diff --git a/source/build/include/build.h b/source/build/include/build.h index 31b111156..ac43c34fa 100644 --- a/source/build/include/build.h +++ b/source/build/include/build.h @@ -111,15 +111,23 @@ void setVideoMode(); class F2DDrawer; -void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, +void getzrange_(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype); +[[deprecated]] +inline void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, + CollisionBase& florhit, int32_t walldist, uint32_t cliptype) +{ + getzrange_(pos, sect, ceilz, ceilhit, florz, florhit, walldist, cliptype); +} + +[[deprecated]] inline void getzrange(const vec3_t& pos, sectortype* sect, double* ceilz, CollisionBase& ceilhit, double* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype) { int c = int(*ceilz * zworldtoint); int f = int(*florz * zworldtoint); - getzrange(pos, sect, &c, ceilhit, &f, florhit, walldist, cliptype); + getzrange_(pos, sect, &c, ceilhit, &f, florhit, walldist, cliptype); *ceilz = c * zinttoworld; *florz = f * zinttoworld; } @@ -131,7 +139,7 @@ inline void getzrange(const DVector3& pos, sectortype* sect, double* ceilz, Coll int c = int(*ceilz * zworldtoint); int f = int(*florz * zworldtoint); - getzrange(ipos, sect, &c, ceilhit, &f, florhit, walldist, cliptype); + getzrange_(ipos, sect, &c, ceilhit, &f, florhit, walldist, cliptype); *ceilz = c * zinttoworld; *florz = f * zinttoworld; } diff --git a/source/build/src/clip.cpp b/source/build/src/clip.cpp index 49762039f..b57ec1bae 100644 --- a/source/build/src/clip.cpp +++ b/source/build/src/clip.cpp @@ -887,7 +887,7 @@ int pushmove_(vec3_t *const vect, int *const sectnum, // getzrange // -void getzrange(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype) +void getzrange_(const vec3_t& pos, sectortype* sect, int32_t* ceilz, CollisionBase& ceilhit, int32_t* florz, CollisionBase& florhit, int32_t walldist, uint32_t cliptype) { if (sect == nullptr) { diff --git a/source/games/blood/src/actor.cpp b/source/games/blood/src/actor.cpp index d67a2e62a..ec8cb5105 100644 --- a/source/games/blood/src/actor.cpp +++ b/source/games/blood/src/actor.cpp @@ -3857,7 +3857,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode) case 4: if (pWallHit) { - auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_52, missileActor->sector(), missileActor->spr.pos); if (pFX) pFX->spr.angle = (pWallHit->delta().Angle() + DAngle90).Normalized360(); } break; @@ -4560,7 +4560,7 @@ static Collision MoveThing(DBloodActor* actor) actor->vel.Z += FixedToFloat(58254); if (actor->spr.type == kThingZombieHead) { - auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, nullAngle); + auto* fxActor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos); if (fxActor) { auto vect1 = DVector2(64./15., 0.).Rotated(DAngle::fromBuild((PlayClock * 11) & 2047)); @@ -5095,16 +5095,16 @@ void MoveDude(DBloodActor* actor) switch (tileGetSurfType(floorColl)) { case kSurfWater: - gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos, floorZ), 0); + gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos, floorZ)); break; case kSurfLava: { - auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos, floorZ), 0); + auto pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos, floorZ)); if (pFX) { for (int i = 0; i < 7; i++) { - auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0); + auto pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos); if (pFX2) { pFX2->vel.X = Random2F(0x6aaaa); @@ -5899,7 +5899,7 @@ static void actCheckTraps() auto vec = actor->spr.angle.ToVector() * t; for (int i = 0; i < 2; i++) { - auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), pos, 0); + auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), pos); if (pFX) { pFX->vel.X = vec.X + Random2F(0x8888); @@ -6665,7 +6665,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 assert(nnSurf < kSurfMax); if (pVectorData->surfHit[nnSurf].fx1 >= 0) { - auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, ppos, 0); + auto pFX = gFX.fxSpawnActor(pVectorData->surfHit[nnSurf].fx1, pSector, ppos); if (pFX) { pFX->spr.angle = pWall->normalAngle(); @@ -6760,8 +6760,8 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 FX_ID t3 = pVectorData1->surfHit[nnSurf].fx3; DBloodActor* pFX = nullptr; - if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector1, ppos, 0); - else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, ppos, 0); + if (t2 > FX_NONE && (t3 == FX_NONE || Chance(0x4000))) pFX = gFX.fxSpawnActor(t2, pSector1, ppos); + else if (t3 > FX_NONE) pFX = gFX.fxSpawnActor(t3, pSector1, ppos); if (pFX) { pFX->vel.Z = FixedToFloat(0x2222); @@ -6815,14 +6815,14 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 if (pVectorData->surfHit[nSurf].fx2 >= 0) { - auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos, 0); + auto pFX2 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos); if (pFX2 && gModernMap) pFX2->SetOwner(shooter); } if (pVectorData->surfHit[nSurf].fx3 >= 0) { - auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos, 0); + auto pFX3 = gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos); if (pFX3 && gModernMap) pFX3->SetOwner(shooter); @@ -6830,9 +6830,9 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 #else if (pVectorData->surfHit[nSurf].fx2 >= 0) - gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos, 0); + gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx2, pSector, pos); if (pVectorData->surfHit[nSurf].fx3 >= 0) - gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos, 0); + gFX.fxSpawnActor(pVectorData->surfHit[nSurf].fx3, pSector, pos); #endif if (pVectorData->surfHit[nSurf].fxSnd >= 0) @@ -6847,7 +6847,7 @@ void actFireVector(DBloodActor* shooter, double offset, double zoffset, DVector3 void FireballSeqCallback(int, DBloodActor* actor) { - auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_11, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel = actor->vel; @@ -6856,7 +6856,7 @@ void FireballSeqCallback(int, DBloodActor* actor) void NapalmSeqCallback(int, DBloodActor* actor) { - auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_12, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel = actor->vel; @@ -6865,7 +6865,7 @@ void NapalmSeqCallback(int, DBloodActor* actor) void Fx32Callback(int, DBloodActor* actor) { - auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel = actor->vel; @@ -6874,7 +6874,7 @@ void Fx32Callback(int, DBloodActor* actor) void Fx33Callback(int, DBloodActor* actor) { - auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_33, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel = actor->vel; diff --git a/source/games/blood/src/callback.cpp b/source/games/blood/src/callback.cpp index d878fd778..345ad9b24 100644 --- a/source/games/blood/src/callback.cpp +++ b/source/games/blood/src/callback.cpp @@ -49,7 +49,7 @@ void fxFlameLick(DBloodActor* actor, sectortype*) // 0 DVector2 pos = actor->spr.pos.XY() + dv; double z = bottom - RandomD(bottom - top, 8); - auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, z), 0); + auto pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, z)); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(-int(16 * dv.X)); @@ -114,7 +114,7 @@ void FlareBurst(DBloodActor* actor, sectortype*) // 2 void fxFlareSpark(DBloodActor* actor, sectortype*) // 3 { if (!actor) return; - auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); @@ -133,7 +133,7 @@ void fxFlareSpark(DBloodActor* actor, sectortype*) // 3 void fxFlareSparkLite(DBloodActor* actor, sectortype*) // 4 { if (!actor) return; - auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_28, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); @@ -155,7 +155,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5 assert(actor->hasX()); double top, bottom; GetActorExtents(actor, &top, &bottom); - auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), DVector3(actor->spr.pos.XY(), top), 0); + auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), DVector3(actor->spr.pos.XY(), top)); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x11111); @@ -184,7 +184,7 @@ void fxZombieBloodSpurt(DBloodActor* actor, sectortype*) // 5 void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6 { if (!actor) return; - auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos); if (pFX) { pFX->spr.angle = nullAngle; @@ -202,7 +202,7 @@ void fxBloodSpurt(DBloodActor* actor, sectortype*) // 6 void fxArcSpark(DBloodActor* actor, sectortype*) // 7 { if (!actor) return; - auto pFX = gFX.fxSpawnActor(FX_15, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_15, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x10000); @@ -225,7 +225,7 @@ void fxDynPuff(DBloodActor* actor, sectortype*) // 8 { double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2); DVector3 pos = actor->spr.pos + (actor->spr.angle - DAngle90).ToVector() * nDist; - auto pFX = gFX.fxSpawnActor(FX_7, actor->sector(), pos, 0); + auto pFX = gFX.fxSpawnActor(FX_7, actor->sector(), pos); if (pFX) { pFX->vel = actor->vel; @@ -317,7 +317,7 @@ void Respawn(DBloodActor* actor, sectortype*) // 9 actor->spr.cstat &= ~CSTAT_SPRITE_INVISIBLE; } - gFX.fxSpawnActor(FX_29, actor->sector(), actor->spr.pos, 0); + gFX.fxSpawnActor(FX_29, actor->sector(), actor->spr.pos); sfxPlay3DSound(actor, 350, -1, 0); break; } @@ -345,7 +345,7 @@ void PlayerBubble(DBloodActor* actor, sectortype*) // 10 double nDist = (actor->spr.xrepeat * tileWidth(actor->spr.picnum)) * (REPEAT_SCALE / 2); DVector2 pos = actor->spr.pos.XY() + actor->spr.angle.ToVector() * nDist; double z = bottom - RandomD(bottom - top, 8); - auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0); + auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z)); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); @@ -375,7 +375,7 @@ void EnemyBubble(DBloodActor* actor, sectortype*) // 11 DVector2 pos = actor->spr.pos.XY() + nAngle.ToVector() * nDist; double z = bottom - RandomD(bottom - top, 8); - auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z), 0); + auto pFX = gFX.fxSpawnActor((FX_ID)(FX_23 + Random(3)), actor->sector(), DVector3(pos, z)); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); @@ -446,7 +446,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14 DAngle nAngle = RandomAngle(); int nDist = Random(16); auto pos = nAngle.ToVector() * nDist * 4; - gFX.fxSpawnActor(FX_48, actor->sector(), DVector3(pos, actor->spr.pos.Z), 0); + gFX.fxSpawnActor(FX_48, actor->sector(), DVector3(pos, actor->spr.pos.Z)); if (actor->spr.angle == DAngle180) { int nChannel = 28 + (actor->GetIndex() & 2); // this is a little stupid... @@ -454,7 +454,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14 } if (Chance(0x5000)) { - auto pFX = gFX.fxSpawnActor(FX_36, actor->sector(), DVector3(pos, floorZ - 0.25), 0); + auto pFX = gFX.fxSpawnActor(FX_36, actor->sector(), DVector3(pos, floorZ - 0.25)); if (pFX) pFX->spr.angle = nAngle; } @@ -471,7 +471,7 @@ void fxBloodBits(DBloodActor* actor, sectortype*) // 14 void fxTeslaAlt(DBloodActor* actor, sectortype*) // 15 { if (!actor) return; - auto pFX = gFX.fxSpawnActor(FX_49, actor->sector(), actor->spr.pos, 0); + auto pFX = gFX.fxSpawnActor(FX_49, actor->sector(), actor->spr.pos); if (pFX) { pFX->vel.X = actor->vel.X + Random2F(0x1aaaa); @@ -606,9 +606,9 @@ void fxPodBloodSpray(DBloodActor* actor, sectortype*) // 18 if (!actor) return; DBloodActor* pFX; if (actor->spr.type == 53) - pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0); + pFX = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos); else - pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0); + pFX = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos); if (pFX) { pFX->spr.angle = nullAngle; @@ -647,13 +647,13 @@ void fxPodBloodSplat(DBloodActor* actor, sectortype*) // 19 if (actor->spr.type == 53 || actor->spr.type == kThingPodGreenBall) { if (Chance(0x500) || actor->spr.type == kThingPodGreenBall) - pFX = gFX.fxSpawnActor(FX_55, actor->sector(), DVector3(pos, floorZ - 0.25), 0); + pFX = gFX.fxSpawnActor(FX_55, actor->sector(), DVector3(pos, floorZ - 0.25)); if (pFX) pFX->spr.angle = nAngle; } else { - pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, floorZ - 0.25), 0); + pFX = gFX.fxSpawnActor(FX_32, actor->sector(), DVector3(pos, floorZ - 0.25)); if (pFX) pFX->spr.angle = nAngle; } diff --git a/source/games/blood/src/fx.cpp b/source/games/blood/src/fx.cpp index dcafff91f..aace97313 100644 --- a/source/games/blood/src/fx.cpp +++ b/source/games/blood/src/fx.cpp @@ -273,7 +273,7 @@ void fxSpawnBlood(DBloodActor* actor, int) if (!pSector) return; if (adult_lockout && gGameOptions.nGameType <= 0) return; - auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos, 0); + auto bloodactor = gFX.fxSpawnActor(FX_27, actor->sector(), actor->spr.pos); if (bloodactor) { bloodactor->spr.angle = DAngle180; @@ -301,9 +301,9 @@ void fxSpawnPodStuff(DBloodActor* actor, int) return; DBloodActor* spawnactor; if (actor->spr.type == kDudePodGreen) - spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos, 0); + spawnactor = gFX.fxSpawnActor(FX_53, actor->sector(), actor->spr.pos); else - spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos, 0); + spawnactor = gFX.fxSpawnActor(FX_54, actor->sector(), actor->spr.pos); if (spawnactor) { spawnactor->spr.angle = DAngle180; @@ -324,7 +324,7 @@ void fxSpawnEjectingBrass(DBloodActor* actor, double z, double dist, int rdist) { DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z); - auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), actor->sector(), pos, 0); + auto pBrass = gFX.fxSpawnActor((FX_ID)(FX_37 + Random(3)), actor->sector(), pos); if (pBrass) { if (!VanillaMode()) @@ -346,7 +346,7 @@ void fxSpawnEjectingShell(DBloodActor* actor, double z, double dist, int rdist) { DVector3 pos(actor->spr.pos.XY() + actor->fClipdist() * actor->spr.angle.ToVector() + (actor->spr.angle + DAngle90).ToVector() * dist, z); - auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), actor->sector(), pos, 0); + auto pShell = gFX.fxSpawnActor((FX_ID)(FX_40 + Random(3)), actor->sector(), pos); if (pShell) { if (!VanillaMode()) diff --git a/source/games/blood/src/fx.h b/source/games/blood/src/fx.h index e9beb99e5..99396851b 100644 --- a/source/games/blood/src/fx.h +++ b/source/games/blood/src/fx.h @@ -93,7 +93,7 @@ class CFX { public: void destroy(DBloodActor*); void remove(DBloodActor*); - DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f); + DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f = nullAngle); void fxProcess(void); }; diff --git a/source/games/blood/src/gib.cpp b/source/games/blood/src/gib.cpp index 7025cc387..4656d621f 100644 --- a/source/games/blood/src/gib.cpp +++ b/source/games/blood/src/gib.cpp @@ -291,7 +291,7 @@ void GibFX(DBloodActor* actor, GIBFX* pGFX, DVector3* pPos, DVector3* pVel) DAngle nAngle = RandomAngle(); gPos = DVector3(actor->spr.pos.XY() + actor->fClipdist() * nAngle.ToVector(), bottom - RandomD(bottom - top, 8)); } - auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos, 0); + auto pFX = gFX.fxSpawnActor(pGFX->fxId, pSector, gPos); if (pFX) { if (pGFX->at1 < 0) @@ -448,7 +448,7 @@ void GibFX(walltype* pWall, GIBFX* pGFX, double ceilZ, const DVector3& spread, D r.Z = RandomD(spread.Z, 8) + ceilZ; r.Y = RandomD(spread.Y, 4) + pWall->pos.Y; r.X = RandomD(spread.X, 4) + pWall->pos.X; - auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, r, 0); + auto pGib = gFX.fxSpawnActor(pGFX->fxId, pSector, r); if (pGib) { if (pGFX->at1 < 0) diff --git a/source/games/blood/src/nnexts.cpp b/source/games/blood/src/nnexts.cpp index d7f23d3bd..5cda6e676 100644 --- a/source/games/blood/src/nnexts.cpp +++ b/source/games/blood/src/nnexts.cpp @@ -1790,17 +1790,17 @@ void debrisMove(int listIndex) switch (tileGetSurfType(floorColl)) { case kSurfLava: - if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ), 0)) == NULL) break; + if ((pFX = gFX.fxSpawnActor(FX_10, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ))) == NULL) break; for (i = 0; i < 7; i++) { - if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos, 0)) == NULL) continue; + if ((pFX2 = gFX.fxSpawnActor(FX_14, pFX->sector(), pFX->spr.pos)) == NULL) continue; pFX2->vel.X = Random2F(0x6aaaa); pFX2->vel.Y = Random2F(0x6aaaa); pFX2->vel.Z = -Random2F(0xd5555); } break; case kSurfWater: - gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ), 0); + gFX.fxSpawnActor(FX_9, actor->sector(), DVector3(actor->spr.pos.XY(), floorZ)); break; } @@ -3354,7 +3354,7 @@ void useEffectGen(DBloodActor* sourceactor, DBloodActor* actor) break; } - if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos), 0)) != nullptr) + if ((pEffect = gFX.fxSpawnActor((FX_ID)fxId, actor->sector(), DVector3(actor->spr.pos.XY(), pos))) != nullptr) { pEffect->SetOwner(sourceactor); @@ -6456,7 +6456,7 @@ void useRandomItemGen(DBloodActor* actor) { if ((unsigned int)iactor->spr.type == actor->xspr.dropMsg && iactor->spr.pos == actor->spr.pos) { - gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos, 0); + gFX.fxSpawnActor((FX_ID)29, actor->sector(), actor->spr.pos); iactor->spr.type = kSpriteDecoration; actPostSprite(iactor, kStatFree); break; diff --git a/source/games/blood/src/triggers.cpp b/source/games/blood/src/triggers.cpp index 4b3e81b95..9aeb9d1b0 100644 --- a/source/games/blood/src/triggers.cpp +++ b/source/games/blood/src/triggers.cpp @@ -2499,7 +2499,7 @@ void ActivateGenerator(DBloodActor* actor) case kGenBubbleMulti: { double top, bottom; GetActorExtents(actor, &top, &bottom); - gFX.fxSpawnActor((actor->spr.type == kGenBubble) ? FX_23 : FX_26, actor->sector(), DVector3(actor->spr.pos.XY(), top), 0); + gFX.fxSpawnActor((actor->spr.type == kGenBubble) ? FX_23 : FX_26, actor->sector(), DVector3(actor->spr.pos.XY(), top)); break; } }