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- Remove Item from StateCallData, since it isn't read anywhere.
SVN r3766 (trunk)
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parent
dac802d28a
commit
fdc6a03125
2 changed files with 2 additions and 2 deletions
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@ -363,7 +363,6 @@ int MatchString (const char *in, const char **strings);
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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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@ -100,7 +100,6 @@ bool ACustomInventory::CallStateChain (AActor *actor, FState * State)
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bool result = false;
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int counter = 0;
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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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@ -2618,6 +2617,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckFloor)
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// A_CheckCeiling
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// [GZ] Totally copied on A_CheckFloor, jumps if actor touches ceiling
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//
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_CheckCeiling)
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{
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@ -4192,6 +4192,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Warp)
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//==========================================================================
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//
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// ACS_Named* stuff
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//
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// These are exactly like their un-named line special equivalents, except
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// they take strings instead of integers to indicate which script to run.
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