mirror of
https://github.com/DrBeef/Raze.git
synced 2025-02-20 18:52:43 +00:00
- eliminated the actPostSprite wrapper with an index parameter.
This commit is contained in:
parent
e0f1948ccc
commit
9714febaab
6 changed files with 12 additions and 19 deletions
|
@ -7451,11 +7451,6 @@ void HITINFO::set(hitdata_t* hit)
|
|||
}
|
||||
|
||||
|
||||
void actPostSprite(int nSprite, int nStatus)
|
||||
{
|
||||
actPostSprite(&bloodActors[nSprite], nStatus);
|
||||
}
|
||||
|
||||
void aiSetTarget_(XSPRITE* pXSprite, int nTarget)
|
||||
{
|
||||
aiSetTarget(&bloodActors[pXSprite->reference], &bloodActors[nTarget]);
|
||||
|
|
|
@ -240,7 +240,6 @@ int actGetRespawnTime(DBloodActor *pSprite);
|
|||
bool actCheckRespawn(DBloodActor *pSprite);
|
||||
bool actCanSplatWall(int nWall);
|
||||
void actFireVector(DBloodActor *pShooter, int a2, int a3, int a4, int a5, int a6, VECTOR_TYPE vectorType);
|
||||
void actPostSprite(int nSprite, int nStatus);
|
||||
void actPostSprite(DBloodActor* actor, int status);
|
||||
void actPostProcess(void);
|
||||
void MakeSplash(DBloodActor *actor);
|
||||
|
|
|
@ -1481,7 +1481,7 @@ void removeLeech(DBloodActor* actLeech, bool delSprite)
|
|||
if (delSprite)
|
||||
{
|
||||
pLeech->type = kSpriteDecoration;
|
||||
actPostSprite(pLeech->index, kStatFree);
|
||||
actPostSprite(actLeech, kStatFree);
|
||||
}
|
||||
|
||||
|
||||
|
@ -1842,7 +1842,7 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
|
|||
|
||||
if (event.cmd == kCmdOff)
|
||||
{
|
||||
actPostSprite(pSprite->index, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
|
@ -5940,15 +5940,14 @@ int useCondition(spritetype* pSource, XSPRITE* pXSource, EVENT event) {
|
|||
void useRandomItemGen(spritetype* pSource, XSPRITE* pXSource) {
|
||||
// let's first search for previously dropped items and remove it
|
||||
if (pXSource->dropMsg > 0) {
|
||||
int nItem;
|
||||
StatIterator it(kStatItem);
|
||||
while ((nItem = it.NextIndex()) >= 0)
|
||||
BloodStatIterator it(kStatItem);
|
||||
while (auto iactor = it.Next())
|
||||
{
|
||||
spritetype* pItem = &sprite[nItem];
|
||||
spritetype* pItem = &iactor->s();
|
||||
if ((unsigned int)pItem->type == pXSource->dropMsg && pItem->x == pSource->x && pItem->y == pSource->y && pItem->z == pSource->z) {
|
||||
gFX.fxSpawnActor((FX_ID)29, pSource->sectnum, pSource->x, pSource->y, pSource->z, 0);
|
||||
pItem->type = kSpriteDecoration;
|
||||
actPostSprite(nItem, kStatFree);
|
||||
actPostSprite(iactor, kStatFree);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1190,7 +1190,7 @@ void PickUp(PLAYER *pPlayer, spritetype *pSprite)
|
|||
}
|
||||
|
||||
if (!actCheckRespawn(actor))
|
||||
actPostSprite(pSprite->index, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
|
||||
pPlayer->pickupEffect = 30;
|
||||
if (pPlayer == gMe) {
|
||||
|
@ -1394,7 +1394,7 @@ void ProcessInput(PLAYER *pPlayer)
|
|||
{
|
||||
if (pPlayer->pSprite)
|
||||
pPlayer->pSprite->type = kThingBloodChunks;
|
||||
actPostSprite(pPlayer->nSprite, kStatThing);
|
||||
actPostSprite(pPlayer->actor(), kStatThing);
|
||||
seqSpawn(pPlayer->pDudeInfo->seqStartID+15, 3, pPlayer->pSprite->extra, -1);
|
||||
playerReset(pPlayer);
|
||||
if (gGameOptions.nGameType == 0 && numplayers == 1)
|
||||
|
|
|
@ -263,7 +263,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
|
|||
{
|
||||
missile->SetOwner(actor);
|
||||
pXSprite->stateTimer = 1;
|
||||
evPostActor(&bloodActors[pSprite->index], t2, kCallbackLeechStateTimer);
|
||||
evPostActor(actor, t2, kCallbackLeechStateTimer);
|
||||
pXSprite->data3 = ClipLow(pXSprite->data3-1, 0);
|
||||
}
|
||||
pSprite->ang = angBak;
|
||||
|
@ -274,7 +274,7 @@ void LifeLeechOperate(spritetype *pSprite, XSPRITE *pXSprite, EVENT event)
|
|||
return;
|
||||
}
|
||||
}
|
||||
actPostSprite(pSprite->index, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
}
|
||||
|
||||
void ActivateGenerator(int);
|
||||
|
@ -344,11 +344,11 @@ void OperateSprite(int nSprite, XSPRITE *pXSprite, EVENT event)
|
|||
break;
|
||||
case kThingWallCrack:
|
||||
if (SetSpriteState(nSprite, pXSprite, 0))
|
||||
actPostSprite(nSprite, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
break;
|
||||
case kThingCrateFace:
|
||||
if (SetSpriteState(nSprite, pXSprite, 0))
|
||||
actPostSprite(nSprite, kStatFree);
|
||||
actPostSprite(actor, kStatFree);
|
||||
break;
|
||||
case kTrapZapSwitchable:
|
||||
switch (event.cmd) {
|
||||
|
|
Loading…
Reference in a new issue