- pass wall pointer to breakwall

This commit is contained in:
Christoph Oelckers 2021-11-18 00:32:46 +01:00
parent 567a360092
commit 83344818fd
4 changed files with 15 additions and 15 deletions

View file

@ -136,7 +136,7 @@ int madenoise(int playerNum);
int haskey(int sect, int snum); int haskey(int sect, int snum);
void shootbloodsplat(DDukeActor* i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST); void shootbloodsplat(DDukeActor* i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST);
void breakwall(int newpn, DDukeActor* spr, int dawallnum); void breakwall(int newpn, DDukeActor* spr, walltype* dawallnum);
int callsound(int sectnum,DDukeActor* snum); int callsound(int sectnum,DDukeActor* snum);
int hitasprite(DDukeActor* snum,DDukeActor **hitSprite); int hitasprite(DDukeActor* snum,DDukeActor **hitSprite);
int findplayer(const DDukeActor* s, int* dist); int findplayer(const DDukeActor* s, int* dist);

View file

@ -1219,12 +1219,12 @@ void operateforcefields_common(DDukeActor *effector, int low, const std::initial
// //
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------
void breakwall(int newpn, DDukeActor* spr, int dawallnum) void breakwall(int newpn, DDukeActor* spr, walltype* wal)
{ {
wall[dawallnum].picnum = newpn; wal->picnum = newpn;
S_PlayActorSound(VENT_BUST, spr); S_PlayActorSound(VENT_BUST, spr);
S_PlayActorSound(GLASS_HEAVYBREAK, spr); S_PlayActorSound(GLASS_HEAVYBREAK, spr);
lotsofglass(spr, dawallnum, 10); lotsofglass(spr, wallnum(wal), 10);
} }
//--------------------------------------------------------------------------- //---------------------------------------------------------------------------

View file

@ -738,7 +738,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
{ {
case COLAMACHINE: case COLAMACHINE:
case VENDMACHINE: case VENDMACHINE:
breakwall(wal->picnum + 2, spr, wallnum(wal)); breakwall(wal->picnum + 2, spr, wal);
S_PlayActorSound(VENT_BUST, spr); S_PlayActorSound(VENT_BUST, spr);
return; return;
@ -779,14 +779,14 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
case W_TECHWALL7: case W_TECHWALL7:
case W_TECHWALL8: case W_TECHWALL8:
case W_TECHWALL9: case W_TECHWALL9:
breakwall(wal->picnum + 1, spr, wallnum(wal)); breakwall(wal->picnum + 1, spr, wal);
return; return;
case W_MILKSHELF: case W_MILKSHELF:
breakwall(W_MILKSHELFBROKE, spr, wallnum(wal)); breakwall(W_MILKSHELFBROKE, spr, wal);
return; return;
case W_TECHWALL10: case W_TECHWALL10:
breakwall(W_HITTECHWALL10, spr, wallnum(wal)); breakwall(W_HITTECHWALL10, spr, wal);
return; return;
case W_TECHWALL1: case W_TECHWALL1:
@ -794,27 +794,27 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
case W_TECHWALL12: case W_TECHWALL12:
case W_TECHWALL13: case W_TECHWALL13:
case W_TECHWALL14: case W_TECHWALL14:
breakwall(W_HITTECHWALL1, spr, wallnum(wal)); breakwall(W_HITTECHWALL1, spr, wal);
return; return;
case W_TECHWALL15: case W_TECHWALL15:
breakwall(W_HITTECHWALL15, spr, wallnum(wal)); breakwall(W_HITTECHWALL15, spr, wal);
return; return;
case W_TECHWALL16: case W_TECHWALL16:
breakwall(W_HITTECHWALL16, spr, wallnum(wal)); breakwall(W_HITTECHWALL16, spr, wal);
return; return;
case W_TECHWALL2: case W_TECHWALL2:
breakwall(W_HITTECHWALL2, spr, wallnum(wal)); breakwall(W_HITTECHWALL2, spr, wal);
return; return;
case W_TECHWALL3: case W_TECHWALL3:
breakwall(W_HITTECHWALL3, spr, wallnum(wal)); breakwall(W_HITTECHWALL3, spr, wal);
return; return;
case W_TECHWALL4: case W_TECHWALL4:
breakwall(W_HITTECHWALL4, spr, wallnum(wal)); breakwall(W_HITTECHWALL4, spr, wal);
return; return;
case ATM: case ATM:

View file

@ -1240,7 +1240,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
case COLAMACHINE: case COLAMACHINE:
case VENDMACHINE: case VENDMACHINE:
breakwall(wal->picnum + 2, spr, wallnum(wal)); breakwall(wal->picnum + 2, spr, wal);
S_PlayActorSound(GLASS_BREAKING, spr); S_PlayActorSound(GLASS_BREAKING, spr);
return; return;