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convert g_game.cpp VMCalls to use VMCallSingle/VMCallVoid (as an example)
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d8651420cc
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6cdcad425a
1 changed files with 8 additions and 21 deletions
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@ -317,9 +317,7 @@ CCMD (slot)
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// Needs to be redone
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IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickWeapon)
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{
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VMValue param[] = { mo, slot, !(dmflags2 & DF2_DONTCHECKAMMO) };
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VMReturn ret((void**)&SendItemUse);
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VMCall(func, param, 3, &ret, 1);
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SendItemUse = VMCallSingle<AActor *>(func, mo, slot, (int)!(dmflags2 & DF2_DONTCHECKAMMO));
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}
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}
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@ -375,9 +373,7 @@ CCMD (weapnext)
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// Needs to be redone
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IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickNextWeapon)
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{
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VMValue param[] = { mo };
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VMReturn ret((void**)&SendItemUse);
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VMCall(func, param, 1, &ret, 1);
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SendItemUse = VMCallSingle<AActor *>(func, mo);
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}
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}
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@ -402,9 +398,7 @@ CCMD (weapprev)
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// Needs to be redone
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IFVIRTUALPTRNAME(mo, NAME_PlayerPawn, PickPrevWeapon)
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{
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VMValue param[] = { mo };
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VMReturn ret((void**)&SendItemUse);
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VMCall(func, param, 1, &ret, 1);
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SendItemUse = VMCallSingle<AActor *>(func, mo);
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}
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}
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@ -443,8 +437,7 @@ CCMD (invnext)
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{
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IFVM(PlayerPawn, InvNext)
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{
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VMValue param = players[consoleplayer].mo;
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VMCall(func, ¶m, 1, nullptr, 0);
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VMCallVoid<AActor *>(func, players[consoleplayer].mo);
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}
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}
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}
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@ -455,8 +448,7 @@ CCMD(invprev)
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{
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IFVM(PlayerPawn, InvPrev)
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{
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VMValue param = players[consoleplayer].mo;
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VMCall(func, ¶m, 1, nullptr, 0);
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VMCallVoid<AActor *>(func, players[consoleplayer].mo);
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}
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}
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}
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@ -531,10 +523,7 @@ CCMD (useflechette)
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if (players[consoleplayer].mo == nullptr) return;
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IFVIRTUALPTRNAME(players[consoleplayer].mo, NAME_PlayerPawn, GetFlechetteItem)
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{
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VMValue params[] = { players[consoleplayer].mo };
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AActor *cls;
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VMReturn ret((void**)&cls);
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VMCall(func, params, 1, &ret, 1);
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AActor * cls = VMCallSingle<AActor *>(func, players[consoleplayer].mo);
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if (cls != nullptr) SendItemUse = cls;
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}
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@ -1300,8 +1289,7 @@ void G_PlayerFinishLevel (int player, EFinishLevelType mode, int flags)
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{
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IFVM(PlayerPawn, PlayerFinishLevel)
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{
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VMValue params[] = { players[player].mo, mode, flags };
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VMCall(func, params, 3, nullptr, 0);
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VMCallVoid(func, players[player].mo, (int)mode, flags);
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}
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}
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@ -1374,8 +1362,7 @@ void FLevelLocals::PlayerReborn (int player)
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IFVIRTUALPTRNAME(actor, NAME_PlayerPawn, GiveDefaultInventory)
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{
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VMValue params[1] = { actor };
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VMCall(func, params, 1, nullptr, 0);
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VMCallVoid(func, actor);
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}
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p->ReadyWeapon = p->PendingWeapon;
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}
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