DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_ReFire) { ACTION_PARAM_START(1) ACTION_PARAM_STATE(state, 0); A_ReFire(self, state); }
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_GunFlash) { ACTION_PARAM_START(2) ACTION_PARAM_STATE(flash, 0); ACTION_PARAM_INT(Flags, 1); player_t *player = self->player; if (NULL == player) { return; } if(!(Flags & GFF_NOEXTCHANGE)) player->mo->PlayAttacking2 (); if (flash == NULL) { if (player->ReadyWeapon->bAltFire) flash = player->ReadyWeapon->FindState(NAME_AltFlash); if (flash == NULL) flash = player->ReadyWeapon->FindState(NAME_Flash); } P_SetPsprite (player, ps_flash, flash); }
DEFINE_ACTION_FUNCTION_PARAMS(AInventory, A_UserPSprite) { ACTION_PARAM_START(2) ACTION_PARAM_INT(layer, 0); ACTION_PARAM_STATE(pspState, 1); player_t *ply = self->player; if(ply == NULL) { return; } if(layer < 1 || layer > 16) { layer = 1; } if(pspState == NULL) { switch(layer) { // [marrub] AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA default: case 1: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP1); break; case 2: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP2); break; case 3: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP3); break; case 4: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP4); break; case 5: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP5); break; case 6: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP6); break; case 7: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP7); break; case 8: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP8); break; case 9: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP9); break; case 10: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP10); break; case 11: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP11); break; case 12: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP12); break; case 13: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP13); break; case 14: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP14); break; case 15: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP15); break; case 16: pspState = ply->ReadyWeapon->FindState(NAME_UserPSP16); break; } } P_SetPsprite(ply, ps_user1 + (layer - 1), pspState); }