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- remove leftover index dependencies for sprite events.
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parent
245581e00d
commit
344e7e840e
1 changed files with 11 additions and 11 deletions
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@ -508,45 +508,45 @@ void evSend(DBloodActor* actor, int nIndex, int nType, int rxId, COMMAND_ID comm
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//
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//
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//---------------------------------------------------------------------------
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//---------------------------------------------------------------------------
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void evPost_(int nIndex, int nType, unsigned int nDelta, COMMAND_ID command)
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void evPost_(DBloodActor* actor, int nIndex, int nType, unsigned int nDelta, COMMAND_ID command)
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{
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{
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assert(command != kCmdCallback);
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assert(command != kCmdCallback);
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if (command == kCmdState) command = evGetSourceState(nType, nIndex, &bloodActors[nIndex]) ? kCmdOn : kCmdOff;
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if (command == kCmdState) command = evGetSourceState(nType, nIndex, actor) ? kCmdOn : kCmdOff;
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else if (command == kCmdNotState) command = evGetSourceState(nType, nIndex, &bloodActors[nIndex]) ? kCmdOff : kCmdOn;
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else if (command == kCmdNotState) command = evGetSourceState(nType, nIndex, actor) ? kCmdOff : kCmdOn;
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EVENT evn = { &bloodActors[nIndex], (int16_t)nIndex, (int8_t)nType, (int8_t)command, 0, PlayClock + (int)nDelta };
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EVENT evn = {actor, (int16_t)nIndex, (int8_t)nType, (int8_t)command, 0, PlayClock + (int)nDelta };
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queue.insert(evn);
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queue.insert(evn);
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}
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}
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void evPost_(int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback)
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void evPost_(DBloodActor* actor, int nIndex, int nType, unsigned int nDelta, CALLBACK_ID callback)
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{
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{
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EVENT evn = {&bloodActors[nIndex], (int16_t)nIndex, (int8_t)nType, kCmdCallback, (int16_t)callback, PlayClock + (int)nDelta };
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EVENT evn = {actor, (int16_t)nIndex, (int8_t)nType, kCmdCallback, (int16_t)callback, PlayClock + (int)nDelta };
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queue.insert(evn);
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queue.insert(evn);
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}
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}
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void evPostActor(DBloodActor* actor, unsigned int nDelta, COMMAND_ID command)
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void evPostActor(DBloodActor* actor, unsigned int nDelta, COMMAND_ID command)
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{
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{
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evPost_(actor->s().index, SS_SPRITE, nDelta, command);
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evPost_(actor, 0, SS_SPRITE, nDelta, command);
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}
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}
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void evPostActor(DBloodActor* actor, unsigned int nDelta, CALLBACK_ID callback)
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void evPostActor(DBloodActor* actor, unsigned int nDelta, CALLBACK_ID callback)
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{
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{
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evPost_(actor->s().index, SS_SPRITE, nDelta, callback);
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evPost_(actor, 0, SS_SPRITE, nDelta, callback);
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}
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}
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void evPostSector(int index, unsigned int nDelta, COMMAND_ID command)
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void evPostSector(int index, unsigned int nDelta, COMMAND_ID command)
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{
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{
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evPost_(index, SS_SECTOR, nDelta, command);
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evPost_(nullptr, index, SS_SECTOR, nDelta, command);
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}
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}
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void evPostSector(int index, unsigned int nDelta, CALLBACK_ID callback)
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void evPostSector(int index, unsigned int nDelta, CALLBACK_ID callback)
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{
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{
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evPost_(index, SS_SECTOR, nDelta, callback);
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evPost_(nullptr, index, SS_SECTOR, nDelta, callback);
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}
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}
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void evPostWall(int index, unsigned int nDelta, COMMAND_ID command)
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void evPostWall(int index, unsigned int nDelta, COMMAND_ID command)
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{
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{
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evPost_(index, SS_WALL, nDelta, command);
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evPost_(nullptr, index, SS_WALL, nDelta, command);
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}
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}
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