- You can now call several actions from one frame by grouping them between
curly braces. i.e. :
POSS G 3 { A_Pain; A_Log("Ow! That hurt!"); }
I will probably add an `if (something) { blah; blah; } else { wah; wah; }`
construct later, but that's the extent of the munging I plan for DECORATE. The
real work goes to the scripting language, not here. But if this branch is
getting merged to master sooner than later, here's an immediate benefit
from it right now.
- The definition of FxGlobalFunctionCall_CheckClass was big and scary. I
would say this is a big improvement, since now it gets to leverage the
same framework that action functions use.
- The definition of FxGlobalFunctionCall_IsPointerEqual was not so big and
scary, so this can't be called so much of an improvement as
CheckClass was. (Which is not to say that it isn't better anyway.)
- This replaces the general extensibility that had existed formerly
in thingdef_function.cpp. Parameter parsing for function calls is
shared with state parameter parsing. Functions are defined exactly in
the same way as action functions, but without the 'action' keyword.
- Fixed: Integer constants passed to pick() need to manually generate load
instructions, since FxConstant::Emit() will just return a constant
register with its value.
- Fixed: VMFunctionBuilder::RegAvailability::Reuse() didn't actually
calculate a proper mask. Also added another assert to this function.
Conflicts:
src/CMakeLists.txt
src/b_think.cpp
src/g_doom/a_doomweaps.cpp
src/g_hexen/a_clericstaff.cpp
src/g_hexen/a_fighterplayer.cpp
src/namedef.h
src/p_enemy.cpp
src/p_local.h
src/p_mobj.cpp
src/p_teleport.cpp
src/sc_man_tokens.h
src/thingdef/thingdef_codeptr.cpp
src/thingdef/thingdef_function.cpp
src/thingdef/thingdef_parse.cpp
wadsrc/static/actors/actor.txt
wadsrc/static/actors/constants.txt
wadsrc/static/actors/shared/inventory.txt
- Added register reuse to VMFunctionBuilder for FxPick's code emitter.
- Note to self: Need to reimplement IsPointerEqual and CheckClass, which
were added to thingdef_function.cpp over the past year, as this file no
longer exists in this branch.
- TF_KEEPVELOCITY: Keep the velocity after teleporting.
- TF_KEEPANGLE: Don't use the special spot's angle.
- TF_USESPOTZ: Normally, this function
- TF_NOSRCFOG: Don't leave fog at the previous location.
- TF_NODESTFOG: Don't leave fog at the arriving location.
- TF_USEACTORFOG: Use the actor's TeleFogSourceType and TeleFogDestType properties.
- TF_NOJUMP: Don't require or cause a jump. In this case, put 0 (or "") in for the jump destination when using CustomInventory items to teleport actors around.
- Instead of reverting the teleport fog back to defaults, if there wasn't a class or if the class failed to be found, set it to NULL.
- P_SpawnTeleportFog will not spawn anything if it's NULL.
- Added "" so it can be used to mean 'don't change anything' for A_SetTeleFog.
- New properties include TeleFogSourceType and TeleFogDestType.
- TeleFogSourceType is the fog left behind where the actor teleported away from.
- TeleFogDestType is the fog the actor sees when it arrives at its destination.
- Added A_SetTeleFog(<oldpos>,<newpos>) -- oldpos sets TeleFogSourceType, newpos sets TeleFogDestType.
- CLOFF_SETTARGET | CLOFF_SETMASTER | CLOFF_SETTRACER
- An actor that causes A_CheckLOF (and only an actor) to succeed will set the intercepting actor as its target, master, and/or tracer, respectively.