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Exports various resurrection-related functions to ZScript.
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59c8d8ff64
commit
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4 changed files with 41 additions and 1 deletions
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@ -4551,7 +4551,30 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
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}
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return 0;
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}
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//===========================================================================
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//
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// A_RaiseSelf
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_RaiseSelf)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT_DEF(flags);
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ACTION_RETURN_BOOL(P_Thing_Raise(self, NULL, (flags & RF_NOCHECKPOSITION)));
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}
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//===========================================================================
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//
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// CanRaise
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, CanRaise)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_Thing_CanRaise(self));
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}
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//===========================================================================
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//
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// A_MonsterRefire
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@ -2971,6 +2971,12 @@ DEFINE_ACTION_FUNCTION(AActor, A_ExtChase)
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return 0;
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}
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DEFINE_ACTION_FUNCTION(AActor, A_CheckForResurrection)
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{
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PARAM_SELF_PROLOGUE(AActor);
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ACTION_RETURN_BOOL(P_CheckForResurrection(self, false));
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}
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// for internal use
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void A_Chase(AActor *self)
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{
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@ -7785,6 +7785,13 @@ void AActor::Revive()
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E_WorldThingRevived(this);
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}
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DEFINE_ACTION_FUNCTION(AActor, Revive)
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{
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PARAM_SELF_PROLOGUE(AActor);
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self->Revive();
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return 0;
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}
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int AActor::GetGibHealth() const
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{
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IFVIRTUAL(AActor, GetGibHealth)
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@ -1018,6 +1018,7 @@ class Actor : Thinker native
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native void A_Chase(statelabel melee = null, statelabel missile = null, int flags = 0);
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native void A_Scream();
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native void A_VileChase();
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native bool A_CheckForResurrection();
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native void A_BossDeath();
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native void A_Detonate();
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bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0)
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@ -1075,6 +1076,9 @@ class Actor : Thinker native
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native void A_RaiseMaster(int flags = 0);
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native void A_RaiseChildren(int flags = 0);
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native void A_RaiseSiblings(int flags = 0);
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native bool A_RaiseSelf(int flags = 0);
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native bool CanRaise();
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native void Revive();
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action native bool, Actor A_ThrowGrenade(class<Actor> itemtype, double zheight = 0, double xyvel = 0, double zvel = 0, bool useammo = true);
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native void A_Weave(int xspeed, int yspeed, double xdist, double ydist);
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native bool A_Morph(class<Actor> type, int duration = 0, int flags = 0, class<Actor> enter_flash = null, class<Actor> exit_flash = null);
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