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062574b726
- 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. |
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codegeneration | ||
decorate | ||
vm | ||
zscript | ||
thingdef.cpp | ||
thingdef.h | ||
thingdef_data.cpp | ||
thingdef_properties.cpp |