
player_t *player;
@ -1259,23 +1259,23 @@ void A_SkullPop (AActor *actor)
if (spawntype == NULL) return;
}
actor->flags &= ~MF_SOLID;
mo = (APlayerPawn *)Spawn (spawntype, actor->x, actor->y, actor->z + 48*FRACUNIT, NO_REPLACE);
//mo->target = actor;
self->flags &= ~MF_SOLID;
mo = (APlayerPawn *)Spawn (spawntype, self->x, self->y, self->z + 48*FRACUNIT, NO_REPLACE);
//mo->target = self;
mo->momx = pr_skullpop.Random2() << 9;
mo->momy = pr_skullpop.Random2() << 9;
mo->momz = 2*FRACUNIT + (pr_skullpop() << 6);
// Attach player mobj to bloody skull
player = actor->player;
actor->player = NULL;
mo->ObtainInventory (actor);
player = self->player;
self->player = NULL;
mo->ObtainInventory (self);
mo->player = player;
mo->health = actor->health;
mo->angle = actor->angle;
mo->health = self->health;
mo->angle = self->angle;
if (player != NULL)
{
player->mo = mo;
if (player->camera == actor)
if (player->camera == self)
{
player->camera = mo;
}
@ -1289,11 +1289,11 @@ void A_SkullPop (AActor *actor)
//
//----------------------------------------------------------------------------
void A_CheckPlayerDone (AActor *actor)
DEFINE_ACTION_FUNCTION(AActor, A_CheckPlayerDone)
{
if (actor->player == NULL)
if (self->player == NULL)
{
actor->Destroy ();
self->Destroy ();
}
}