mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-12-12 05:32:03 +00:00
062574b726
- 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. |
||
---|---|---|
.. | ||
olddecorations.cpp | ||
thingdef_exp.cpp | ||
thingdef_parse.cpp | ||
thingdef_states.cpp |