Remove "action" from Actor functions that don't actually need it

- An actor function really only needs to be an action function if:
  1. It can be called with no parameters specified, either because it takes
     none or because all its parameters are optional. This lets SetState()
     call it directly without creating a wrapper function for it.
  2. It wants access to the callingstate or stateowner parameters. Most
     functions don't care about them, so passing them is superfluous.
This commit is contained in:
Randy Heit 2016-04-19 20:21:00 -05:00
parent 322b9fc0ae
commit 39df62b20e
8 changed files with 245 additions and 255 deletions

View file

@ -26,7 +26,7 @@ static FRandom pr_fswordflame ("FSwordFlame");
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_CLASS(p1, AActor);
PARAM_CLASS(p2, AActor);
PARAM_CLASS(p3, AActor);

View file

@ -28,7 +28,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_Bang4Cloud)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveQuestItem)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_INT(questitem);
// Give one of these quest items to every player in the game

View file

@ -345,4 +345,8 @@ void AddStateLight(FState *state, const char *lname);
// Number of action paramaters
#define NAP 3
#define PARAM_SELF_PROLOGUE(type) \
PARAM_PROLOGUE; \
PARAM_OBJECT(self, type);
#endif // __INFO_H__

View file

@ -2773,7 +2773,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_VileChase)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ExtChase)
{
PARAM_ACTION_PROLOGUE;
PARAM_SELF_PROLOGUE(AActor);
PARAM_BOOL (domelee);
PARAM_BOOL (domissile);
PARAM_BOOL_OPT (playactive) { playactive = true; }

File diff suppressed because it is too large Load diff

View file

@ -881,6 +881,7 @@ public:
ExpEmit Emit(VMFunctionBuilder *build, bool tailcall);
bool CheckEmitCast(VMFunctionBuilder *build, bool returnit, ExpEmit &reg);
unsigned GetArgCount() const { return ArgList == NULL ? 0 : ArgList->Size(); }
PFunction *GetFunction() const { return Function; }
VMFunction *GetVMFunction() const { return Function->Variants[0].Implementation; }
bool IsDirectFunction();
};

View file

@ -3844,7 +3844,7 @@ VMFunction *FxReturnStatement::GetDirectFunction()
// then it can be a "direct" function. That is, the DECORATE
// definition can call that function directly without wrapping
// it inside VM code.
if (Call != NULL && Call->GetArgCount() == 0)
if (Call != NULL && Call->GetArgCount() == 0 && (Call->GetFunction()->Flags & VARF_Action))
{
return Call->GetVMFunction();
}

View file

@ -110,7 +110,7 @@ ACTOR Actor native //: Thinker
action native A_Die(name damagetype = "none");
action native A_Detonate();
action native A_Mushroom(class<Actor> spawntype = "FatShot", int numspawns = 0, int flags = 0, float vrange = 4.0, float hrange = 0.5);
action native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
action native A_SetFloorClip();
action native A_UnSetFloorClip();
@ -127,7 +127,7 @@ ACTOR Actor native //: Thinker
action native A_NoGravity();
action native A_Gravity();
action native A_LowGravity();
action native A_SetGravity(float gravity);
native void A_SetGravity(float gravity);
action native A_Fall();
action native A_SetSolid();
action native A_UnsetSolid();
@ -168,7 +168,7 @@ ACTOR Actor native //: Thinker
action native A_ClearSoundTarget();
action native A_FireAssaultGun();
action native A_CheckTerrain();
action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP]
action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP] no-op
action native A_MissileAttack();
action native A_MeleeAttack();
@ -176,75 +176,75 @@ ACTOR Actor native //: Thinker
action native A_BulletAttack();
action native A_WolfAttack(int flags = 0, sound whattoplay = "weapons/pistol", float snipe = 1.0, int maxdamage = 64, int blocksize = 128, int pointblank = 2, int longrange = 4, float runspeed = 160.0, class<Actor> pufftype = "BulletPuff");
action native A_PlaySound(sound whattoplay = "weapons/pistol", int slot = CHAN_BODY, float volume = 1.0, bool looping = false, float attenuation = ATTN_NORM);
action native A_PlayWeaponSound(sound whattoplay);
native void A_PlayWeaponSound(sound whattoplay);
action native A_FLoopActiveSound();
action native A_LoopActiveSound();
action native A_StopSound(int slot = CHAN_VOICE); // Bad default but that's what is originally was...
action native A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
action native A_StopSoundEx(coerce name slot);
action native A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
action native state A_Jump(int chance = 256, state label, ...);
action native A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
action native A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
action native A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
action native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
action native state A_JumpIfCloser(float distance, state label, bool noz = false);
action native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
action native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
action native state A_JumpIfTargetOutsideMeleeRange(state label);
action native state A_JumpIfTargetInsideMeleeRange(state label);
action native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
action native state A_JumpIfArmorType(name Type, state label, int amount = 1);
action native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
action native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
native void A_PlaySoundEx(sound whattoplay, coerce name slot, bool looping = false, int attenuation = 0);
native void A_StopSoundEx(coerce name slot);
native void A_SeekerMissile(int threshold, int turnmax, int flags = 0, int chance = 50, int distance = 10);
native state A_Jump(int chance = 256, state label, ...);
native void A_CustomMissile(class<Actor> missiletype, float spawnheight = 32, float spawnofs_xy = 0, float angle = 0, int flags = 0, float pitch = 0, int ptr = AAPTR_TARGET);
native void A_CustomBulletAttack(float/*angle*/ spread_xy, float/*angle*/ spread_z, int numbullets, int damageperbullet, class<Actor> pufftype = "BulletPuff", float range = 0, int flags = 0, int ptr = AAPTR_TARGET);
native void A_CustomRailgun(int damage, int spawnofs_xy = 0, color color1 = "", color color2 = "", int flags = 0, int aim = 0, float maxdiff = 0, class<Actor> pufftype = "BulletPuff", float/*angle*/ spread_xy = 0, float/*angle*/ spread_z = 0, float range = 0, int duration = 0, float sparsity = 1.0, float driftspeed = 1.0, class<Actor> spawnclass = "none", float spawnofs_z = 0, int spiraloffset = 270);
native state A_JumpIfHealthLower(int health, state label, int ptr_selector = AAPTR_DEFAULT);
native state A_JumpIfCloser(float distance, state label, bool noz = false);
native state A_JumpIfTracerCloser(float distance, state label, bool noz = false);
native state A_JumpIfMasterCloser(float distance, state label, bool noz = false);
native state A_JumpIfTargetOutsideMeleeRange(state label);
native state A_JumpIfTargetInsideMeleeRange(state label);
native state A_JumpIfInventory(class<Inventory> itemtype, int itemamount, state label, int owner = AAPTR_DEFAULT);
native state A_JumpIfArmorType(name Type, state label, int amount = 1);
native bool A_GiveInventory(class<Inventory> itemtype, int amount = 0, int giveto = AAPTR_DEFAULT);
native bool A_TakeInventory(class<Inventory> itemtype, int amount = 0, int flags = 0, int giveto = AAPTR_DEFAULT);
action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
action native bool A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0);
action native A_Print(string whattoprint, float time = 0, name fontname = "");
action native A_PrintBold(string whattoprint, float time = 0, name fontname = "");
action native A_Log(string whattoprint);
action native A_LogInt(int whattoprint);
action native A_LogFloat(float whattoprint);
action native A_SetTranslucent(float alpha, int style = 0);
native bool A_SpawnItemEx(class<Actor> itemtype, float xofs = 0, float yofs = 0, float zofs = 0, float xvel = 0, float yvel = 0, float zvel = 0, float angle = 0, int flags = 0, int failchance = 0, int tid=0);
native void A_Print(string whattoprint, float time = 0, name fontname = "");
native void A_PrintBold(string whattoprint, float time = 0, name fontname = "");
native void A_Log(string whattoprint);
native void A_LogInt(int whattoprint);
native void A_LogFloat(float whattoprint);
native void A_SetTranslucent(float alpha, int style = 0);
action native A_FadeIn(float reduce = 0.1, int flags = 0);
action native A_FadeOut(float reduce = 0.1, int flags = 1); //bool remove == true
action native A_FadeTo(float target, float amount = 0.1, int flags = 0);
action native A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
action native A_SetMass(int mass);
action native A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
action native A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
action native state A_CheckSight(state label);
action native A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
action native A_DropInventory(class<Inventory> itemtype);
action native A_SetBlend(color color1, float alpha, int tics, color color2 = "");
action native A_ChangeFlag(string flagname, bool value);
action native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
action native state A_JumpIf(bool expression, state label);
native void A_FadeTo(float target, float amount = 0.1, int flags = 0);
native void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false);
native void A_SetMass(int mass);
native void A_SpawnDebris(class<Actor> spawntype, bool transfer_translation = false, float mult_h = 1, float mult_v = 1);
native void A_SpawnParticle(color color1, int flags = 0, int lifetime = 35, int size = 1, float angle = 0, float xoff = 0, float yoff = 0, float zoff = 0, float velx = 0, float vely = 0, float velz = 0, float accelx = 0, float accely = 0, float accelz = 0, float startalphaf = 1, float fadestepf = -1);
native state A_CheckSight(state label);
native void A_ExtChase(bool usemelee, bool usemissile, bool playactive = true, bool nightmarefast = false);
native void A_DropInventory(class<Inventory> itemtype);
native void A_SetBlend(color color1, float alpha, int tics, color color2 = "");
native void A_ChangeFlag(string flagname, bool value);
native state A_CheckFlag(string flagname, state label, int check_pointer = AAPTR_DEFAULT);
native state A_JumpIf(bool expression, state label);
action native A_RaiseMaster(bool copy = 0);
action native A_RaiseChildren(bool copy = 0);
action native A_RaiseSiblings(bool copy = 0);
action native state A_CheckFloor(state label);
action native state A_CheckCeiling(state label);
action native state A_PlayerSkinCheck(state label);
action native A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
native state A_CheckFloor(state label);
native state A_CheckCeiling(state label);
native state A_PlayerSkinCheck(state label);
native void A_BasicAttack(int meleedamage, sound meleesound, class<actor> missiletype, float missileheight);
action native state, bool A_Teleport(state teleportstate = "", class<SpecialSpot> targettype = "BossSpot", class<Actor> fogtype = "TeleportFog", int flags = 0, float mindist = 0, float maxdist = 0, int ptr = AAPTR_DEFAULT);
action native state, bool A_Warp(int ptr_destination, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0, int flags = 0, state success_state = "", float heightoffset = 0, float radiusoffset = 0, float pitch = 0);
action native bool A_ThrowGrenade(class<Actor> itemtype, float zheight = 0, float xyvel = 0, float zvel = 0, bool useammo = true);
action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
action native A_Recoil(float xyvel);
action native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
action native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
action native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
action native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
action native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
action native A_CountdownArg(int argnum, state targstate = "");
native void A_Recoil(float xyvel);
native state A_JumpIfInTargetInventory(class<Inventory> itemtype, int amount, state label, int forward_ptr = AAPTR_DEFAULT);
native bool A_GiveToTarget(class<Inventory> itemtype, int amount = 0, int forward_ptr = AAPTR_DEFAULT);
native bool A_TakeFromTarget(class<Inventory> itemtype, int amount = 0, int flags = 0, int forward_ptr = AAPTR_DEFAULT);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", int mindist = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
action native A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
action native A_Burst(class<Actor> chunktype);
native void A_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
native void A_Burst(class<Actor> chunktype);
action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
action native A_Explode(int damage = -1, int distance = -1, int flags = XF_HURTSOURCE, bool alert = false, int fulldamagedistance = 0, int nails = 0, int naildamage = 10, class<Actor> pufftype = "BulletPuff");
action native A_Stop();
native void A_Stop();
action native A_Respawn(int flags = 1);
action native A_BarrelDestroy();
action native A_QueueCorpse();
@ -252,10 +252,10 @@ ACTOR Actor native //: Thinker
action native A_LookEx(int flags = 0, float minseedist = 0, float maxseedist = 0, float maxheardist = 0, float fov = 0, state label = "");
action native A_ClearLastHeard();
action native A_ClearTarget();
action native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
action native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
action native bool A_SelectWeapon(class<Weapon> whichweapon);
native state A_CheckLOF(state jump, int flags = 0, float range = 0, float minrange = 0, float angle = 0, float pitch = 0, float offsetheight = 0, float offsetwidth = 0, int ptr_target = AAPTR_DEFAULT, float offsetforward = 0);
native state A_JumpIfTargetInLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native state A_JumpIfInTargetLOS (state label, float/*angle*/ fov = 0, int flags = 0, float dist_max = 0, float dist_close = 0);
native bool A_SelectWeapon(class<Weapon> whichweapon);
action native A_Punch();
action native A_Feathers();
action native A_ClassBossHealth();
@ -263,36 +263,36 @@ ACTOR Actor native //: Thinker
action native A_RocketInFlight();
action native A_Bang4Cloud();
action native A_DropFire();
action native A_GiveQuestItem(int itemno);
native void A_GiveQuestItem(int itemno);
action native A_RemoveForcefield();
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
action native A_PigPain ();
action native state A_MonsterRefire(int chance, state label);
action native A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
native state A_MonsterRefire(int chance, state label);
native void A_SetAngle(float angle = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetPitch(float pitch, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetRoll(float/*angle*/ roll, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_ScaleVelocity(float scale, int ptr = AAPTR_DEFAULT);
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_SetArg(int pos, int value);
native void A_SetArg(int pos, int value);
native void A_SetUserVar(name varname, int value);
native void A_SetUserArray(name varname, int index, int value);
native void A_SetUserVarFloat(name varname, float value);
native void A_SetUserArrayFloat(name varname, int index, float value);
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0);
native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0);
action native A_SetTics(int tics);
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
action native A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
action native A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
action native A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_SetDamageType(name damagetype);
native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
native void A_SetSpeed(float speed, int ptr = AAPTR_DEFAULT);
native void A_SetFloatSpeed(float speed, int ptr = AAPTR_DEFAULT);
native void A_SetPainThreshold(int threshold, int ptr = AAPTR_DEFAULT);
native void A_DamageSelf(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageTarget(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageMaster(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageTracer(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageChildren(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
native void A_DamageSiblings(int amount, name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_KillTarget(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_KillMaster(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_KillTracer(name damagetype = "none", int flags = 0, class<Actor> filter = "None", name species = "None");
@ -303,39 +303,39 @@ ACTOR Actor native //: Thinker
action native A_RemoveTracer(int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_RemoveChildren(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_RemoveSiblings(bool removeall = false, int flags = 0, class<Actor> filter = "None", name species = "None");
action native A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
action native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
action native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
action native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
action native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
action native A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
native void A_Remove(int removee, int flags = 0, class<Actor> filter = "None", name species = "None");
native int A_GiveToChildren(class<Inventory> itemtype, int amount = 0);
native int A_GiveToSiblings(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromChildren(class<Inventory> itemtype, int amount = 0);
native int A_TakeFromSiblings(class<Inventory> itemtype, int amount = 0);
native void A_SetTeleFog(class<Actor> oldpos, class<Actor> newpos);
action native A_SwapTeleFog();
action native A_SetFloatBobPhase(int bob);
action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
native void A_SetFloatBobPhase(int bob);
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
action native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
action native A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
action native A_SetRipperLevel(int level);
action native A_SetRipMin(int mininum);
action native A_SetRipMax(int maximum);
action native A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
action native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
action native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
action native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
action native state A_CheckRange(float distance, state label, bool two_dimension = false);
native state A_JumpIfHigherOrLower(state high, state low, float offsethigh = 0, float offsetlow = 0, bool includeHeight = true, int ptr = AAPTR_TARGET);
native void A_SetSpecies(name species, int ptr = AAPTR_DEFAULT);
native void A_SetRipperLevel(int level);
native void A_SetRipMin(int mininum);
native void A_SetRipMax(int maximum);
native void A_SetChaseThreshold(int threshold, bool def = false, int ptr = AAPTR_DEFAULT);
native state A_CheckProximity(state jump, class<Actor> classname, float distance, int count = 1, int flags = 0, int ptr = AAPTR_DEFAULT);
native state A_CheckBlock(state block, int flags = 0, int ptr = AAPTR_DEFAULT, float xofs = 0, float yofs = 0, float zofs = 0, float angle = 0);
native state A_CheckSightOrRange(float distance, state label, bool two_dimension = false);
native state A_CheckRange(float distance, state label, bool two_dimension = false);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
action native A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
action native A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
action native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
action native int ACS_NamedSuspend(name script, int mapnum=0);
action native int ACS_NamedTerminate(name script, int mapnum=0);
action native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
action native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
action native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
action native ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
native int ACS_NamedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
native int ACS_NamedSuspend(name script, int mapnum=0);
native int ACS_NamedTerminate(name script, int mapnum=0);
native int ACS_NamedLockedExecute(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
native int ACS_NamedLockedExecuteDoor(name script, int mapnum=0, int arg1=0, int arg2=0, int lock=0);
native int ACS_NamedExecuteWithResult(name script, int arg1=0, int arg2=0, int arg3=0, int arg4=0);
native void ACS_NamedExecuteAlways(name script, int mapnum=0, int arg1=0, int arg2=0, int arg3=0);
States
{