From 331a7654bf667e59ad1941fd9526b6635cbd5c46 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Wed, 24 Nov 2021 00:58:43 +0100 Subject: [PATCH] - actSpawnThing --- source/games/blood/src/actor.cpp | 6 +++--- source/games/blood/src/actor.h | 2 +- source/games/blood/src/gib.cpp | 6 +++--- source/games/blood/src/triggers.cpp | 2 +- 4 files changed, 8 insertions(+), 8 deletions(-) diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index 8827b020a..145aded80 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -6443,10 +6443,10 @@ DBloodActor* actSpawnDude(DBloodActor* source, int nType, int a3, int a4) // //--------------------------------------------------------------------------- -DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType) +DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType) { assert(nThingType >= kThingBase && nThingType < kThingMax); - auto actor = actSpawnSprite(§or[nSector], x, y, z, 4, 1); + auto actor = actSpawnSprite(pSector, x, y, z, 4, 1); spritetype* pSprite = &actor->s(); int nType = nThingType - kThingBase; pSprite->type = nThingType; @@ -6551,7 +6551,7 @@ DBloodActor* actFireThing(DBloodActor* actor, int a2, int a3, int a4, int thingT x = gHitInfo.hitx - MulScale(pSprite->clipdist << 1, Cos(pSprite->ang), 28); y = gHitInfo.hity - MulScale(pSprite->clipdist << 1, Sin(pSprite->ang), 28); } - auto fired = actSpawnThing(pSprite->sectnum, x, y, z, thingType); + auto fired = actSpawnThing(pSprite->sector(), x, y, z, thingType); spritetype* pThing = &fired->s(); fired->SetOwner(actor); pThing->ang = pSprite->ang; diff --git a/source/games/blood/src/actor.h b/source/games/blood/src/actor.h index 0848baa0c..9b5e93711 100644 --- a/source/games/blood/src/actor.h +++ b/source/games/blood/src/actor.h @@ -227,7 +227,7 @@ void actProcessSprites(void); DBloodActor* actSpawnSprite(sectortype* pSector, int x, int y, int z, int nStat, bool a6); DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, int a3, int a4); DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat); -DBloodActor * actSpawnThing(int nSector, int x, int y, int z, int nThingType); +DBloodActor * actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType); DBloodActor* actFireThing(DBloodActor* pSprite, int a2, int a3, int a4, int thingType, int a6); DBloodActor* actFireMissile(DBloodActor *pSprite, int a2, int a3, int a4, int a5, int a6, int nType); diff --git a/source/games/blood/src/gib.cpp b/source/games/blood/src/gib.cpp index 056aa075c..974a47a0c 100644 --- a/source/games/blood/src/gib.cpp +++ b/source/games/blood/src/gib.cpp @@ -343,7 +343,7 @@ void GibThing(DBloodActor* actor, GIBTHING *pGThing, CGibPosition *pPos, CGibVel if (pGThing->chance == 65536 || Chance(pGThing->chance)) { - int nSector = pSprite->sectnum; + auto pSector = pSprite->sector(); int top, bottom; GetActorExtents(actor, &top, &bottom); int x, y, z; @@ -361,10 +361,10 @@ void GibThing(DBloodActor* actor, GIBTHING *pGThing, CGibPosition *pPos, CGibVel z = pPos->z; } int32_t ceilZ, floorZ; - getzsofslope(nSector, x, y, &ceilZ, &floorZ); + getzsofslopeptr(pSector, x, y, &ceilZ, &floorZ); int dz1 = floorZ-z; int dz2 = z-ceilZ; - auto gibactor = actSpawnThing(nSector, x, y, z, pGThing->type); + auto gibactor = actSpawnThing(pSector, x, y, z, pGThing->type); if (!gibactor) return; spritetype *pGib = &gibactor->s(); assert(pGib != NULL); diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 9aabc9e57..fad4e3bfe 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -2199,7 +2199,7 @@ void ActivateGenerator(DBloodActor* actor) case kGenDripBlood: { int top, bottom; GetActorExtents(actor, &top, &bottom); - actSpawnThing(pSprite->sectnum, pSprite->x, pSprite->y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood); + actSpawnThing(pSprite->sector(), pSprite->x, pSprite->y, bottom, (pSprite->type == kGenDripWater) ? kThingDripWater : kThingDripBlood); break; } case kGenSound: