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Add PlayerExiting() ACS callfunc
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3 changed files with 26 additions and 0 deletions
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@ -1671,6 +1671,30 @@ bool CallFunc_PlayerLosing(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM
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return false;
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}
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/*--------------------------------------------------
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bool CallFunc_PlayerExiting(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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Returns the activating player's exiting status.
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--------------------------------------------------*/
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bool CallFunc_PlayerExiting(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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{
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auto info = &static_cast<Thread *>(thread)->info;
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(void)argV;
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(void)argC;
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if ((info != NULL)
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&& (info->mo != NULL && P_MobjWasRemoved(info->mo) == false)
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&& (info->mo->player != NULL))
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{
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thread->dataStk.push((info->mo->player->exiting != 0));
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return false;
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}
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thread->dataStk.push(false);
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return false;
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}
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/*--------------------------------------------------
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bool CallFunc_GetObjectDye(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC)
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@ -77,6 +77,7 @@ bool CallFunc_HaveUnlockable(ACSVM::Thread *thread, const ACSVM::Word *argV, ACS
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bool CallFunc_PlayerSkin(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_PlayerBot(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_PlayerLosing(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_PlayerExiting(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_GetObjectDye(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_PlayerEmeralds(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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bool CallFunc_PlayerLap(ACSVM::Thread *thread, const ACSVM::Word *argV, ACSVM::Word argC);
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@ -173,6 +173,7 @@ Environment::Environment()
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addFuncDataACS0( 317, addCallFunc(CallFunc_FreePlay));
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addFuncDataACS0( 318, addCallFunc(CallFunc_CheckTutorialChallenge));
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addFuncDataACS0( 319, addCallFunc(CallFunc_PlayerLosing));
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addFuncDataACS0( 320, addCallFunc(CallFunc_PlayerExiting));
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addFuncDataACS0( 500, addCallFunc(CallFunc_CameraWait));
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addFuncDataACS0( 501, addCallFunc(CallFunc_PodiumPosition));
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