Commit graph

1206 commits

Author SHA1 Message Date
Christoph Oelckers
d50da34664 - scriptified the pistol to test if struct member functions work.
- made APlayerPawn::PlayAttacking(2) virtual script functions so that mods have better control over player animations. Note that these have no native base so they skip the templated interface for managing virtual functions.
2016-11-19 13:56:29 +01:00
Christoph Oelckers
3ce699bf9b - implemented pass-by-reference arguments - so far only for memory based variables.
- changed Dehacked weapon function lookup to check the symbol table instead of directly referencing the VM functions. Once scriptified these pointers will no longer be available.
- removed all special ATAGs from the VM. While well intentioned any pointer tagged with them is basically unusable because it'd trigger asserts all over the place.
- scriptified A_Punch for testing pass-by-reference parameters and stack variables.
2016-11-19 01:23:56 +01:00
Christoph Oelckers
7ff5069617 - added all missing things to enable the scriptified version of A_BrainSpit.
This uses a global function, this has been placed into DObject for now because the scripting interface does not allow non-class-owned functions yet.
2016-11-18 22:12:53 +01:00
Christoph Oelckers
aa32d8970b - scriptified a_hereticmisc.cpp. 2016-11-18 21:34:06 +01:00
Christoph Oelckers
2cc48ec378 - implemented code generation for stack variables.
- fixed code generation for using local variables as array index. This must use a different register for the array element offset because the original register may not be overwritten.
2016-11-17 16:44:41 +01:00
Christoph Oelckers
21a1d5ffc8 - scriptified Hexen's Wraith and parts of the Spike. 2016-11-17 00:44:43 +01:00
Christoph Oelckers
df43ee96ce - fixed a lost '='.
- scriptified A_TimeBomb.
2016-11-16 21:12:16 +01:00
Christoph Oelckers
7a29e6cfdc - scriptified Hexen's fog. 2016-11-16 20:00:25 +01:00
Major Cooke
60d93008ba Exported TryMove. 2016-11-16 19:47:06 +01:00
Christoph Oelckers
76a74e0364 - scriptified Hexen's Dragon.
- fixed several places in the code generator that did not consider locked registers for local variables: array indices, abs and floating point builtin functions.
- added some debug aids to the bounds opcode. Just triggering an exception here which loses all relevant info is perfectly useless in a debug situation.
2016-11-16 19:18:21 +01:00
Christoph Oelckers
633da6e5d8 - scriptified two of the Acolyte's functions.
- added a DActorIterator class.
- fixed: It was not possible to have functions of the same name in two different classes because the name they were searched for was not qualified by the class. Changed so that the class name is included now, but to avoid renaming several hundreds of functions all at once, if the search fails, it will repeat with 'Actor' as class name.

This commit contains preparations for scriptifying Hexen's Dragon, but that doesn't work yet so it's not included.
2016-11-16 01:36:21 +01:00
Christoph Oelckers
1d006b37c3 - fixed: The distance check in CheckIfCloser used the wrong variable. 2016-11-15 17:41:49 +01:00
Christoph Oelckers
4cc7d95ba5 - fixed: A_ZoomFactor and A_SetCrosshair need to be declared 'action'. 2016-11-15 16:05:42 +01:00
Christoph Oelckers
a63c749f04 - moved A_Light to Actor after finding some mods which used it badly. Besides, it should be fine to use this from PlayerPawns as well. 2016-11-15 13:39:41 +01:00
Christoph Oelckers
4f998fa879 - finished the state usage parser.
- added state usage specifiers to Actor and Inventory. The states in these classes must be set to full access so that any existing mod can link to them.
2016-11-14 23:24:10 +01:00
Christoph Oelckers
c797319314 - fixed parser for state block options.
- fixed incorrect flags for weapons.
2016-11-14 20:00:01 +01:00
Christoph Oelckers
384f4fe7ce - added a 'DefaultStateUsage' property so that this setting can be properly set up for the classes that can inject states into other actors. 2016-11-14 18:31:12 +01:00
Christoph Oelckers
a8e2f4d539 - added missing 'action' qualifiers to A_Warp and A_Teleport 2016-11-14 18:11:44 +01:00
Christoph Oelckers
199e2e2f9c - fixed CheckRange return value.
- removed the error message for multiple state blocks in DECORATE.
- added some constants for state types.
2016-11-14 17:50:09 +01:00
Christoph Oelckers
56a3dcfe80 - moved the 'brainexplode' state to the rocket, which is the actor which actually uses it.
This appears to be the only case where an actor was set to a state owned by a completely unrelated actor which would present some problems with state owner checking in AActor::SetState, so let's better get rid of it ASAP.
I believe the only reason this wasn't changed when all actors were exported 8 years ago was that old binary DEHSUPP lump.
2016-11-14 15:02:44 +01:00
Christoph Oelckers
ac86a535e7 - fixed: State labels were resolved in the calling function's context instead of the called function one's.
This could cause problems with functions that take states as parameters but use them to set them internally instead of passing them through the A_Jump interface back to the caller, like A_Chase or A_LookEx.
This required some quite significant refactoring because the entire state resolution logic had been baked into the compiler which turned out to be a major maintenance problem.
Fixed this by adding a new builtin type 'statelabel'. This is an opaque identifier representing a state, with the actual data either directly encoded into the number for single label state or an index into a state information table.
The state resolution is now the task of the called function as it should always have remained. Note, that this required giving back the 'action' qualifier to most state jumping functions.

- refactored most A_Jump checkers to a two stage setup with a pure checker that returns a boolean and a scripted A_Jump wrapper, for some simpler checks the checker function was entirely omitted and calculated inline in the A_Jump function. It is strongly recommended to use the boolean checkers unless using an inline function invocation in a state as they lead to vastly clearer code and offer more flexibility.

- let Min() and Max() use the OP_MIN and OP_MAX opcodes. Although these were present, these function were implemented using some grossly inefficient branching tests.
- the DECORATE 'state' cast kludge will now actually call ResolveState because a state label is not a state and needs conversion.
2016-11-14 14:12:27 +01:00
Christoph Oelckers
a2f4cd7cda - fixed: All functions that are callable from weapon states and not members of Actor need to be declared 'action'.
With the stricter type checks of the self pointer that were now implemented these all produced errors.
2016-11-13 14:20:30 +01:00
Christoph Oelckers
49ef541513 - scriptified Hexen's Firedemon. 2016-11-12 19:16:47 +01:00
Christoph Oelckers
213b3f1fe4 - scriptified Hexen's Centaur. 2016-11-12 17:21:11 +01:00
Christoph Oelckers
8f8017836f - scriptified Hexen's Bishop. 2016-11-12 16:32:26 +01:00
Christoph Oelckers
91938cd35b - fixed: The pointer defaulr for GetDistance was incorrect. 2016-11-12 15:26:29 +01:00
Christoph Oelckers
5adb2fe690 - fixed copy/paste error in A_UnsetReflectiveInvulnerable. 2016-11-12 13:11:32 +01:00
Christoph Oelckers
62a259bb36 Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-11-12 09:46:09 +01:00
Christoph Oelckers
34fc6323a4 - scriptified Hexen's bats.
- removed AMinotaurFriend::IsOkayToAttack. The condition it checks (i.e. friendliness with player) is already covered by the base version of this function so this is quite redundant.
- removed a few 'virtual' qualifiers from functions that never get overridden.
2016-11-12 09:33:43 +01:00
Christoph Oelckers
14a9c13113 - scriptified Heretic's wizard. 2016-11-11 23:32:13 +01:00
Christoph Oelckers
a5f9eb5be1 - Scriptified Heretic's knight. 2016-11-11 22:14:29 +01:00
Christoph Oelckers
72e77a6c65 - implemented handling for virtual function.
Syntax-wise I chose to make it as strict as possible to reduce the chance of errors: Virtual base functions must be declared with the 'virtual' keyword, and overrides in child classes with the 'override' keyword. This way any mismatch in parameters that otherwise would cause silent failure will outright produce a compile error.
2016-11-11 20:05:07 +01:00
Christoph Oelckers
6529931281 fixed and completed the special field init code. Strings can now be used as class members, and so can structs which contain strings.
- made 'DamageMultiply' an actor property and moved the initialization of ConversationRoot to the property handler for the compiler to get this stuff out of the type classes.
- consolidate default initialization into one function which performs all the required setup. The original implementation did this when adding the fields but that cannot work because at that time no defaults have been created yet.
- fixed: When deriving a class the child class's defaults also must initialize the copied parent fields with special initialization. This part was completely missing.
- removed DECORATE code for parsing native classes because it's no longer needed.
2016-11-11 14:40:32 +01:00
nashmuhandes
fd31c84745 Added a slider to control the intensity of underwater screen blending. 2016-11-11 17:18:39 +08:00
Christoph Oelckers
cf9cdeb480 - scriptified the Revenant's code. 2016-11-07 23:16:25 +01:00
Christoph Oelckers
75c20ebaa6 - typo in Lostsoul definition. 2016-11-07 21:30:08 +01:00
Christoph Oelckers
e3bee84860 - fixed: Hexen's serpent was still using "None" for 'no state', which in ZScript is done with null. 2016-11-07 20:12:06 +01:00
Christoph Oelckers
5e8c819a33 - fixed checks in Powerup.Type property to properly deal with the differences between DECORATE and ZScript.
- properly initialize Baggage everywhere it gets used.
- fixed a few items with incorrect Powerup.Type settings that got flagged by the above changes.
2016-11-07 11:53:49 +01:00
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
Christoph Oelckers
c3ae560289 - scriptified two more trivial functions. 2016-11-06 09:22:03 +01:00
Christoph Oelckers
98fa3d2d93 - added an accessor to the actor defaults. This might have been possible with less work using a function but that would have necessitated some type casts when using it on subclasses.
- scriptified A_BarrelDestroy to test the above.
2016-11-05 17:14:16 +01:00
Christoph Oelckers
24925c88a8 - added readonly pointers. They need to be defined with 'readonly<classtype>'. These are significantly different from declaring a field readonly in that they do not disallow modification of the variable itself but what it points to. For the actor defaults this is necessary to prevent accidental modification. A readonly pointer is actually a different type than a regular pointer.
- fixed code generation for dynamic cast. It was missing the jump instruction after the compare.
2016-11-05 13:51:46 +01:00
Christoph Oelckers
010fd038be - scriptified A_KeenDie.
- added an 'exact' parameter to FThinkerIterator's Next function. This is mainly for scripting which allows to do a lot more checks natively when running the iterator while looking for one specific class.
2016-11-05 01:19:41 +01:00
Christoph Oelckers
8305005125 - remove debug message. 2016-11-03 13:39:51 +01:00
Christoph Oelckers
a45523fb63 - scriptified A_SpawnFly.
- added support for global variables to the code generator - not the compiler, though. For the handful of entries this is needed for it may just as well be done manually. So far FLevelLocals level is the only one being exported.
- fixed: The VM disassembler truncated 64 bit pointers to 15 digits because the output buffer was too small.
- resolve entire FxSequences instead of aborting on the first failed entry. This allows to output all errors at once.
2016-11-03 13:38:40 +01:00
Christoph Oelckers
570572fcf2 - scriptified a_hereticimp.cpp.
- fixed the comparison against 0 simplification which did not negate the result for '=='.
2016-11-02 11:44:48 +01:00
Christoph Oelckers
8b21719068 Merge branch 'zscript' of https://github.com/rheit/zdoom into zscript 2016-11-02 11:43:23 +01:00
Christoph Oelckers
f940216c17 Merge branch 'master' into zscript
# Conflicts:
#	src/p_actionfunctions.cpp
#	wadsrc/static/actors/actor.txt
2016-11-02 11:08:51 +01:00
Christoph Oelckers
5e76d3af18 - fixed BrainishExplosion and removed some unnecessary checks, the state to be set is being defined in the same file, after all... 2016-11-02 00:14:08 +01:00
Christoph Oelckers
88fd47247d - scriptified several trivial functions from a_action.cpp. 2016-11-01 16:32:47 +01:00
nashmuhandes
b420347bab Added "local" parameters to A_PlaySound and ACS PlaySound 2016-11-01 15:14:06 +01:00
Christoph Oelckers
6e0defdc69 - fixed numeric output precision for a few sliders. 2016-11-01 13:48:56 +01:00
Christoph Oelckers
e620c9bd7d - scriptified parts of a_bossbrain.cpp. Some things cannot be done yet, the script code is there but commented out.
- exported thinker iterator and drop item chain to scripting. Unlike its native counterpart the script-side iterator is wrapped into a DObject to allow proper handling for memory management.
- fixed: The VMFunctionBuilder only distinguished between member and action functions but failed on static ones.
- fixed: FxAssign did not add all needed type casts. Except for purely numeric types it will now wrap the expression in an FxTypeCast. Numeric handling remains unchanged for both performance reasons and not altering semantics for DECORATE.
- exported all internal flags as variables to scripting. They still cannot be used in an actor definition.
- make ATAG_STATE the same as ATAG_GENERIC. Since state pointers exist as actual variables they can take both values which on occasion can trigger some asserts.
- gave PClass a bExported flag, so that scripts cannot see purely internal classes. Especially the types like PInt can cause problems.

Todo: we need readonly references to safely expose the actor defaults. Right now some badly behaving code could overwrite them.
2016-10-31 17:03:26 +01:00
Christoph Oelckers
2857fac338 - scriptified a_archvile.cpp.
- fixed the type checks for the conditional operator.
2016-10-30 18:41:39 +01:00
Christoph Oelckers
f8ccda2dc8 - scriptified A_Mushroom to test something a bit more complex.
- fixed: FxMinusSign trashed local variables that were used with negation.
- fixed: FxConditional only handled ints and floats, but not pointers and strings.
- fixed: A 'no states in non-actors' error was triggered, even for classes without any states.
2016-10-30 14:00:11 +01:00
Christoph Oelckers
853c6f6684 - fixed initialization of local variables with other local variables.
- fixed several occurenced where vectors were treated as floats. NOTE: The entire codegen.cpp file needs to be carefully reviewed for bad use of the REGT_ constants, there's probably more places where using them has broken some type checks.
- fixed: committed test version of zscript.txt instead of changed actor.txt by accident.

Initialization and assignment for strings is working with this commit.
2016-10-29 16:49:21 +02:00
Christoph Oelckers
f5d1b1a491 - added vector builtins Length() and Unit().
This should complete the vector type except for use as function parameter.
2016-10-29 10:43:22 +02:00
Christoph Oelckers
286f9510d4 - got rid of all default parameter redundancies.
- scriptified a few more functions.
2016-10-28 00:32:52 +02:00
Christoph Oelckers
c7347608a4 - scriptified A_FatAttack*.
- swapped parameters of two-parameter VelToAngle method, so that internal and script version are in line.
- fixed parameter asserts to handle NULL pointers properly.
2016-10-27 17:47:46 +02:00
Christoph Oelckers
948ef62fcd - use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions.
- fixed: ZCCCompiler did not process array access nodes.
- fixed: Function argument names were not placed in the destination list by the compiler.
- scriptified several trivial functions from p_actionfunctions.cpp.
2016-10-27 15:53:53 +02:00
Christoph Oelckers
66b1f36e56 - actually evaluate the default parameters and store them in the VMFunction.
- disabled the assert in PType::GetRegType. This assert blocks any use to check for types that are incompatible with function parameters.
- pass the default parameter constants to the native functions. At the moment this is not used yet.
- use the function defaults to complete argument lists to script functions.
- fixed all default values that got flagged by the expression evaluator as non-constant. Most were state labels and colors which were defaulted to "". The proper value is null for states and 0 for colors.
- also replaced all "" defaults for names with "none".
2016-10-27 01:30:34 +02:00
Christoph Oelckers
d32d52c0b9 - scriptified a_spidermaster.cpp.
- fixed bad assert in XOR_RK instruction.
2016-10-26 17:21:25 +02:00
Christoph Oelckers
823c52aeb2 - scriptified the functions in a_possessed.cpp and added the needed exports and constants.
- fixed: Script functions did not receive the function name when being created.
- relaxed the asserts for PARAM_STATE, because the VM knows nothing about ATAG_STATE. Any state variable's content (e.g. Actor.SeeState) will receive ATAG_GENERIC, rather than ATAG_STATE.
- added a 'NeedResult' flag so that certain operations can create shorter code if the result of the expression is not needed. So far only used for postdecrement/increment statements on local variables (which is the most frequent case where this matters.)
- fixed postincrement and decrement for local variables. Due to the result preservation semantics it created faulty code.
2016-10-26 11:30:30 +02:00
Christoph Oelckers
6d0dad3b38 - scriptified the code for the Demon and DoomImp. 2016-10-25 14:41:58 +02:00
Christoph Oelckers
449dfc3cdc - removed test file from zscript.txt. 2016-10-25 13:30:22 +02:00
Christoph Oelckers
e39bf9eaeb - made the bounce flags accessible after verifying that the code works for 16 bit variables.
- fixed a deprecation warning with the Heresiarch by replacing A_ChangeFlag.
2016-10-25 11:38:02 +02:00
Christoph Oelckers
656b8cb16e - added explicit setter functions for the count and link flags so that A_ChangeFlag and A_SetFlag can be deprecated. 2016-10-25 10:15:24 +02:00
Christoph Oelckers
3f1673f34f - scriptified A_HeadAttack, A_CyberAttack and A_Hoof. 2016-10-24 00:50:28 +02:00
Christoph Oelckers
9f8a5dae21 - scriptified A_BruisAttack.
- removed 'self' as a dedicated token. Internally this gets handled as a normal but implicitly named variable so the token just gets in the way of proper processing.
- removed P_ prefix from SpawnMissile export.
- fixed a crash with misnamed function exports.
2016-10-23 17:15:24 +02:00
Christoph Oelckers
5b952b116a - named class functions are working. Yay!!
- converted A_BspiAttack and A_BabyMetal to script functions to test the implementation.
2016-10-23 14:26:33 +02:00
Christoph Oelckers
46c7f1151f - restored zscript.txt. 2016-10-23 12:58:03 +02:00
Christoph Oelckers
a2116fc7bf - created an export for P_SpawnMissile so that I can do some tests with functions.
- allow class extensions.

These are separate blocks in different files that get concatenated to one class body for processing. The reason is to allow spreading the many functions in Actor over multiple files, so that they remain manageable. For example, all the Doom action functions should be in their respective files, but their symbols need to be in Actor. To extend a class, both files need to be in the same translation unit, so it won't allow user-side extension of internal classes.
2016-10-23 12:57:21 +02:00
Christoph Oelckers
f9cd2c9af7 - added switch/case processing. Right now it is just a sequence of test/jmp instructions. It may make sense to add a special opcode that can perform the comparisons natively but that's an option for later.
- added a TESTN instruction. This is like TEST but negates the operand. This was added to avoid flooding the constant table with too many case labels. With TEST and TESTN combined, all numbers between -65535 and 65535 can be kept entirely inside the instruction. Numbers outside this range still use a BEQ instruction.
2016-10-23 12:00:25 +02:00
Christoph Oelckers
371712c53a - turned everything I could into non-action functions.
- fixed emission of the self pointer in FxVMFunctionCall. I did not realize that the self expression only sets up a register for the value, not pushing it onto the stack.
2016-10-22 17:49:08 +02:00
Christoph Oelckers
32ac1a8ad7 - moved the special weapon functions from Inventory to StateProvider.
This will restrict them to the only classes that may use them: Weapon and CustomInventory.
Note: Should a mod surface which uses them improperly the better solution would be a warning message and NULLing the bogus code pointer instead of leaving them in Inventory.
2016-10-22 16:46:47 +02:00
Christoph Oelckers
3b0b0baf05 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/shared/player.txt
2016-10-21 19:31:08 +02:00
raa-eruanna
e0efdd97b3 - Added: PlayerPawn property "Player.ViewBob" which acts as a MoveBob/StillBob multiplier. 2016-10-21 19:24:39 +02:00
raa-eruanna
513f8312b3 - Renamed menu option for r_fullbrightignoresectorcolor 2016-10-21 08:36:20 -04:00
raa-eruanna
c76431414a - Implemented r_fullbrightignoresectorcolor from QZDoom 2016-10-21 07:06:24 -04:00
Christoph Oelckers
2fd4fa9660 Merge branch 'master' of https://github.com/rheit/zdoom into zscript
# Conflicts:
#	wadsrc/static/actors/doom/doomimp.txt
2016-10-20 10:44:53 +02:00
Magnus Norddahl
2fe545a4fd Merge r_stretchsky and r_capsky into r_skymode 2016-10-20 00:59:51 +02:00
Magnus Norddahl
5de8112578 Add support for capping sky with a solid color 2016-10-19 23:52:09 +02:00
Christoph Oelckers
f6b3cdc23d - converted the Chex Quest actors, completing the DECORATE conversion. 2016-10-18 23:22:41 +02:00
Christoph Oelckers
5643831ccc - converted all Strife actors. 2016-10-18 23:05:58 +02:00
Christoph Oelckers
1bdc1ccb6c - converted the remaining Hexen actors. 2016-10-18 18:11:13 +02:00
Christoph Oelckers
2c1d9a7a96 - another bunch of Hexen actors converted. 2016-10-18 15:15:06 +02:00
Christoph Oelckers
61cc7dbb29 - another batch of Hexen items converted.
- fixed parsing of named damage types and pain chances.
2016-10-18 10:09:02 +02:00
Marisa Heit
d2a9f7ac6f Fix Raise definition for DoomImp 2016-10-17 21:45:06 -05:00
Christoph Oelckers
4aecc4f565 - more Hexen conversions. 2016-10-18 00:49:13 +02:00
Christoph Oelckers
d66631478a - converted some Hexen stuff. 2016-10-17 23:27:34 +02:00
Christoph Oelckers
552f094ec1 - converted the rest of Heretic's actors.
- fixed: Boolean constants were not properly handled.
2016-10-17 12:58:23 +02:00
Christoph Oelckers
c13916ea18 - converted more Heretic actors. 2016-10-17 10:07:12 +02:00
Christoph Oelckers
c623539d2d Merge branch 'master' of https://github.com/rheit/zdoom into zscript 2016-10-17 00:33:28 +02:00
Christoph Oelckers
76f1b9d3f8 - converted the raven actors. 2016-10-17 00:21:52 +02:00
Christoph Oelckers
6650e2bbfb - converted some Heretic stuff to ZScript for testing.
- added type casts to the arguments of function calls.
- added string constant to state conversion to FxTypeCast.
2016-10-16 22:32:52 +02:00
Christoph Oelckers
afd9347087 - changed order of script files to match the old DECORATE list for easy comparison of the disassembly.
- added a descriptive name to all types for error messages.
- added a generic type cast node to the code generator.
- added a few more cast operations to the 'cast' VM instruction.
- extended FxClassTypeCast to handle all possible input that can be cast to a class pointer, not just names.
2016-10-16 19:42:22 +02:00
Marisa Heit
e4281454ce Split ANIMATED into three parts, filtered by game that uses them
- ANIMATED contained definitions for Doom, Heretic, and Strife, all
  crammed into a single file. This meant that animations from one game
  could erroneously make their way into maps for another game that
  provided custom textures with names that matched textures that animated
  in the other game. There are now three separate ANIMATED lumps with only
  the animations defined for the original game and no others. The one
  that gets loaded depends on the game being played.
- Added documentation for the ANIMATED file format to the comment for
  FTextureManager::InitAnimated(), since I had to figure it out from the
  code.
2016-10-15 21:40:24 -05:00
Christoph Oelckers
091da92819 - Added AStateProvider class which is used to define the special action function behavior of weapons and custom inventorys. The class itself does not do anything, but the compiler will use it to set up the action function prototypes differently which in turn will be used to do type checking during code generation. 2016-10-15 15:10:48 +02:00
Christoph Oelckers
784f7ed671 - converted all of Doom's actors.
- fixed a few problems that were encountered during conversion:
 * action specials as action functions were not recognized by the parser.
 * Player.StartItem could not be parsed.
 * disabled the naming hack for PowerupType. ZScript, unlike DECORATE will never prepend 'Power' to the power's name, it always needs to specified by its full name.
 * states and defaults were not checked for empty bodies.
 * the scope qualifier for goto labels was not properly converted to a string, because it is an ENamedName, not an FName.
2016-10-14 20:08:41 +02:00
Christoph Oelckers
9e2830a3db - converted the rest of actors/shared.
- moved damagetype definitions to MAPINFO. These were in DECORATE which is not correct. The old code is left for compatibility.
2016-10-14 10:46:15 +02:00