- This is an effort to emphasize that these are just type casts. Now they
look like function-style casts with no action function styling.
They do no magic joojoo at all. The only reason they exist is because
the DECORATE parser can only parse return statements that call a
function, so these satisfy that requirement. i.e. *return int(666);* is
identical to *return 666;* (if the parser could handle the latter).
- Now that state jumps are handled by returning a state, we still need a
way for them to jump to a NULL state. If the parameter processed by this
macro turns out to be NULL, Actor's 'Null' state will be substituted
instead, since that's something that can be jumped to.
This gets lost when several portals are drawn sequentially and this is the only portal type which needs this information but doesn't go through the normal setup.
If this is not done, fog on the horizon plane can break.
- The FMOD 4.44 linux package contains both 32 and 64-bit versions, with the folder name without the '64' suffix for 64-bit.
- Add minor version '61' so that the latest FMOD package (at the time of this commit) can be detected and compiled successfully.
- This is so that you can call an A_Jump-type function from inside an if
statement and do something other than jump if the jump condition was
met. e.g.
{
if (A_Jump(128, "Foo"))
{
A_Log("The function would have jumped");
}
else
{
A_Log("The function would not have jumped");
}
}
- Since DECORATE's return statement can only return the results of
function calls (I do not want to spend the time necessary to make it
return arbitrary expressions), here are three functions to get around
this limitation:
* A_State - Returns the state passed to it. You can simulate A_Jump
functions with this.
* A_Int - Returns the int passed to it.
* A_Bool - Returns the bool passed to it.
- e.g. If you want to return the number 3, you use this:
return A_Int(3);
If you want to jump to a different state, you use this:
return A_State("SomeState");
- The A_Jump family of action functions now return the state to jump
to (NULL if no jump is to be taken) instead of jumping directly.
It is the caller's responsibility to handle the jump. This will
make it possible to use their results in if statements and
do something other than jump.
- DECORATE return statements can now return the result of a function
(but not any random expression--it must be a function call). To
make a jump happen from inside a multi-action block, you must
return the value of an A_Jump function. e.g.:
{ return A_Jump(128, "SomeState"); }
- The VMFunction class now contains its prototype instead of storing
it at a higher level in PFunction. This is so that
FState::CallAction can easily tell if a function returns a state.
- Removed the FxTailable class because with explicit return
statements, it's not useful anymore.