qzdoom/wadsrc/static/zscript
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
..
chex
doom - 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
heretic - scriptified a_hereticimp.cpp. 2016-11-02 11:44:48 +01:00
hexen - use the function defaults from the script instead of explicitly setting them again in the code. This is a needless cause of potential errors and since the values are readily available now it's better to use them in the functions. 2016-10-27 15:53:53 +02:00
raven - turned everything I could into non-action functions. 2016-10-22 17:49:08 +02:00
shared - actually evaluate the default parameters and store them in the VMFunction. 2016-10-27 01:30:34 +02:00
strife - turned everything I could into non-action functions. 2016-10-22 17:49:08 +02:00
actor.txt - 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
base.txt - scriptified A_KeenDie. 2016-11-05 01:19:41 +01:00
constants.txt - scriptified a_archvile.cpp. 2016-10-30 18:41:39 +01:00