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Add A_SetUserVarFloat and A_SetUserArrayFloat
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299019ea15
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2 changed files with 70 additions and 18 deletions
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@ -4681,22 +4681,46 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetSpecial)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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static PField *GetVar(AActor *self, FName varname)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME (varname);
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PARAM_INT (value);
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PField *var = dyn_cast<PField>(self->GetClass()->Symbols.FindSymbol(varname, true));
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if (var == NULL || (var->Flags & VARF_Native) || !var->Type->IsKindOf(RUNTIME_CLASS(PBasicType)))
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{
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Printf("%s is not a user variable in class %s\n", varname.GetChars(),
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self->GetClass()->TypeName.GetChars());
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return 0;
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return nullptr;
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}
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return var;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME (varname);
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PARAM_INT (value);
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// Set the value of the specified user variable.
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var->Type->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset, value);
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PField *var = GetVar(self, varname);
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if (var != nullptr)
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{
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var->Type->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset, value);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVarFloat)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME (varname);
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PARAM_FLOAT (value);
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// Set the value of the specified user variable.
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PField *var = GetVar(self, varname);
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if (var != nullptr)
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{
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var->Type->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset, value);
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}
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return 0;
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}
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@ -4706,13 +4730,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserVar)
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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static PField *GetArrayVar(AActor *self, FName varname, int pos)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME (varname);
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PARAM_INT (pos);
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PARAM_INT (value);
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PField *var = dyn_cast<PField>(self->GetClass()->Symbols.FindSymbol(varname, true));
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if (var == NULL || (var->Flags & VARF_Native) ||
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@ -4721,17 +4740,48 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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{
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Printf("%s is not a user array in class %s\n", varname.GetChars(),
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self->GetClass()->TypeName.GetChars());
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return 0;
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return nullptr;
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}
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PArray *arraytype = static_cast<PArray *>(var->Type);
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if ((unsigned)pos >= arraytype->ElementCount)
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if ((unsigned)pos >= static_cast<PArray *>(var->Type)->ElementCount)
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{
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Printf("%d is out of bounds in array %s in class %s\n", pos, varname.GetChars(),
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self->GetClass()->TypeName.GetChars());
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return 0;
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return nullptr;
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}
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return var;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArray)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME (varname);
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PARAM_INT (pos);
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PARAM_INT (value);
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// Set the value of the specified user array at index pos.
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arraytype->ElementType->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset + arraytype->ElementSize * pos, value);
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PField *var = GetArrayVar(self, varname, pos);
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if (var != nullptr)
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{
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PArray *arraytype = static_cast<PArray *>(var->Type);
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arraytype->ElementType->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset + arraytype->ElementSize * pos, value);
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}
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return 0;
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SetUserArrayFloat)
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{
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PARAM_ACTION_PROLOGUE;
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PARAM_NAME (varname);
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PARAM_INT (pos);
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PARAM_FLOAT (value);
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// Set the value of the specified user array at index pos.
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PField *var = GetArrayVar(self, varname, pos);
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if (var != nullptr)
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{
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PArray *arraytype = static_cast<PArray *>(var->Type);
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arraytype->ElementType->SetValue(reinterpret_cast<BYTE *>(self) + var->Offset + arraytype->ElementSize * pos, value);
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}
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return 0;
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}
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@ -275,6 +275,8 @@ ACTOR Actor native //: Thinker
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action native A_SetArg(int pos, int value);
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action native A_SetUserVar(name varname, int value);
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action native A_SetUserArray(name varname, int index, int value);
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action native A_SetUserVarFloat(name varname, float value);
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action native A_SetUserArrayFloat(name varname, int index, float value);
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action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
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action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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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);
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