Fixed: A_RadiusGive had an incorrect definition

This commit is contained in:
Leonard2 2016-07-31 00:03:17 +02:00 committed by Christoph Oelckers
parent c0d3eb997a
commit 8068792f4b

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@ -244,7 +244,7 @@ ACTOR Actor native //: Thinker
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, int limit = 0);
native int A_RadiusGive(class<Inventory> itemtype, float distance, int flags, int amount = 0, class<Actor> filter = "None", name species = "None", float mindist = 0, int limit = 0);
native state A_CheckSpecies(state jump, name species = "", int ptr = AAPTR_DEFAULT);
native void A_CountdownArg(int argnum, state targstate = "");
action native A_CustomMeleeAttack(int damage = 0, sound meleesound = "", sound misssound = "", name damagetype = "none", bool bleed = true);