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- scriptified two more trivial functions.
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0130bde077
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2 changed files with 3 additions and 31 deletions
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@ -3061,20 +3061,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_XScream)
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return 0;
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}
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//===========================================================================
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//
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// A_ScreamAndUnblock
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ScreamAndUnblock)
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{
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PARAM_SELF_PROLOGUE(AActor);
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CALL_ACTION(A_Scream, self);
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A_Unblock(self, true);
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return 0;
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}
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//===========================================================================
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//
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// A_ActiveSound
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@ -3086,25 +3072,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_ActiveSound)
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PARAM_SELF_PROLOGUE(AActor);
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if (self->ActiveSound)
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{
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S_Sound (self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
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S_Sound(self, CHAN_VOICE, self->ActiveSound, 1, ATTN_NORM);
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}
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return 0;
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}
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//===========================================================================
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//
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// A_ActiveAndUnblock
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_ActiveAndUnblock)
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{
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PARAM_SELF_PROLOGUE(AActor);
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CALL_ACTION(A_ActiveSound, self);
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A_Unblock(self, true);
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return 0;
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}
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//---------------------------------------------------------------------------
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//
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// Modifies the drop amount of this item according to the current skill's
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@ -130,6 +130,8 @@ class Actor : Thinker native
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void A_SetRipperLevel(int level) { RipperLevel = level; }
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void A_SetRipMin(int minimum) { RipLevelMin = minimum; }
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void A_SetRipMax(int maximum) { RipLevelMax = maximum; }
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void A_ScreamAndUnblock() { A_Scream(); A_NoBlocking(); }
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void A_ActiveAndUnblock() { A_ActiveSound(); A_NoBlocking(); }
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void A_SetScale(float scalex, float scaley = 0, int ptr = AAPTR_DEFAULT, bool usezero = false)
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{
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@ -246,8 +248,6 @@ class Actor : Thinker native
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native void A_M_Saw(sound fullsound = "weapons/sawfull", sound hitsound = "weapons/sawhit", int damage = 2, class<Actor> pufftype = "BulletPuff");
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native void A_ScreamAndUnblock();
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native void A_ActiveAndUnblock();
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native void A_ActiveSound();
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native void A_FastChase();
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