qzdoom-gpl/src/scripting/vm
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
..
vm.h - 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. 2016-11-06 11:36:12 +01:00
vmbuilder.cpp - fixed: The return prototyxpe may only be retrieved after the return state of the function has been checked. Also made this a real error message instead of an assert because it will inevitably result in a crash if the prototype cannot be generated, making diagnostics impossible. 2016-11-05 21:02:26 +01:00
vmbuilder.h - removed the GetConstantInt overloads since it appears they are not needed. 2016-11-03 16:46:55 +01:00
vmdisasm.cpp - scriptified A_SpawnFly. 2016-11-03 13:38:40 +01:00
vmexec.cpp SHA-1: 8852bc7278d033bbed66c51bf23aee841ee977a9 2016-11-02 10:52:14 +01:00
vmexec.h SHA-1: 8852bc7278d033bbed66c51bf23aee841ee977a9 2016-11-02 10:52:14 +01:00
vmframe.cpp - 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. 2016-11-06 11:36:12 +01:00
vmops.h - implemented vector operations. Vectors are now fully working as local variables. 2016-10-29 01:39:25 +02:00