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3f90f1655c
definitions. The SimpleProjectile class is gone and it uses the meta data and A_ExplodeParms instead now. - Removed the deprecation warnings for explosion parameters again because the new system is fully inheritable and therefore useful. - Changed the explosion properties into meta data and adjusted A_ExplodeParams to use these when called without any parameters. Also removed all special parsing for A_Explode so now this function can be called with expressions like any other function. - Changed DECORATE parsing so that functions with completely optional parameter lists don't create an empty list when called without parameters. SVN r274 (trunk)
62 lines
1.3 KiB
C++
62 lines
1.3 KiB
C++
#ifndef __THINGDEF_H
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#define __THINGDEF_H
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// This class is for storing a name inside a const PClass* field without
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// generating compiler warnings. It does not manipulate data in any other
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// way.
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class fuglyname : public FName
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{
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public:
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fuglyname() : FName() {}
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fuglyname(const char *foo) : FName(foo) {}
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operator const PClass *()
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{
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return reinterpret_cast<const PClass *>(size_t(int(*this)));
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}
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fuglyname &operator= (const PClass *foo)
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{
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FName *p = this;
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*p = ENamedName(reinterpret_cast<size_t>(foo));
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return *this;
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}
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};
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int ParseExpression (bool _not);
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int EvalExpressionI (int id, AActor *self);
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float EvalExpressionF (int id, AActor *self);
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bool EvalExpressionN (int id, AActor *self);
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struct FDropItem
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{
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FName Name;
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int probability;
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int amount;
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FDropItem * Next;
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};
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FDropItem *GetDropItems(AActor * actor);
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// A truly awful hack to get to the state that called an action function
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// without knowing whether it has been called from a weapon or actor.
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extern FState * CallingState;
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int CheckIndex(int paramsize, FState ** pcallstate=NULL);
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void A_ExplodeParms(AActor * self);
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enum
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{
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ACMETA_BASE = 0x83000,
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ACMETA_DropItems, // Int (index into DropItemList)
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ACMETA_ExplosionDamage,
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ACMETA_ExplosionRadius,
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ACMETA_DontHurtShooter,
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};
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#endif
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