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Make A_Stop an action function again
- A_Stop takes no parameters, so it should be an action function to avoid creating the wrapper when called.
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2 changed files with 2 additions and 2 deletions
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@ -3379,7 +3379,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_Stop)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_ACTION_PROLOGUE;
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self->Vel.Zero();
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if (self->player && self->player->mo == self && !(self->player->cheats & CF_PREDICTING))
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{
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@ -244,7 +244,7 @@ ACTOR Actor native //: Thinker
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action native A_Blast(int flags = 0, float strength = 255, float radius = 255, float speed = 20, class<Actor> blasteffect = "BlastEffect", sound blastsound = "BlastRadius");
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action native A_RadiusThrust(int force = 128, int distance = -1, int flags = RTF_AFFECTSOURCE, int fullthrustdistance = 0);
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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");
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native void A_Stop();
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action native A_Stop();
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action native A_Respawn(int flags = 1);
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action native A_BarrelDestroy();
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action native A_QueueCorpse();
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