- secnum in fx.cpp

This commit is contained in:
Christoph Oelckers 2021-11-24 01:25:40 +01:00
parent 765ff7609d
commit b8953849ee
2 changed files with 5 additions and 5 deletions

View file

@ -213,7 +213,7 @@ void TreeToGibCallback(int, int);
bool IsUnderwaterSector(sectortype* pSector);
void actInit();
int actWallBounceVector(int *x, int *y, walltype* pWall, int a4);
int actFloorBounceVector(int *x, int *y, int *z, int nSector, int a5);
int actFloorBounceVector(int *x, int *y, int *z, sectortype* pSector, int a5);
void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
DBloodActor *actDropObject(DBloodActor *pSprite, int nType);
bool actHealDude(DBloodActor* pXDude, int a2, int a3);

View file

@ -258,8 +258,8 @@ void fxSpawnBlood(DBloodActor *actor, int )
spritetype* pSprite = &actor->s();
if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors)
return;
int nSector = pSprite->sectnum;
if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector))
auto pSector = pSprite->sector();
if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector))
return;
if (adult_lockout && gGameOptions.nGameType <= 0)
return;
@ -279,8 +279,8 @@ void fxSpawnPodStuff(DBloodActor* actor, int )
auto pSprite = &actor->s();
if (pSprite->sectnum < 0 || pSprite->sectnum >= numsectors)
return;
int nSector = pSprite->sectnum;
if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &nSector))
auto pSector = pSprite->sector();
if (!FindSector(pSprite->x, pSprite->y, pSprite->z, &pSector))
return;
if (adult_lockout && gGameOptions.nGameType <= 0)
return;