mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-13 07:57:51 +00:00
- removed the less-parameters versions of P_SpawnPlayerMissile, because there was only one native call left to them.
This commit is contained in:
parent
460c400315
commit
bc86ec4c51
3 changed files with 1 additions and 18 deletions
|
@ -2335,7 +2335,7 @@ void Net_DoCommand (int type, uint8_t **stream, int player)
|
||||||
{
|
{
|
||||||
if (GetDefaultByType (typeinfo)->flags & MF_MISSILE)
|
if (GetDefaultByType (typeinfo)->flags & MF_MISSILE)
|
||||||
{
|
{
|
||||||
P_SpawnPlayerMissile (source, typeinfo);
|
P_SpawnPlayerMissile (source, 0, 0, 0, typeinfo, source->Angles.Yaw);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
|
@ -131,9 +131,6 @@ AActor *P_SpawnMissileAngleZSpeed(AActor *source, double z, PClassActor *type, D
|
||||||
AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type);
|
AActor *P_SpawnMissileZAimed(AActor *source, double z, AActor *dest, PClassActor *type);
|
||||||
|
|
||||||
|
|
||||||
AActor *P_SpawnPlayerMissile (AActor* source, PClassActor *type);
|
|
||||||
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle);
|
|
||||||
|
|
||||||
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z, PClassActor *type, DAngle angle,
|
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z, PClassActor *type, DAngle angle,
|
||||||
FTranslatedLineTarget *pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
|
FTranslatedLineTarget *pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
|
||||||
|
|
||||||
|
|
|
@ -7287,20 +7287,6 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnSubMissile)
|
||||||
================
|
================
|
||||||
*/
|
*/
|
||||||
|
|
||||||
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type)
|
|
||||||
{
|
|
||||||
if (source == NULL)
|
|
||||||
{
|
|
||||||
return NULL;
|
|
||||||
}
|
|
||||||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, source->Angles.Yaw);
|
|
||||||
}
|
|
||||||
|
|
||||||
AActor *P_SpawnPlayerMissile (AActor *source, PClassActor *type, DAngle angle)
|
|
||||||
{
|
|
||||||
return P_SpawnPlayerMissile (source, 0, 0, 0, type, angle);
|
|
||||||
}
|
|
||||||
|
|
||||||
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z,
|
||||||
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
|
PClassActor *type, DAngle angle, FTranslatedLineTarget *pLineTarget, AActor **pMissileActor,
|
||||||
bool nofreeaim, bool noautoaim, int aimflags)
|
bool nofreeaim, bool noautoaim, int aimflags)
|
||||||
|
|
Loading…
Reference in a new issue