gzdoom/src/scripting
Christoph Oelckers 062574b726 - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
..
codegeneration - don't run constant state indices through the runtime checker. 2016-11-05 18:15:53 +01:00
decorate - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value. 2016-11-06 11:36:12 +01:00
vm - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value. 2016-11-06 11:36:12 +01:00
zscript - fixed: Tacking on a return statement should only be done if the function has branches that actually reach the end. Otherwise it may interfere with return type deduction. 2016-11-05 18:05:57 +01:00
thingdef.cpp - fixed: The states parser tried to simplify the head node for random duration but it has to simplify the two value nodes separately. 2016-11-05 00:39:00 +01:00
thingdef.h - fixed: The states parser tried to simplify the head node for random duration but it has to simplify the two value nodes separately. 2016-11-05 00:39:00 +01:00
thingdef_data.cpp - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value. 2016-11-06 11:36:12 +01:00
thingdef_properties.cpp - removed the FxDamageValue hack and implemented it properly using FxReturnStatement. 2016-10-26 14:04:49 +02:00