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https://github.com/ZDoom/qzdoom.git
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- Added a few more macros so that the action function code doesn't have
to reference its arguments directly, except 'self'. This may be helpful if it becomes necessary to restructure this code once DoomScript becomes real. - Removed the last remaining global variable related to action functions: pStateCall. Everything is passed properly as function arguments now. - fixed: PlayerChunk was missing the NOSKIN flag. SVN r1169 (trunk)
This commit is contained in:
parent
1c034c1150
commit
f3922ec6a1
7 changed files with 102 additions and 84 deletions
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@ -1,3 +1,11 @@
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August 14, 2008 (Changes by Graf Zahl)
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- Added a few more macros so that the action function code doesn't have
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to reference its arguments directly, except 'self'. This may be helpful if it
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becomes necessary to restructure this code once DoomScript becomes real.
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- Removed the last remaining global variable related to action functions:
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pStateCall. Everything is passed properly as function arguments now.
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- fixed: PlayerChunk was missing the NOSKIN flag.
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August 13, 2008 (Changes by Graf Zahl)
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- Macro-fied access to action function parameters.
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- Deactivated debug output code in d_Dehacked.cpp.
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@ -47,7 +47,8 @@ struct PSymbolConst : public PSymbol
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// and an "imaginary" first parameter is inserted containing the total number of
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// parameters passed.
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struct FState;
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typedef void (*actionf_p)(AActor *self, FState *state, int parameters);
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struct StateCallData;
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typedef void (*actionf_p)(AActor *self, FState *state, int parameters, StateCallData *statecall);
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struct PSymbolActionFunction : public PSymbol
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{
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@ -250,11 +250,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_LightningZap)
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//============================================================================
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//
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// A_MLightningAttack2
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// A_MLightningAttack
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//
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//============================================================================
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static void MLightningAttack2 (AActor *self)
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DEFINE_ACTION_FUNCTION(AActor, A_MLightningAttack)
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{
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AActor *fmo, *cmo;
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@ -273,17 +273,7 @@ static void MLightningAttack2 (AActor *self)
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CALL_ACTION(A_LightningZap, cmo);
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}
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S_Sound (self, CHAN_BODY, "MageLightningFire", 1, ATTN_NORM);
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}
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//============================================================================
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//
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// A_MLightningAttack
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//
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//============================================================================
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DEFINE_ACTION_FUNCTION(AActor, A_MLightningAttack)
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{
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MLightningAttack2(self);
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if (self->player != NULL)
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{
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AWeapon *weapon = self->player->ReadyWeapon;
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@ -137,11 +137,11 @@ struct FState
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if (setdefaultparams) ParameterIndex = 0;
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}
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}
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inline bool CallAction(AActor *self)
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inline bool CallAction(AActor *self, StateCallData *statecall = NULL)
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{
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if (ActionFunc != NULL)
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{
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ActionFunc(self, this, ParameterIndex-1);
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ActionFunc(self, this, ParameterIndex-1, statecall);
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return true;
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}
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else
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@ -164,28 +164,35 @@ enum EDefinitionType
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#endif
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struct StateCallData
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{
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FState * State;
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AActor * Item;
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bool Result;
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};
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// Macros to handle action functions. These are here so that I don't have to
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// change every single use in case the parameters change.
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#define DECLARE_ACTION(name) void AF_##name(AActor *self, FState *, int);
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#define DECLARE_ACTION(name) void AF_##name(AActor *self, FState *, int, StateCallData *);
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// This distinction is here so that CALL_ACTION produces errors when trying to
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// access a function that requires parameters.
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#define DEFINE_ACTION_FUNCTION(cls, name) \
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void AF_##name (AActor *self, FState *, int); \
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void AF_##name (AActor *self, FState *, int, StateCallData *); \
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AFuncDesc info_##cls##_##name = { #name, AF_##name }; \
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MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
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void AF_##name (AActor *self, FState *, int)
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void AF_##name (AActor *self, FState *, int, StateCallData *statecall)
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#define DEFINE_ACTION_FUNCTION_PARAMS(cls, name) \
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void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex); \
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void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex, StateCallData *statecall); \
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AFuncDesc info_##cls##_##name = { #name, AFP_##name }; \
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MSVC_ASEG AFuncDesc *infoptr_##cls##_##name GCC_ASEG = &info_##cls##_##name; \
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void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex)
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void AFP_##name (AActor *self, FState *CallingState, int ParameterIndex, StateCallData *statecall)
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#define DECLARE_PARAMINFO FState *CallingState, int ParameterIndex
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#define PUSH_PARAMINFO CallingState, ParameterIndex
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#define DECLARE_PARAMINFO FState *CallingState, int ParameterIndex, StateCallData *statecall
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#define PUSH_PARAMINFO CallingState, ParameterIndex, statecall
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#define CALL_ACTION(name,self) AF_##name(self, NULL, 0)
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#define CALL_ACTION(name,self) AF_##name(self, NULL, 0, NULL)
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#define ACTION_PARAM_START(count)
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@ -215,4 +222,10 @@ enum EDefinitionType
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#define ACTION_PARAM_ANGLE(var,i) \
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angle_t var = angle_t(EvalExpressionF(StateParameters[ParameterIndex+i], self)*ANGLE_90/90.f);
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#define ACTION_SET_RESULT(v) if (statecall != NULL) statecall->Result = v;
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// Checks to see what called the current action function
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#define ACTION_CALL_FROM_ACTOR() (CallingState == self->state)
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#define ACTION_CALL_FROM_WEAPON() (self->player && CallingState != self->state && statecall == NULL)
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#define ACTION_CALL_FROM_INVENTORY() (statecall != NULL)
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#endif
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@ -80,18 +80,6 @@ static FRandom pr_spawnitemex ("SpawnItemEx");
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static FRandom pr_burst ("Burst");
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// A truly awful hack to get to the state that called an action function
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// without knowing whether it has been called from a weapon or actor.
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struct StateCallData
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{
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FState * State;
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AActor * Item;
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bool Result;
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};
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StateCallData * pStateCall;
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//==========================================================================
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//
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// ACustomInventory :: CallStateChain
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bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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{
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StateCallData StateCall;
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StateCallData *pSavedCall = pStateCall;
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bool result = false;
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int counter = 0;
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pStateCall = &StateCall;
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StateCall.Item = this;
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while (State != NULL)
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{
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// Assume success. The code pointer will set this to false if necessary
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StateCall.State = State;
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StateCall.Result = true;
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if (State->CallAction(actor))
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if (State->CallAction(actor, &StateCall))
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{
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// collect all the results. Even one successful call signifies overall success.
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result |= StateCall.Result;
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// Abort immediately if the state jumps to itself!
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if (State == State->GetNextState())
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{
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pStateCall = pSavedCall;
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return false;
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}
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State = StateCall.State;
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}
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}
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pStateCall = pSavedCall;
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return result;
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}
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@ -418,14 +402,14 @@ FState *P_GetState(AActor *self, FState *CallingState, int offset)
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// Do the state jump
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//
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//==========================================================================
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static void DoJump(AActor * self, FState * CallingState, int offset)
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static void DoJump(AActor * self, FState * CallingState, int offset, StateCallData *statecall)
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{
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if (pStateCall != NULL && CallingState == pStateCall->State)
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if (statecall != NULL)
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{
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FState *jumpto = P_GetState(pStateCall->Item, CallingState, offset);
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FState *jumpto = P_GetState(statecall->Item, CallingState, offset);
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if (jumpto == NULL) return;
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pStateCall->State = jumpto;
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statecall->State = jumpto;
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}
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else if (self->player != NULL && CallingState == self->player->psprites[ps_weapon].state)
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{
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if (jumpto == NULL) return;
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P_SetPsprite(self->player, ps_flash, jumpto);
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}
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else
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else if (CallingState == self->state)
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{
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FState *jumpto = P_GetState(self, CallingState, offset);
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if (jumpto == NULL) return;
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self->SetState (jumpto);
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}
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else
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{
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// something went very wrong. This should never happen.
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assert(false);
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}
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}
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// This is just to avoid having to directly reference the internally defined
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// CallingState and statecall parameters in the code below.
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#define ACTION_JUMP(offset) DoJump(self, CallingState, offset, statecall)
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//==========================================================================
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//
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// State jump function
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@ -462,14 +456,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Jump)
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{
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if (count == 2)
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{
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DoJump(self, CallingState, *jumps);
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ACTION_JUMP(*jumps);
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}
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else
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{
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DoJump(self, CallingState, jumps[(pr_cajump() % (count - 1)) + 2]);
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ACTION_JUMP(jumps[(pr_cajump() % (count - 1)) + 2]);
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}
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}
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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@ -483,9 +477,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfHealthLower)
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ACTION_PARAM_INT(health, 0);
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ACTION_PARAM_STATE(jump, 1);
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if (self->health < health) DoJump(self, CallingState, jump);
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if (self->health < health) ACTION_JUMP(jump);
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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}
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//==========================================================================
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@ -511,7 +505,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
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P_BulletSlope(self, &target);
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}
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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// No target - no jump
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if (target==NULL) return;
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@ -521,7 +515,9 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfCloser)
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(self->z <=target->z && target->z - (self->z + self->height) < dist)
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)
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)
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DoJump(self, CallingState, jump);
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{
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ACTION_JUMP(jump);
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}
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}
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//==========================================================================
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@ -536,7 +532,7 @@ void DoJumpIfInventory(AActor * self, AActor * owner, DECLARE_PARAMINFO)
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ACTION_PARAM_INT(ItemAmount, 1);
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ACTION_PARAM_STATE(JumpOffset, 2);
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (!Type || owner == NULL) return;
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@ -544,8 +540,8 @@ void DoJumpIfInventory(AActor * self, AActor * owner, DECLARE_PARAMINFO)
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if (Item)
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{
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if (ItemAmount>0 && Item->Amount>=ItemAmount) DoJump(self, CallingState, JumpOffset);
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else if (Item->Amount>=Item->MaxAmount) DoJump(self, CallingState, JumpOffset);
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if (ItemAmount>0 && Item->Amount>=ItemAmount) ACTION_JUMP(JumpOffset);
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else if (Item->Amount>=Item->MaxAmount) ACTION_JUMP(JumpOffset);
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}
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}
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@ -637,7 +633,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CallSpecial)
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bool res = !!LineSpecials[special](NULL, self, false, arg1, arg2, arg3, arg4, arg5);
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if (pStateCall != NULL) pStateCall->Result = res;
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ACTION_SET_RESULT(res);
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}
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//==========================================================================
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@ -914,11 +910,13 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfNoAmmo)
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ACTION_PARAM_START(1);
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ACTION_PARAM_STATE(jump, 0);
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if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
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if (!self->player || !self->player->ReadyWeapon || pStateCall != NULL) return; // only for weapons!
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ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
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if (!ACTION_CALL_FROM_WEAPON()) return;
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if (!self->player->ReadyWeapon->CheckAmmo(self->player->ReadyWeapon->bAltFire, false, true))
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DoJump(self, CallingState, jump);
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{
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ACTION_JUMP(jump);
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}
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}
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@ -1223,7 +1221,7 @@ static void DoGiveInventory(AActor * self, AActor * receiver, DECLARE_PARAMINFO)
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else res = true;
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}
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else res = false;
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if (pStateCall != NULL) pStateCall->Result = res;
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ACTION_SET_RESULT(res);
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}
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@ -1251,13 +1249,16 @@ void DoTakeInventory(AActor * self, AActor * receiver, DECLARE_PARAMINFO)
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if (receiver == NULL) return;
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if (pStateCall != NULL) pStateCall->Result=false;
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bool res = false;
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AInventory * inv = receiver->FindInventory(item);
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if (inv && !inv->IsKindOf(RUNTIME_CLASS(AHexenArmor)))
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{
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if (inv->Amount > 0 && pStateCall != NULL) pStateCall->Result=true;
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if (inv->Amount > 0)
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{
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res = true;
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}
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if (!amount || amount>=inv->Amount)
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{
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if (inv->ItemFlags&IF_KEEPDEPLETED) inv->Amount=0;
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@ -1265,6 +1266,7 @@ void DoTakeInventory(AActor * self, AActor * receiver, DECLARE_PARAMINFO)
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}
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else inv->Amount-=amount;
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}
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ACTION_SET_RESULT(res);
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}
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_TakeInventory)
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@ -1296,7 +1298,7 @@ enum SIX_Flags
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};
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static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
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static bool InitSpawnedItem(AActor *self, AActor *mo, int flags)
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{
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if (mo)
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{
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@ -1324,8 +1326,7 @@ static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
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// The monster is blocked so don't spawn it at all!
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if (mo->CountsAsKill()) level.total_monsters--;
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mo->Destroy();
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if (pStateCall != NULL) pStateCall->Result=false; // for an inventory item's use state
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return;
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return false;
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}
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else if (originator)
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{
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@ -1360,6 +1361,7 @@ static void InitSpawnedItem(AActor *self, AActor *mo, int flags)
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mo->target=originator? originator : self;
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}
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}
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return true;
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}
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//===========================================================================
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@ -1381,7 +1383,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
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if (!missile)
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{
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if (pStateCall != NULL) pStateCall->Result=false;
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ACTION_SET_RESULT(false);
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return;
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}
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@ -1394,7 +1396,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
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distance=(self->radius+GetDefaultByType(missile)->radius)>>FRACBITS;
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}
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if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
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if (ACTION_CALL_FROM_WEAPON())
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{
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// Used from a weapon so use some ammo
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AWeapon * weapon=self->player->ReadyWeapon;
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@ -1409,7 +1411,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItem)
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self->z - self->floorclip + zheight, ALLOW_REPLACE);
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int flags = (transfer_translation? SIXF_TRANSFERTRANSLATION:0) + (useammo? SIXF_SETMASTER:0);
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InitSpawnedItem(self, mo, flags);
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bool res = InitSpawnedItem(self, mo, flags);
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ACTION_SET_RESULT(res); // for an inventory item's use state
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}
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//===========================================================================
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@ -1435,7 +1438,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
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if (!missile)
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{
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if (pStateCall != NULL) pStateCall->Result=false;
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ACTION_SET_RESULT(false);
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return;
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}
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@ -1475,7 +1478,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SpawnItemEx)
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}
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AActor * mo = Spawn( missile, x, y, self->z - self->floorclip + zofs, ALLOW_REPLACE);
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InitSpawnedItem(self, mo, flags);
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bool res = InitSpawnedItem(self, mo, flags);
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||||
ACTION_SET_RESULT(res); // for an inventory item's use state
|
||||
if (mo)
|
||||
{
|
||||
mo->momx=xmom;
|
||||
|
@ -1502,7 +1506,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|||
ACTION_PARAM_FIXED(zmom, 3);
|
||||
ACTION_PARAM_BOOL(useammo, 4);
|
||||
|
||||
if (self->player && CallingState != self->state && (pStateCall==NULL || CallingState != pStateCall->State))
|
||||
if (ACTION_CALL_FROM_WEAPON())
|
||||
{
|
||||
// Used from a weapon so use some ammo
|
||||
AWeapon * weapon=self->player->ReadyWeapon;
|
||||
|
@ -1537,7 +1541,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_ThrowGrenade)
|
|||
}
|
||||
P_CheckMissileSpawn (bo);
|
||||
}
|
||||
else if (pStateCall != NULL) pStateCall->Result=false;
|
||||
else ACTION_SET_RESULT(false);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1579,7 +1583,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_SelectWeapon)
|
|||
self->player->PendingWeapon = weaponitem;
|
||||
}
|
||||
}
|
||||
else if (pStateCall != NULL) pStateCall->Result=false;
|
||||
else ACTION_SET_RESULT(false);
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -1730,14 +1735,14 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckSight)
|
|||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_STATE(jump, 0);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
|
||||
for (int i=0;i<MAXPLAYERS;i++)
|
||||
{
|
||||
if (playeringame[i] && P_CheckSight(players[i].camera,self,true)) return;
|
||||
}
|
||||
|
||||
DoJump(self, CallingState, jump);
|
||||
ACTION_JUMP(jump);
|
||||
|
||||
}
|
||||
|
||||
|
@ -1795,8 +1800,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIf)
|
|||
ACTION_PARAM_BOOL(expression, 0);
|
||||
ACTION_PARAM_STATE(jump, 1);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
if (expression) DoJump(self, CallingState, jump);
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
if (expression) ACTION_JUMP(jump);
|
||||
|
||||
}
|
||||
|
||||
|
@ -1926,10 +1931,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
|
|||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_STATE(jump, 0);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
if (self->z <= self->floorz)
|
||||
{
|
||||
DoJump (self, CallingState, jump);
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -2006,11 +2011,11 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_PlayerSkinCheck)
|
|||
ACTION_PARAM_START(1);
|
||||
ACTION_PARAM_STATE(jump, 0);
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
if (self->player != NULL &&
|
||||
skins[self->player->userinfo.skin].othergame)
|
||||
{
|
||||
DoJump(self, CallingState, jump);
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2066,7 +2071,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|||
angle_t an;
|
||||
AActor *target;
|
||||
|
||||
if (pStateCall != NULL) pStateCall->Result=false; // Jumps should never set the result for inventory state chains!
|
||||
ACTION_SET_RESULT(false); // Jumps should never set the result for inventory state chains!
|
||||
|
||||
if (!self->player)
|
||||
{
|
||||
|
@ -2110,7 +2115,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_JumpIfTargetInLOS)
|
|||
|
||||
if (!target) return;
|
||||
|
||||
DoJump(self, CallingState, jump);
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
|
||||
//===========================================================================
|
||||
|
@ -2196,7 +2201,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckForReload)
|
|||
if (weapon->ReloadCounter != 0)
|
||||
{
|
||||
// Go back to the refire frames, instead of continuing on to the reload frames.
|
||||
DoJump(self, CallingState, jump);
|
||||
ACTION_JUMP(jump);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -30,6 +30,7 @@ Actor PlayerPawn : Actor native
|
|||
|
||||
Actor PlayerChunk : PlayerPawn native
|
||||
{
|
||||
+NOSKIN
|
||||
-SOLID
|
||||
-SHOOTABLE
|
||||
-PICKUP
|
||||
|
|
Loading…
Reference in a new issue