- Converted rollIntensity from int to double.

- It was already a double in the save version serialization so nothing had to be changed there.
This commit is contained in:
MajorCooke 2016-04-27 12:58:18 -05:00
parent 64d01a3bb1
commit 6f11a65893
5 changed files with 7 additions and 7 deletions

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@ -37,8 +37,8 @@ DEarthquake::DEarthquake()
DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags, int damrad, int tremrad, FSoundID quakesound, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double rollWave) double rollIntensity, double rollWave)
: DThinker(STAT_EARTHQUAKE) : DThinker(STAT_EARTHQUAKE)
{ {
m_QuakeSFX = quakesound; m_QuakeSFX = quakesound;
@ -351,7 +351,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags, int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
int rollIntensity, double rollWave) double rollIntensity, double rollWave)
{ {
AActor *center; AActor *center;
bool res = false; bool res = false;

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@ -164,7 +164,7 @@ class DEarthquake : public DThinker
public: public:
DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags, int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double rollWave); double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave);
void Serialize (FArchive &arc); void Serialize (FArchive &arc);
void Tick (); void Tick ();

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@ -698,7 +698,7 @@ void P_DoDeferedScripts (void);
// //
// [RH] p_quake.c // [RH] p_quake.c
// //
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double rollWave); bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave);
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx); bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
#endif #endif

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@ -4985,7 +4985,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; } PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
PARAM_INT_OPT(falloff) { falloff = 0; } PARAM_INT_OPT(falloff) { falloff = 0; }
PARAM_INT_OPT(highpoint) { highpoint = 0; } PARAM_INT_OPT(highpoint) { highpoint = 0; }
PARAM_INT_OPT(rollIntensity) { rollIntensity = 0; } PARAM_FLOAT_OPT(rollIntensity) { rollIntensity = 0.; }
PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; } PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; }
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint, P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint,
rollIntensity, rollWave); rollIntensity, rollWave);

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@ -281,7 +281,7 @@ ACTOR Actor native //: Thinker
native void A_SetUserArrayFloat(name varname, int index, float value); native void A_SetUserArrayFloat(name varname, int index, float value);
native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0); native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake"); native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, int rollIntensity = 0, float rollWave = 0); native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, float rollIntensity = 0, float rollWave = 0);
action native A_SetTics(int tics); action native A_SetTics(int tics);
native void A_SetDamageType(name damagetype); native void A_SetDamageType(name damagetype);
native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256); native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);