- useSectorLightChanger

This commit is contained in:
Christoph Oelckers 2021-11-19 16:53:16 +01:00
parent 1472d021f6
commit b23a2865b8
2 changed files with 6 additions and 6 deletions

View file

@ -4873,7 +4873,7 @@ void modernTypeTrigger(int destObjType, int destObjIndex, DBloodActor* destactor
// change sector lighting dynamically
case kModernSectorFXChanger:
if (destObjType != OBJ_SECTOR) break;
useSectorLigthChanger(event.actor, &xsector[sector[destObjIndex].extra]);
useSectorLigthChanger(event.actor, &sector[destObjIndex]);
break;
// change target of dudes and make it fight
case kModernDudeTargetChanger:
@ -6746,10 +6746,11 @@ void useDataChanger(DBloodActor* sourceactor, int objType, int objIndex, DBloodA
//
//---------------------------------------------------------------------------
void useSectorLigthChanger(DBloodActor* sourceactor, XSECTOR* pXSector)
void useSectorLigthChanger(DBloodActor* sourceactor, sectortype* pSector)
{
auto pXSource = &sourceactor->x();
spritetype* pSource = &sourceactor->s();
auto pXSector = &pSector->xs();
if (valueIsBetween(pXSource->data1, -1, 32767))
pXSector->wave = ClipHigh(pXSource->data1, 11);
@ -6782,9 +6783,8 @@ void useSectorLigthChanger(DBloodActor* sourceactor, XSECTOR* pXSector)
// add to shadeList if amplitude was set to 0 previously
if (oldAmplitude != pXSector->amplitude)
{
auto newSect = &sector[pXSector->reference];
if (!shadeList.Contains(newSect))
shadeList.Push(newSect);
if (!shadeList.Contains(pSector))
shadeList.Push(pSector);
}
}

View file

@ -321,7 +321,7 @@ void useUniMissileGen(DBloodActor* sourceactor, DBloodActor* actor);
void useSoundGen(DBloodActor* sourceactor, DBloodActor* actor);
void useIncDecGen(DBloodActor* sourceactor, short objType, int objIndex, DBloodActor* objactor);
void useDataChanger(DBloodActor* sourceactor, int objType, int objIndex, DBloodActor* objActor);
void useSectorLigthChanger(DBloodActor* pXSource, XSECTOR* pXSector);
void useSectorLigthChanger(DBloodActor* pXSource, sectortype* pSector);
void useTargetChanger(DBloodActor* sourceactor, DBloodActor* actor);
void usePictureChanger(DBloodActor* sourceactor, int objType, int objIndex, DBloodActor* objActor);
void useSequentialTx(DBloodActor* pXSource, COMMAND_ID cmd, bool setState);