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https://github.com/ZDoom/gzdoom.git
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- fixed: The ACS String garbage collector only looked at the active script's stack but never considered a recursive call from another script.
Fixing this required adding an external list of active stack objects that the garbage collector can access. A nice side effect: It's no longer necessary to pass around the stack info to various functions that might end up triggering a garbage collection.
This commit is contained in:
parent
1a4b3bbe11
commit
dfcee625db
2 changed files with 105 additions and 57 deletions
150
src/p_acs.cpp
150
src/p_acs.cpp
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@ -217,6 +217,52 @@ FWorldGlobalArray ACS_WorldArrays[NUM_WORLDVARS];
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SDWORD ACS_GlobalVars[NUM_GLOBALVARS];
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FWorldGlobalArray ACS_GlobalArrays[NUM_GLOBALVARS];
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//----------------------------------------------------------------------------
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//
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// ACS stack management
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//
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// This is needed so that the garbage collector has access to all active
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// script stacks
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//
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//----------------------------------------------------------------------------
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struct FACSStack
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{
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SDWORD buffer[STACK_SIZE];
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int sp;
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FACSStack *next;
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FACSStack *prev;
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static FACSStack *head;
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FACSStack();
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~FACSStack();
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};
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FACSStack *FACSStack::head;
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FACSStack::FACSStack()
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{
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sp = 0;
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next = head;
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prev = NULL;
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head = this;
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Printf("Adding stack %08d\n", this);
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}
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FACSStack::~FACSStack()
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{
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if (next != NULL) next->prev = prev;
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if (prev == NULL)
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{
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head = next;
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}
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else
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{
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prev->next = next;
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}
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Printf("Removing stack %08d\n", this);
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}
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//----------------------------------------------------------------------------
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//
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@ -290,7 +336,7 @@ void ACSStringPool::Clear()
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//
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//============================================================================
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int ACSStringPool::AddString(const char *str, const SDWORD *stack, int stackdepth)
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int ACSStringPool::AddString(const char *str)
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{
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size_t len = strlen(str);
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unsigned int h = SuperFastHash(str, len);
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@ -301,10 +347,10 @@ int ACSStringPool::AddString(const char *str, const SDWORD *stack, int stackdept
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return i | STRPOOL_LIBRARYID_OR;
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}
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FString fstr(str);
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return InsertString(fstr, h, bucketnum, stack, stackdepth);
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return InsertString(fstr, h, bucketnum);
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}
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int ACSStringPool::AddString(FString &str, const SDWORD *stack, int stackdepth)
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int ACSStringPool::AddString(FString &str)
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{
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unsigned int h = SuperFastHash(str.GetChars(), str.Len());
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unsigned int bucketnum = h % NUM_BUCKETS;
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@ -313,7 +359,7 @@ int ACSStringPool::AddString(FString &str, const SDWORD *stack, int stackdepth)
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{
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return i | STRPOOL_LIBRARYID_OR;
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}
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return InsertString(str, h, bucketnum, stack, stackdepth);
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return InsertString(str, h, bucketnum);
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}
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//============================================================================
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@ -583,12 +629,12 @@ int ACSStringPool::FindString(const char *str, size_t len, unsigned int h, unsig
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//
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//============================================================================
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int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth)
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int ACSStringPool::InsertString(FString &str, unsigned int h, unsigned int bucketnum)
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{
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unsigned int index = FirstFreeEntry;
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if (index >= MIN_GC_SIZE && index == Pool.Max())
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{ // We will need to grow the array. Try a garbage collection first.
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P_CollectACSGlobalStrings(stack, stackdepth);
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P_CollectACSGlobalStrings();
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index = FirstFreeEntry;
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}
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if (FirstFreeEntry >= STRPOOL_LIBRARYID_OR)
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@ -772,11 +818,11 @@ void P_MarkGlobalVarStrings()
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//
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//============================================================================
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void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth)
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void P_CollectACSGlobalStrings()
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{
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if (stack != NULL && stackdepth != 0)
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for (FACSStack *stack = FACSStack::head; stack != NULL; stack = stack->next)
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{
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GlobalACSStrings.MarkStringArray(stack, stackdepth);
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GlobalACSStrings.MarkStringArray(stack->buffer, stack->sp);
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}
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FBehavior::StaticMarkLevelVarStrings();
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P_MarkWorldVarStrings();
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@ -787,7 +833,7 @@ void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth)
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#ifdef _DEBUG
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CCMD(acsgc)
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{
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P_CollectACSGlobalStrings(NULL, 0);
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P_CollectACSGlobalStrings();
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}
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CCMD(globstr)
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{
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@ -1995,7 +2041,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
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const char *str = LookupString(MapVarStore[LittleLong(chunk[i+2])]);
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if (str != NULL)
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{
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MapVarStore[LittleLong(chunk[i+2])] = GlobalACSStrings.AddString(str, NULL, 0);
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MapVarStore[LittleLong(chunk[i+2])] = GlobalACSStrings.AddString(str);
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}
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}
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}
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@ -2015,7 +2061,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
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const char *str = LookupString(*elems);
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if (str != NULL)
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{
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*elems = GlobalACSStrings.AddString(str, NULL, 0);
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*elems = GlobalACSStrings.AddString(str);
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}
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}
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}
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@ -2049,7 +2095,7 @@ bool FBehavior::Init(int lumpnum, FileReader * fr, int len)
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const char *str = LookupString(*elems);
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if (str != NULL)
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{
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*elems = GlobalACSStrings.AddString(str, NULL, 0);
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*elems = GlobalACSStrings.AddString(str);
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}
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}
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}
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@ -3949,7 +3995,7 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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}
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}
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int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack, int stackdepth)
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int DLevelScript::GetActorProperty (int tid, int property)
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{
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AActor *actor = SingleActorFromTID (tid, activator);
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@ -4034,13 +4080,13 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
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return 0;
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}
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case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound, stack, stackdepth);
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case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound, stack, stackdepth);
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case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound, stack, stackdepth);
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case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound, stack, stackdepth);
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case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound, stack, stackdepth);
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case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
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case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
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case APROP_SeeSound: return GlobalACSStrings.AddString(actor->SeeSound);
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case APROP_AttackSound: return GlobalACSStrings.AddString(actor->AttackSound);
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case APROP_PainSound: return GlobalACSStrings.AddString(actor->PainSound);
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case APROP_DeathSound: return GlobalACSStrings.AddString(actor->DeathSound);
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case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound);
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case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies());
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case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag());
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case APROP_StencilColor:return actor->fillcolor;
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case APROP_Friction: return actor->Friction;
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@ -4090,7 +4136,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_ViewHeight:
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case APROP_AttackZOffset:
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case APROP_StencilColor:
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return (GetActorProperty(tid, property, NULL, 0) == value);
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return (GetActorProperty(tid, property) == value);
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// Boolean values need to compare to a binary version of value
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case APROP_Ambush:
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@ -4102,7 +4148,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_Notarget:
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case APROP_Notrigger:
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case APROP_Dormant:
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return (GetActorProperty(tid, property, NULL, 0) == (!!value));
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return (GetActorProperty(tid, property) == (!!value));
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// Strings are covered by GetActorProperty, but they're fairly
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// heavy-duty, so make the check here.
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@ -4614,14 +4660,14 @@ static void DoSetCVar(FBaseCVar *cvar, int value, bool is_string, bool force=fal
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}
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// Converts floating- to fixed-point as required.
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static int DoGetCVar(FBaseCVar *cvar, bool is_string, const SDWORD *stack, int stackdepth)
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static int DoGetCVar(FBaseCVar *cvar, bool is_string)
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{
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UCVarValue val;
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if (is_string)
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{
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val = cvar->GetGenericRep(CVAR_String);
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return GlobalACSStrings.AddString(val.String, stack, stackdepth);
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return GlobalACSStrings.AddString(val.String);
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}
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else if (cvar->GetRealType() == CVAR_Float)
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{
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@ -4635,7 +4681,7 @@ static int DoGetCVar(FBaseCVar *cvar, bool is_string, const SDWORD *stack, int s
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}
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}
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static int GetUserCVar(int playernum, const char *cvarname, bool is_string, const SDWORD *stack, int stackdepth)
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static int GetUserCVar(int playernum, const char *cvarname, bool is_string)
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{
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if ((unsigned)playernum >= MAXPLAYERS || !playeringame[playernum])
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{
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@ -4647,10 +4693,10 @@ static int GetUserCVar(int playernum, const char *cvarname, bool is_string, cons
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{
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return 0;
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}
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return DoGetCVar(cvar, is_string, stack, stackdepth);
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return DoGetCVar(cvar, is_string);
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}
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static int GetCVar(AActor *activator, const char *cvarname, bool is_string, const SDWORD *stack, int stackdepth)
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static int GetCVar(AActor *activator, const char *cvarname, bool is_string)
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{
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FBaseCVar *cvar = FindCVar(cvarname, NULL);
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// Either the cvar doesn't exist, or it's for a mod that isn't loaded, so return 0.
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@ -4667,9 +4713,9 @@ static int GetCVar(AActor *activator, const char *cvarname, bool is_string, cons
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{
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return 0;
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}
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return GetUserCVar(int(activator->player - players), cvarname, is_string, stack, stackdepth);
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return GetUserCVar(int(activator->player - players), cvarname, is_string);
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}
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return DoGetCVar(cvar, is_string, stack, stackdepth);
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return DoGetCVar(cvar, is_string);
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}
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}
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@ -4860,7 +4906,7 @@ static int SwapActorTeleFog(AActor *activator, int tid)
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int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const SDWORD *stack, int stackdepth)
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int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args)
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{
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AActor *actor;
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switch(funcIndex)
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switch(args[0])
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{
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case ARMORINFO_CLASSNAME:
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return GlobalACSStrings.AddString(equippedarmor->ArmorType.GetChars(), stack, stackdepth);
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return GlobalACSStrings.AddString(equippedarmor->ArmorType.GetChars());
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case ARMORINFO_SAVEAMOUNT:
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return equippedarmor->MaxAmount;
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@ -5052,7 +5098,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
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return 0;
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}
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}
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return args[0] == ARMORINFO_CLASSNAME ? GlobalACSStrings.AddString("None", stack, stackdepth) : 0;
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return args[0] == ARMORINFO_CLASSNAME ? GlobalACSStrings.AddString("None") : 0;
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}
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case ACSF_SpawnSpotForced:
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@ -5171,7 +5217,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
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case ACSF_GetActorClass:
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{
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AActor *a = SingleActorFromTID(args[0], activator);
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return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars(), stack, stackdepth);
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return GlobalACSStrings.AddString(a == NULL ? "None" : a->GetClass()->TypeName.GetChars());
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}
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case ACSF_SoundSequenceOnActor:
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@ -5349,7 +5395,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
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case ACSF_GetCVarString:
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if (argCount == 1)
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{
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return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true, stack, stackdepth);
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return GetCVar(activator, FBehavior::StaticLookupString(args[0]), true);
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}
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break;
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@ -5370,14 +5416,14 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, SDWORD *args, const
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case ACSF_GetUserCVar:
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if (argCount == 2)
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{
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false, stack, stackdepth);
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), false);
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}
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break;
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case ACSF_GetUserCVarString:
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if (argCount == 2)
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{
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true, stack, stackdepth);
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return GetUserCVar(args[0], FBehavior::StaticLookupString(args[1]), true);
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}
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break;
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@ -5564,7 +5610,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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const char *oldstr = FBehavior::StaticLookupString(args[0]);
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if (oldstr == NULL || *oldstr == '\0')
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{
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return GlobalACSStrings.AddString("", stack, stackdepth);
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return GlobalACSStrings.AddString("");
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}
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size_t oldlen = strlen(oldstr);
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size_t newlen = args[1];
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@ -5574,7 +5620,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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newlen = oldlen;
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}
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FString newstr(funcIndex == ACSF_StrLeft ? oldstr : oldstr + oldlen - newlen, newlen);
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return GlobalACSStrings.AddString(newstr, stack, stackdepth);
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return GlobalACSStrings.AddString(newstr);
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}
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break;
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@ -5584,7 +5630,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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const char *oldstr = FBehavior::StaticLookupString(args[0]);
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if (oldstr == NULL || *oldstr == '\0')
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{
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return GlobalACSStrings.AddString("", stack, stackdepth);
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return GlobalACSStrings.AddString("");
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}
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size_t oldlen = strlen(oldstr);
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size_t pos = args[1];
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@ -5592,13 +5638,13 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if (pos >= oldlen)
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{
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return GlobalACSStrings.AddString("", stack, stackdepth);
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return GlobalACSStrings.AddString("");
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}
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if (pos + newlen > oldlen || pos + newlen < pos)
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{
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newlen = oldlen - pos;
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}
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return GlobalACSStrings.AddString(FString(oldstr + pos, newlen), stack, stackdepth);
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return GlobalACSStrings.AddString(FString(oldstr + pos, newlen));
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}
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break;
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@ -5606,11 +5652,11 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
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if (activator == NULL || activator->player == NULL || // Non-players do not have weapons
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activator->player->ReadyWeapon == NULL)
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{
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return GlobalACSStrings.AddString("None", stack, stackdepth);
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return GlobalACSStrings.AddString("None");
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}
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else
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{
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return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars(), stack, stackdepth);
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return GlobalACSStrings.AddString(activator->player->ReadyWeapon->GetClass()->TypeName.GetChars());
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}
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case ACSF_SpawnDecal:
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@ -6157,8 +6203,10 @@ int DLevelScript::RunScript ()
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break;
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}
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SDWORD Stack[STACK_SIZE];
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int sp = 0;
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FACSStack stackobj;
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SDWORD *Stack = stackobj.buffer;
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int &sp = stackobj.sp;
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int *pc = this->pc;
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ACSFormat fmt = activeBehavior->GetFormat();
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FBehavior* const savedActiveBehavior = activeBehavior;
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@ -6211,7 +6259,7 @@ int DLevelScript::RunScript ()
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case PCD_TAGSTRING:
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//Stack[sp-1] |= activeBehavior->GetLibraryID();
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Stack[sp-1] = GlobalACSStrings.AddString(activeBehavior->LookupString(Stack[sp-1]), Stack, sp);
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Stack[sp-1] = GlobalACSStrings.AddString(activeBehavior->LookupString(Stack[sp-1]));
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break;
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case PCD_PUSHNUMBER:
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@ -6409,7 +6457,7 @@ int DLevelScript::RunScript ()
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int argCount = NEXTBYTE;
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int funcIndex = NEXTSHORT;
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int retval = CallFunction(argCount, funcIndex, &STACK(argCount), Stack, sp);
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int retval = CallFunction(argCount, funcIndex, &STACK(argCount));
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sp -= argCount-1;
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STACK(1) = retval;
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}
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@ -8933,7 +8981,7 @@ scriptwait:
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break;
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case PCD_GETACTORPROPERTY:
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STACK(2) = GetActorProperty (STACK(2), STACK(1), Stack, sp);
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STACK(2) = GetActorProperty (STACK(2), STACK(1));
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sp -= 1;
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break;
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@ -9030,7 +9078,7 @@ scriptwait:
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break;
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case PCD_GETCVAR:
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STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false, Stack, sp);
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STACK(1) = GetCVar(activator, FBehavior::StaticLookupString(STACK(1)), false);
|
||||
break;
|
||||
|
||||
case PCD_SETHUDSIZE:
|
||||
|
@ -9384,7 +9432,7 @@ scriptwait:
|
|||
case PCD_SAVESTRING:
|
||||
// Saves the string
|
||||
{
|
||||
const int str = GlobalACSStrings.AddString(work, Stack, sp);
|
||||
const int str = GlobalACSStrings.AddString(work);
|
||||
PushToStack(str);
|
||||
STRINGBUILDER_FINISH(work);
|
||||
}
|
||||
|
|
12
src/p_acs.h
12
src/p_acs.h
|
@ -80,8 +80,8 @@ class ACSStringPool
|
|||
{
|
||||
public:
|
||||
ACSStringPool();
|
||||
int AddString(const char *str, const SDWORD *stack, int stackdepth);
|
||||
int AddString(FString &str, const SDWORD *stack, int stackdepth);
|
||||
int AddString(const char *str);
|
||||
int AddString(FString &str);
|
||||
const char *GetString(int strnum);
|
||||
void LockString(int strnum);
|
||||
void UnlockString(int strnum);
|
||||
|
@ -99,7 +99,7 @@ public:
|
|||
|
||||
private:
|
||||
int FindString(const char *str, size_t len, unsigned int h, unsigned int bucketnum);
|
||||
int InsertString(FString &str, unsigned int h, unsigned int bucketnum, const SDWORD *stack, int stackdepth);
|
||||
int InsertString(FString &str, unsigned int h, unsigned int bucketnum);
|
||||
void FindFirstFreeEntry(unsigned int base);
|
||||
|
||||
enum { NUM_BUCKETS = 251 };
|
||||
|
@ -119,7 +119,7 @@ private:
|
|||
};
|
||||
extern ACSStringPool GlobalACSStrings;
|
||||
|
||||
void P_CollectACSGlobalStrings(const SDWORD *stack, int stackdepth);
|
||||
void P_CollectACSGlobalStrings();
|
||||
void P_ReadACSVars(PNGHandle *);
|
||||
void P_WriteACSVars(FILE*);
|
||||
void P_ClearACSVars(bool);
|
||||
|
@ -910,7 +910,7 @@ protected:
|
|||
int DoSpawnSpot (int type, int spot, int tid, int angle, bool forced);
|
||||
int DoSpawnSpotFacing (int type, int spot, int tid, bool forced);
|
||||
int DoClassifyActor (int tid);
|
||||
int CallFunction(int argCount, int funcIndex, SDWORD *args, const SDWORD *stack, int stackdepth);
|
||||
int CallFunction(int argCount, int funcIndex, SDWORD *args);
|
||||
|
||||
void DoFadeTo (int r, int g, int b, int a, fixed_t time);
|
||||
void DoFadeRange (int r1, int g1, int b1, int a1,
|
||||
|
@ -918,7 +918,7 @@ protected:
|
|||
void DoSetFont (int fontnum);
|
||||
void SetActorProperty (int tid, int property, int value);
|
||||
void DoSetActorProperty (AActor *actor, int property, int value);
|
||||
int GetActorProperty (int tid, int property, const SDWORD *stack, int stackdepth);
|
||||
int GetActorProperty (int tid, int property);
|
||||
int CheckActorProperty (int tid, int property, int value);
|
||||
int GetPlayerInput (int playernum, int inputnum);
|
||||
|
||||
|
|
Loading…
Reference in a new issue