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142 results
Show changes
...@@ -1884,7 +1884,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type) ...@@ -1884,7 +1884,7 @@ static void SaveMobjThinker(const thinker_t *th, const UINT8 type)
diff |= MD_SPRITE; diff |= MD_SPRITE;
if (mobj->frame != mobj->state->frame) if (mobj->frame != mobj->state->frame)
diff |= MD_FRAME; diff |= MD_FRAME;
if (mobj->anim_duration != (UINT16)mobj->state->var2) if (mobj->anim_duration != (UINT16)(Action_ValueToInteger(mobj->state->vars[1])))
diff |= MD_FRAME; diff |= MD_FRAME;
if (mobj->eflags) if (mobj->eflags)
diff |= MD_EFLAGS; diff |= MD_EFLAGS;
...@@ -3109,7 +3109,7 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker) ...@@ -3109,7 +3109,7 @@ static thinker_t* LoadMobjThinker(actionf_p1 thinker)
else else
{ {
mobj->frame = mobj->state->frame; mobj->frame = mobj->state->frame;
mobj->anim_duration = (UINT16)mobj->state->var2; mobj->anim_duration = (UINT16)(Action_ValueToInteger(mobj->state->vars[1]));
} }
if (diff & MD_EFLAGS) if (diff & MD_EFLAGS)
mobj->eflags = READUINT16(save_p); mobj->eflags = READUINT16(save_p);
......
...@@ -20,6 +20,7 @@ ...@@ -20,6 +20,7 @@
#include "g_game.h" #include "g_game.h"
#include "p_local.h" #include "p_local.h"
#include "p_setup.h" // levelflats for flat animation #include "p_setup.h" // levelflats for flat animation
#include "p_action.h"
#include "r_data.h" #include "r_data.h"
#include "r_fps.h" #include "r_fps.h"
#include "r_textures.h" #include "r_textures.h"
...@@ -3620,9 +3621,11 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec) ...@@ -3620,9 +3621,11 @@ static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec)
if (color < 0 || color >= numskincolors) if (color < 0 || color >= numskincolors)
return; return;
var1 = 0; action_val_t args[2] = {
var2 = color; ACTION_INTEGER_VAL(0),
A_Dye(mo); ACTION_INTEGER_VAL(color)
};
A_Dye(mo, args, 2);
} }
} }
break; break;
......
...@@ -29,6 +29,7 @@ ...@@ -29,6 +29,7 @@
#include "d_think.h" #include "d_think.h"
#include "r_sky.h" #include "r_sky.h"
#include "p_setup.h" #include "p_setup.h"
#include "p_action.h"
#include "m_random.h" #include "m_random.h"
#include "m_misc.h" #include "m_misc.h"
#include "i_video.h" #include "i_video.h"
...@@ -11656,13 +11657,17 @@ void P_DoFollowMobj(player_t *player, mobj_t *followmobj) ...@@ -11656,13 +11657,17 @@ void P_DoFollowMobj(player_t *player, mobj_t *followmobj)
P_DoMetalJetFume(player, followmobj); P_DoMetalJetFume(player, followmobj);
break; break;
default: default:
var1 = 1; {
var2 = 0; action_val_t args[2] = {
A_CapeChase(followmobj); ACTION_INTEGER_VAL(1),
ACTION_INTEGER_VAL(0)
};
A_CapeChase(followmobj, args, 2);
break; break;
} }
} }
} }
}
// //
// P_PlayerThink // P_PlayerThink
......
...@@ -3518,7 +3518,7 @@ void R_ThingOffsetOverlay(mobj_t *thing, fixed_t *x, fixed_t *y) ...@@ -3518,7 +3518,7 @@ void R_ThingOffsetOverlay(mobj_t *thing, fixed_t *x, fixed_t *y)
do // Get the overlay's offset do // Get the overlay's offset
{ {
// Does the overlay use FF_ANIMATE? If not, if var1 is non-zero, it's an underlay instead of an overlay // Does the overlay use FF_ANIMATE? If not, if var1 is non-zero, it's an underlay instead of an overlay
if (!(mobj->state->frame & FF_ANIMATE) && mobj->state->var1) if (!(mobj->state->frame & FF_ANIMATE) && Action_ValueToInteger(mobj->state->vars[0]))
offset += 1; // Underlay below the target, away from the camera offset += 1; // Underlay below the target, away from the camera
else else
offset -= 1; // Overlay on top of the target, towards the camera offset -= 1; // Overlay on top of the target, towards the camera
......
...@@ -553,6 +553,7 @@ ...@@ -553,6 +553,7 @@
<ClCompile Include="..\netcode\net_command.c" /> <ClCompile Include="..\netcode\net_command.c" />
<ClCompile Include="..\netcode\server_connection.c" /> <ClCompile Include="..\netcode\server_connection.c" />
<ClCompile Include="..\netcode\tic_command.c" /> <ClCompile Include="..\netcode\tic_command.c" />
<ClCompile Include="..\p_action.c" />
<ClCompile Include="..\p_ceilng.c" /> <ClCompile Include="..\p_ceilng.c" />
<ClCompile Include="..\p_enemy.c" /> <ClCompile Include="..\p_enemy.c" />
<ClCompile Include="..\p_floor.c" /> <ClCompile Include="..\p_floor.c" />
......
...@@ -904,6 +904,9 @@ ...@@ -904,6 +904,9 @@
<ClCompile Include="..\info.c"> <ClCompile Include="..\info.c">
<Filter>P_Play</Filter> <Filter>P_Play</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="..\p_action.c">
<Filter>P_Play</Filter>
</ClCompile>
<ClCompile Include="..\p_ceilng.c"> <ClCompile Include="..\p_ceilng.c">
<Filter>P_Play</Filter> <Filter>P_Play</Filter>
</ClCompile> </ClCompile>
......