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Added A_CopySpriteFrame(from, to, flags)..
- Copies a sprite/frame from one actor pointer to another. Sprite and/or frame copying can be disabled with flags CPSF_NO<SPRITE/FRAME>.
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3 changed files with 39 additions and 0 deletions
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@ -7188,3 +7188,34 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FaceMovementDirection)
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ACTION_RETURN_BOOL(true);
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}
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//==========================================================================
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//
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// A_CopySpriteFrame(from, to, flags)
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//
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// Copies the sprite and/or frame from one pointer to another.
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//==========================================================================
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enum CPSFFlags
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{
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CPSF_NOSPRITE = 1,
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CPSF_NOFRAME = 1 << 1,
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};
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CopySpriteFrame)
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{
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PARAM_SELF_PROLOGUE(AActor);
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PARAM_INT(from);
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PARAM_INT(to);
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PARAM_INT_OPT(flags) { flags = 0; }
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AActor *copyfrom = COPY_AAPTR(self, from);
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AActor *copyto = COPY_AAPTR(self, to);
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if (copyfrom == copyto || copyfrom == nullptr || copyto == nullptr || ((flags & CPSF_NOSPRITE) && (flags & CPSF_NOFRAME)))
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{
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ACTION_RETURN_BOOL(false);
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}
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if (!(flags & CPSF_NOSPRITE)) copyto->sprite = copyfrom->sprite;
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if (!(flags & CPSF_NOFRAME)) copyto->frame = copyfrom->frame;
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ACTION_RETURN_BOOL(true);
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}
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@ -330,6 +330,7 @@ ACTOR Actor native //: Thinker
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native state A_CheckRange(float distance, state label, bool two_dimension = false);
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action native bool A_FaceMovementDirection(float offset = 0, float anglelimit = 0, float pitchlimit = 0, int flags = 0, int ptr = AAPTR_DEFAULT);
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action native int A_ClearOverlays(int sstart = 0, int sstop = 0, bool safety = true);
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action native bool A_CopySpriteFrame(int from, int to, int flags = 0);
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native void A_RearrangePointers(int newtarget, int newmaster = AAPTR_DEFAULT, int newtracer = AAPTR_DEFAULT, int flags=0);
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native void A_TransferPointer(int ptr_source, int ptr_recepient, int sourcefield, int recepientfield=AAPTR_DEFAULT, int flags=0);
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@ -667,3 +667,10 @@ enum
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GAF_RELATIVE = 1,
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GAF_SWITCH = 1 << 1,
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};
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//Flags for A_CopySpriteFrame
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enum
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{
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CPSF_NOSPRITE = 1,
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CPSF_NOFRAME = 1 << 1,
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};
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