qzdoom/src/scripting/decorate
Christoph Oelckers 062574b726 - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value.
- made some tests about calling script code from native functions.

 * scriptified A_SkullAttack to have something to test
 * changed the A_SkullAttack call in A_PainShootSkull.
 * use a macro to declare the function pointer. Using local static variable init directly results in hideous code for the need of being thread-safe (which, even if the engine was made multithreaded is not needed here.)
 * Importsnt node here: Apparently passing an actor pointer to the VMValue constructor results in the void * version being called, not the DObject * version.
2016-11-06 11:36:12 +01:00
..
olddecorations.cpp - committed from the wrong subdirectory and missed all files that just changed the #include line. 2016-10-15 10:43:02 +02:00
thingdef_exp.cpp - actually evaluate the default parameters and store them in the VMFunction. 2016-10-27 01:30:34 +02:00
thingdef_parse.cpp - removed the FxDamageValue hack and implemented it properly using FxReturnStatement. 2016-10-26 14:04:49 +02:00
thingdef_states.cpp - fixed damage handling in A_BetaSkullAttack. For unknown reasons this completely bypassed the normal damage function semantics and even multiplied that with a random value. 2016-11-06 11:36:12 +01:00