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- fixed: IceGuyFX2 set its owner too late.
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4 changed files with 3 additions and 27 deletions
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@ -125,8 +125,6 @@ AActor *P_OldSpawnMissile(AActor *source, AActor *owner, AActor *dest, PClassAct
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AActor *P_SpawnMissile (AActor* source, AActor* dest, PClassActor *type, AActor* owner = NULL);
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AActor *P_SpawnMissileZ(AActor* source, double z, AActor* dest, PClassActor *type);
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AActor *P_SpawnMissileXYZ(DVector3 pos, AActor *source, AActor *dest, PClassActor *type, bool checkspawn = true, AActor *owner = NULL);
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AActor *P_SpawnMissileAngle(AActor *source, PClassActor *type, DAngle angle, double vz);
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AActor *P_SpawnMissileAngleZ(AActor *source, double z, PClassActor *type, DAngle angle, double vz);
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AActor *P_SpawnMissileAngleZSpeed(AActor *source, double z, PClassActor *type, DAngle angle, double vz, double speed, AActor *owner = NULL, bool checkspawn = true);
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AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type);
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@ -6648,24 +6648,6 @@ DEFINE_ACTION_FUNCTION(AActor, OldSpawnMissile)
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//
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//---------------------------------------------------------------------------
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AActor *P_SpawnMissileAngle (AActor *source, PClassActor *type, DAngle angle, double vz)
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{
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if (source == nullptr || type == nullptr)
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{
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return NULL;
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}
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return P_SpawnMissileAngleZSpeed (source, source->Z() + 32 + source->GetBobOffset(), type, angle, vz, GetDefaultSpeed (type));
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}
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AActor *P_SpawnMissileAngleZ (AActor *source, double z, PClassActor *type, DAngle angle, double vz)
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{
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if (type == nullptr)
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{
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return nullptr;
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}
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return P_SpawnMissileAngleZSpeed (source, z, type, angle, vz, GetDefaultSpeed (type));
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}
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AActor *P_SpawnMissileZAimed (AActor *source, double z, AActor *dest, PClassActor *type)
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{
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if (source == nullptr || type == nullptr)
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@ -867,9 +867,9 @@ class Actor : Thinker native
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return SpawnMissileAngleZSpeed (pos.z + 32 + GetBobOffset(), type, angle, vz, GetDefaultSpeed (type));
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}
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Actor SpawnMissileAngleZ (double z, class<Actor> type, double angle, double vz)
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Actor SpawnMissileAngleZ (double z, class<Actor> type, double angle, double vz, Actor owner = null)
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{
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return SpawnMissileAngleZSpeed (z, type, angle, vz, GetDefaultSpeed (type));
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return SpawnMissileAngleZSpeed (z, type, angle, vz, GetDefaultSpeed (type), owner);
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}
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@ -169,11 +169,7 @@ class IceGuyFX : Actor
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{
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for (int i = 0; i < 8; i++)
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{
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Actor mo = SpawnMissileAngleZ (pos.z+3, "IceGuyFX2", i*45., -0.3);
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if (mo)
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{
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mo.target = target;
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}
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SpawnMissileAngleZ (pos.z+3, "IceGuyFX2", i*45., -0.3, target);
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}
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}
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}
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