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

- This reverts commit 39df62b20e.
- Anything that needs to lookup a state also needs stateowner. See
  FxMultiNameState::Emit(). I will need to be more selective when
  de-actionifying functions.
This commit is contained in:
Randy Heit 2016-04-19 20:56:43 -05:00
parent 05843d3b13
commit 06216d733e
8 changed files with 253 additions and 243 deletions

View file

@ -26,7 +26,7 @@ static FRandom pr_fswordflame ("FSwordFlame");
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropWeaponPieces)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
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_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(questitem);
// Give one of these quest items to every player in the game

View file

@ -345,8 +345,4 @@ 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_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_BOOL (domelee);
PARAM_BOOL (domissile);
PARAM_BOOL_OPT (playactive) { playactive = true; }

View file

@ -207,7 +207,8 @@ DEFINE_ACTION_FUNCTION(AActor, CheckClass)
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT (self, AActor);
PARAM_CLASS (checktype, AActor);
PARAM_INT_OPT (pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
PARAM_BOOL_OPT (match_superclass) { match_superclass = false; }
@ -243,7 +244,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, IsPointerEqual)
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT (self, AActor);
PARAM_INT (ptr_select1);
PARAM_INT (ptr_select2);
@ -266,7 +268,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, CountInv)
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_CLASS(itemtype, AInventory);
PARAM_INT_OPT(pick_pointer) { pick_pointer = AAPTR_DEFAULT; }
@ -297,7 +300,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetDistance)
if (numret > 0)
{
assert(ret != NULL);
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_BOOL(checkz);
PARAM_INT_OPT(ptr) { ptr = AAPTR_TARGET; }
@ -329,7 +333,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetSpawnHealth)
{
if (numret > 0)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
ret->SetInt(self->SpawnHealth());
return 1;
}
@ -345,7 +350,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
{
if (numret > 0)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
ret->SetInt(self->GetGibHealth());
return 1;
}
@ -366,28 +372,32 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, GetGibHealth)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_state__)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_STATE(returnme);
ACTION_RETURN_STATE(returnme);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_int__)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_INT(returnme);
ACTION_RETURN_INT(returnme);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_bool__)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_BOOL(returnme);
ACTION_RETURN_BOOL(returnme);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_float__)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_PROLOGUE;
PARAM_OBJECT(self, AActor);
PARAM_FLOAT(returnme);
if (numret > 0)
{
@ -410,7 +420,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, __decorate_internal_float__)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (ptr_target);
PARAM_INT_OPT (ptr_master) { ptr_master = AAPTR_DEFAULT; }
PARAM_INT_OPT (ptr_tracer) { ptr_tracer = AAPTR_TRACER; }
@ -490,7 +500,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RearrangePointers)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TransferPointer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (ptr_source);
PARAM_INT (ptr_recipient);
PARAM_INT (ptr_sourcefield);
@ -649,7 +659,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ComboAttack)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BasicAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (melee_damage);
PARAM_SOUND (melee_sound);
PARAM_CLASS (missile_type, AActor);
@ -711,7 +721,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSound)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_SOUND(soundid);
S_Sound(self, CHAN_WEAPON, soundid, 1, ATTN_NORM);
@ -720,7 +730,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayWeaponSound)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_SOUND (soundid);
PARAM_NAME (channel);
PARAM_BOOL_OPT (looping) { looping = false; }
@ -757,7 +767,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlaySoundEx)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_StopSoundEx)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME(channel);
if (channel > NAME_Auto && channel <= NAME_SoundSlot7)
@ -781,7 +791,7 @@ enum
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SeekerMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(ang1);
PARAM_INT(ang2);
PARAM_INT_OPT(flags) { flags = 0; }
@ -838,7 +848,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_BulletAttack)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT_OPT(maxchance) { maxchance = 256; }
paramnum++; // Increment paramnum to point at the first jump target
@ -859,7 +869,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (health);
PARAM_STATE (jump);
PARAM_INT_OPT (ptr_selector) { ptr_selector = AAPTR_DEFAULT; }
@ -882,7 +892,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (!self->CheckMeleeRange())
@ -899,7 +909,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetOutsideMeleeRange)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->CheckMeleeRange())
@ -916,7 +926,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInsideMeleeRange)
//==========================================================================
static int DoJumpIfCloser(AActor *target, VM_ARGS)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (dist);
PARAM_STATE (jump);
PARAM_BOOL_OPT(noz) { noz = false; }
@ -937,7 +947,7 @@ static int DoJumpIfCloser(AActor *target, VM_ARGS)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
AActor *target;
@ -957,13 +967,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTracerCloser)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
return DoJumpIfCloser(self->tracer, VM_ARGS_NAMES);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
return DoJumpIfCloser(self->master, VM_ARGS_NAMES);
}
@ -972,9 +982,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfMasterCloser)
// State jump function
//
//==========================================================================
int DoJumpIfInventory(AActor *owner, AActor *self, VMValue *param, int numparam, VMReturn *ret, int numret)
int DoJumpIfInventory(AActor *owner, AActor *self, AActor *stateowner, FState *callingstate, VMValue *param, int numparam, VMReturn *ret, int numret)
{
int paramnum = 0;
int paramnum = NAP-1;
PARAM_CLASS (itemtype, AInventory);
PARAM_INT (itemamount);
PARAM_STATE (label);
@ -1011,14 +1021,14 @@ int DoJumpIfInventory(AActor *owner, AActor *self, VMValue *param, int numparam,
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInventory)
{
PARAM_SELF_PROLOGUE(AActor);
return DoJumpIfInventory(self, self, param, numparam, ret, numret);
PARAM_ACTION_PROLOGUE;
return DoJumpIfInventory(self, self, stateowner, callingstate, param, numparam, ret, numret);
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
{
PARAM_SELF_PROLOGUE(AActor);
return DoJumpIfInventory(self->target, self, param, numparam, ret, numret);
PARAM_ACTION_PROLOGUE;
return DoJumpIfInventory(self->target, self, stateowner, callingstate, param, numparam, ret, numret);
}
//==========================================================================
@ -1028,7 +1038,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetInventory)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfArmorType)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (type);
PARAM_STATE (label);
PARAM_INT_OPT(amount) { amount = 1; }
@ -1151,7 +1161,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusThrust)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (special);
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
@ -1184,7 +1194,7 @@ enum CM_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMissile)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (ti, AActor);
PARAM_FLOAT_OPT (Spawnheight) { Spawnheight = 32; }
PARAM_FLOAT_OPT (Spawnofs_xy) { Spawnofs_xy = 0; }
@ -1328,7 +1338,7 @@ enum CBA_Flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomBulletAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_ANGLE (spread_xy);
PARAM_ANGLE (spread_z);
PARAM_INT (numbullets);
@ -1430,7 +1440,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomMeleeAttack)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomComboAttack)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (ti, AActor);
PARAM_FLOAT (spawnheight);
PARAM_INT (damage);
@ -1864,7 +1874,7 @@ enum
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (damage);
PARAM_INT_OPT (spawnofs_xy) { spawnofs_xy = 0; }
PARAM_COLOR_OPT (color1) { color1 = 0; }
@ -1980,7 +1990,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CustomRailgun)
static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS)
{
int paramnum = 0;
int paramnum = NAP-1;
PARAM_CLASS (mi, AInventory);
PARAM_INT_OPT (amount) { amount = 1; }
@ -2030,19 +2040,19 @@ static bool DoGiveInventory(AActor *receiver, bool orresult, VM_ARGS)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoGiveInventory(self, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoGiveInventory(self->target, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
@ -2060,7 +2070,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToChildren)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_GiveToSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
@ -2092,7 +2102,7 @@ enum
bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
{
int paramnum = 0;
int paramnum = NAP-1;
PARAM_CLASS (itemtype, AInventory);
PARAM_INT_OPT (amount) { amount = 0; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -2116,19 +2126,19 @@ bool DoTakeInventory(AActor *receiver, bool orresult, VM_ARGS)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoTakeInventory(self, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
ACTION_RETURN_BOOL(DoTakeInventory(self->target, false, VM_ARGS_NAMES));
}
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
int count = 0;
@ -2145,7 +2155,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromChildren)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeFromSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
TThinkerIterator<AActor> it;
AActor *mo;
int count = 0;
@ -2435,7 +2445,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (missile, AActor);
PARAM_FLOAT_OPT (xofs) { xofs = 0; }
PARAM_FLOAT_OPT (yofs) { yofs = 0; }
@ -2597,7 +2607,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(xyvel);
self->Thrust(self->Angles.Yaw + 180., xyvel);
@ -2612,7 +2622,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Recoil)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(cls, AWeapon);
if (cls == NULL || self->player == NULL)
@ -2646,7 +2656,7 @@ EXTERN_CVAR(Float, con_midtime)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STRING (text);
PARAM_FLOAT_OPT (time) { time = 0; }
PARAM_NAME_OPT (fontname) { fontname = NAME_None; }
@ -2681,7 +2691,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Print)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STRING (text);
PARAM_FLOAT_OPT (time) { time = 0; }
PARAM_NAME_OPT (fontname) { fontname = NAME_None; }
@ -2712,7 +2722,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PrintBold)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STRING(text);
if (text[0] == '$') text = GStrings(&text[1]);
@ -2729,7 +2739,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Log)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(num);
Printf("%d\n", num);
return 0;
@ -2743,7 +2753,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogInt)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogFloat)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(num);
IGNORE_FORMAT_PRE
Printf("%H\n", num);
@ -2758,7 +2768,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_LogFloat)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTranslucent)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (alpha);
PARAM_INT_OPT (mode) { mode = 0; }
@ -2854,7 +2864,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeOut)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (target);
PARAM_FLOAT_OPT (amount) { amount = 0.1; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -2899,7 +2909,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FadeTo)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (scalex);
PARAM_FLOAT_OPT (scaley) { scaley = scalex; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
@ -2927,7 +2937,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetScale)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (mass);
self->Mass = mass;
@ -2941,7 +2951,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetMass)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnDebris)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (debris, AActor);
PARAM_BOOL_OPT (transfer_translation) { transfer_translation = false; }
PARAM_FLOAT_OPT (mult_h) { mult_h = 1; }
@ -2996,7 +3006,7 @@ enum SPFflag
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_COLOR (color);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (lifetime) { lifetime = 35; }
@ -3057,7 +3067,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnParticle)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
for (int i = 0; i < MAXPLAYERS; i++)
@ -3126,7 +3136,7 @@ static bool DoCheckSightOrRange(AActor *self, AActor *camera, double range, bool
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(range);
PARAM_STATE(jump);
PARAM_BOOL_OPT(twodi) { twodi = false; }
@ -3155,7 +3165,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSightOrRange)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(range);
PARAM_STATE(jump);
PARAM_BOOL_OPT(twodi) { twodi = false; }
@ -3189,7 +3199,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckRange)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(drop, AInventory);
if (drop)
@ -3211,7 +3221,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropInventory)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_COLOR (color);
PARAM_FLOAT (alpha);
PARAM_INT (tics);
@ -3238,7 +3248,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetBlend)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_BOOL (condition);
PARAM_STATE (jump);
@ -3253,7 +3263,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(cnt);
PARAM_STATE_OPT(state) { state = self->FindState(NAME_Death); }
@ -3284,7 +3294,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CountdownArg)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(chunk, AActor);
int i, numChunks;
@ -3342,7 +3352,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Burst)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->Z() <= self->floorz)
@ -3361,7 +3371,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->Top() >= self->ceilingz) // Height needs to be counted
@ -3496,7 +3506,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Respawn)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
if (self->player != NULL &&
@ -3514,7 +3524,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetGravity)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(gravity);
self->Gravity = clamp(gravity, 0., 10.);
@ -3679,7 +3689,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckLOF)
DVector3 pos;
DVector3 vel;
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE (jump);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_FLOAT_OPT (range) { range = 0; }
@ -3871,7 +3881,7 @@ enum JLOS_flags
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE (jump);
PARAM_ANGLE_OPT (fov) { fov = 0.; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -4007,7 +4017,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfInTargetLOS)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE (jump);
PARAM_ANGLE_OPT (fov) { fov = 0.; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -4158,7 +4168,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ResetReloadCounter)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STRING (flagname);
PARAM_BOOL (value);
@ -4257,7 +4267,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeFlag)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFlag)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STRING (flagname);
PARAM_STATE (jumpto);
PARAM_INT_OPT (checkpointer) { checkpointer = AAPTR_DEFAULT; }
@ -4349,8 +4359,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_RaiseSiblings)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer)
{
// NOTE: It does nothing for ZDoom, since in a multiplayer game, each
// node has its own console player.
// NOTE: It does nothing for zdoom.
return 0;
}
@ -4363,7 +4372,7 @@ DEFINE_ACTION_FUNCTION_PARAMS (AActor, A_FaceConsolePlayer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_MonsterRefire)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (prob);
PARAM_STATE (jump);
@ -4422,17 +4431,19 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetAngle)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(pitch);
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
AActor *ref = COPY_AAPTR(self, ptr);
if (ref != NULL)
if (ref == NULL)
{
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
return 0;
}
ref->SetPitch(pitch, !!(flags & SPF_INTERPOLATE), !!(flags & SPF_FORCECLAMP));
return 0;
}
@ -4446,7 +4457,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPitch)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT (roll);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
@ -4469,7 +4480,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRoll)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ScaleVelocity)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(scale);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -4550,7 +4561,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ChangeVelocity)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(pos);
PARAM_INT(value);
@ -4570,7 +4581,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetArg)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (spec);
PARAM_INT_OPT (arg0) { arg0 = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
@ -4608,7 +4619,8 @@ static PField *GetVar(DObject *self, FName varname)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
{
PARAM_SELF_PROLOGUE(DObject);
PARAM_PROLOGUE;
PARAM_OBJECT(self, DObject);
PARAM_NAME (varname);
PARAM_INT (value);
@ -4623,7 +4635,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVarFloat)
{
PARAM_SELF_PROLOGUE(DObject);
PARAM_PROLOGUE;
PARAM_OBJECT(self, DObject);
PARAM_NAME (varname);
PARAM_FLOAT (value);
@ -4665,7 +4678,8 @@ static PField *GetArrayVar(DObject *self, FName varname, int pos)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
{
PARAM_SELF_PROLOGUE(DObject);
PARAM_PROLOGUE;
PARAM_OBJECT(self, DObject);
PARAM_NAME (varname);
PARAM_INT (pos);
PARAM_INT (value);
@ -4682,7 +4696,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArrayFloat)
{
PARAM_SELF_PROLOGUE(DObject);
PARAM_PROLOGUE;
PARAM_OBJECT(self, DObject);
PARAM_NAME (varname);
PARAM_INT (pos);
PARAM_FLOAT (value);
@ -4916,7 +4931,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Turn)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (intensity);
PARAM_INT (duration);
PARAM_INT (damrad);
@ -4937,7 +4952,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(intensityX);
PARAM_INT(intensityY);
PARAM_INT(intensityZ);
@ -5005,7 +5020,7 @@ void A_Weave(AActor *self, int xyspeed, int zspeed, double xydist, double zdist)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Weave)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (xspeed);
PARAM_INT (yspeed);
PARAM_FLOAT (xdist);
@ -5241,7 +5256,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (arg1) { arg1 = 0; }
PARAM_INT_OPT (arg2) { arg2 = 0; }
@ -5254,7 +5269,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteWithResult)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
@ -5267,7 +5282,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecute)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
@ -5280,7 +5295,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedExecuteAlways)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
@ -5293,7 +5308,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecute)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
PARAM_INT_OPT (arg1) { arg1 = 0; }
@ -5306,7 +5321,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedLockedExecuteDoor)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
@ -5316,7 +5331,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedSuspend)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, ACS_NamedTerminate)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME (scriptname);
PARAM_INT_OPT (mapnum) { mapnum = 0; }
@ -5502,7 +5517,7 @@ static bool DoRadiusGive(AActor *self, AActor *thing, PClassActor *item, int amo
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (item, AInventory);
PARAM_FLOAT (distance);
PARAM_INT (flags);
@ -5553,7 +5568,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RadiusGive)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSpecies)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
PARAM_NAME_OPT(species) { species = NAME_None; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -5602,7 +5617,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTics)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME(damagetype);
self->DamageType = damagetype;
@ -5617,7 +5632,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetDamageType)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS (spawntype, AActor);
PARAM_INT_OPT (amount) { amount = -1; }
PARAM_INT_OPT (chance) { chance = 256; }
@ -5633,7 +5648,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DropItem)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(speed);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -5653,7 +5668,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpeed)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_FLOAT(speed);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -5675,7 +5690,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatSpeed)
//==========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetPainThreshold)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(threshold);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -5758,7 +5773,7 @@ static void DoDamage(AActor *dmgtarget, AActor *self, int amount, FName DamageTy
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -5776,7 +5791,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSelf)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -5795,7 +5810,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTarget)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -5814,7 +5829,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageTracer)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -5833,7 +5848,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageMaster)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -5858,7 +5873,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageChildren)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_DamageSiblings)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (amount);
PARAM_NAME_OPT (damagetype) { damagetype = NAME_None; }
PARAM_INT_OPT (flags) { flags = 0; }
@ -6199,7 +6214,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_RemoveSiblings)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (removee);
PARAM_INT_OPT (flags) { flags = 0; }
PARAM_CLASS_OPT (filter, AActor){ filter = NULL; }
@ -6223,7 +6238,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Remove)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetTeleFog)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_CLASS(oldpos, AActor);
PARAM_CLASS(newpos, AActor);
@ -6260,7 +6275,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_SwapTeleFog)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(bob);
//Respect float bob phase limits.
@ -6280,7 +6295,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetFloatBobPhase)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetHealth)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT (health);
PARAM_INT_OPT (ptr) { ptr = AAPTR_DEFAULT; }
@ -6353,7 +6368,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ResetHealth)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHigherOrLower)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(high);
PARAM_STATE(low);
PARAM_FLOAT_OPT(offsethigh) { offsethigh = 0; }
@ -6385,7 +6400,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHigherOrLower)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecies)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_NAME(species);
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -6407,7 +6422,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecies)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(level);
self->RipperLevel = level;
return 0;
@ -6421,7 +6436,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipperLevel)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(min);
self->RipLevelMin = min;
return 0;
@ -6435,7 +6450,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMin)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(max);
self->RipLevelMax = max;
return 0;
@ -6451,7 +6466,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetRipMax)
//===========================================================================
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetChaseThreshold)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_INT(threshold);
PARAM_BOOL_OPT(def) { def = false; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }
@ -6494,7 +6509,7 @@ enum CPXFflags
};
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckProximity)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(jump);
PARAM_CLASS(classname, AActor);
PARAM_FLOAT(distance);
@ -6652,7 +6667,7 @@ enum CBF
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckBlock)
{
PARAM_SELF_PROLOGUE(AActor);
PARAM_ACTION_PROLOGUE;
PARAM_STATE(block)
PARAM_INT_OPT(flags) { flags = 0; }
PARAM_INT_OPT(ptr) { ptr = AAPTR_DEFAULT; }

View file

@ -881,7 +881,6 @@ 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 && (Call->GetFunction()->Flags & VARF_Action))
if (Call != NULL && Call->GetArgCount() == 0)
{
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);
native bool A_CallSpecial(int special, int arg1=0, int arg2=0, int arg3=0, int arg4=0, int arg5=0);
action 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();
native void A_SetGravity(float gravity);
action native 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] no-op
action native A_FaceConsolePlayer(float MaxTurnAngle = 0); // [TP]
action native A_MissileAttack();
action native A_MeleeAttack();
@ -176,71 +176,71 @@ 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);
native void A_PlayWeaponSound(sound whattoplay);
action native 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...
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 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);
action native bool A_SpawnItem(class<Actor> itemtype = "Unknown", float distance = 0, float zheight = 0, bool useammo = true, bool transfer_translation = false);
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 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);
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
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_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);
action native A_RaiseMaster(bool copy = 0);
action native A_RaiseChildren(bool copy = 0);
action native A_RaiseSiblings(bool copy = 0);
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 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);
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);
native void A_Weave(int xspeed, int yspeed, float xdist, float ydist);
action native A_Weave(int xspeed, int yspeed, float xdist, float ydist);
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_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 = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);
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_CustomComboAttack(class<Actor> missiletype, float spawnheight, int damage, sound meleesound = "", name damagetype = "none", bool bleed = true);
action native 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");
@ -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();
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 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);
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();
native void A_GiveQuestItem(int itemno);
action native A_GiveQuestItem(int itemno);
action native A_RemoveForcefield();
native void A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
action native A_DropWeaponPieces(class<Actor> p1, class<Actor> p2, class<Actor> p3);
action native A_PigPain ();
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 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);
action native A_ChangeVelocity(float x = 0, float y = 0, float z = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
native void A_SetArg(int pos, int value);
action native 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);
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_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);
action native A_SetTics(int tics);
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_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");
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");
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_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);
action native A_SwapTeleFog();
native void A_SetFloatBobPhase(int bob);
native void A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
action native A_SetFloatBobPhase(int bob);
action native A_SetHealth(int health, int ptr = AAPTR_DEFAULT);
action native A_ResetHealth(int ptr = AAPTR_DEFAULT);
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 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);
action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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_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);
action native A_CopyFriendliness(int ptr_source = AAPTR_MASTER);
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);
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);
States
{