Make A_Stop an action function again

- A_Stop takes no parameters, so it should be an action function to avoid
  creating the wrapper when called.
This commit is contained in:
Randy Heit 2016-04-19 20:46:30 -05:00
parent 39df62b20e
commit 5d3e413d42
2 changed files with 2 additions and 2 deletions

View file

@ -3379,7 +3379,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
//===========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_Stop)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
self->Vel.Zero();
if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
{

View file

@ -244,7 +244,7 @@ ACTOR Actor native //: Thinker
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
native void A_Stop();
action native A_Stop();
action native A_Respawn(int flags = 1);
action native A_BarrelDestroy();
action native A_QueueCorpse();