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- Converted rollIntensity from int to double.
- It was already a double in the save version serialization so nothing had to be changed there.
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5 changed files with 7 additions and 7 deletions
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@ -37,8 +37,8 @@ DEarthquake::DEarthquake()
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DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesound, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity,
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double rollWave)
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
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double rollIntensity, double rollWave)
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: DThinker(STAT_EARTHQUAKE)
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{
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m_QuakeSFX = quakesound;
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@ -351,7 +351,7 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
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int rollIntensity, double rollWave)
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double rollIntensity, double rollWave)
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{
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AActor *center;
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bool res = false;
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@ -164,7 +164,7 @@ class DEarthquake : public DThinker
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public:
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DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double rollWave);
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, double rollIntensity, double rollWave);
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void Serialize (FArchive &arc);
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void Tick ();
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@ -698,7 +698,7 @@ void P_DoDeferedScripts (void);
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//
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// [RH] p_quake.c
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//
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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);
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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);
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bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
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#endif
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@ -4985,7 +4985,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
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PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; }
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PARAM_INT_OPT(falloff) { falloff = 0; }
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PARAM_INT_OPT(highpoint) { highpoint = 0; }
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PARAM_INT_OPT(rollIntensity) { rollIntensity = 0; }
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PARAM_FLOAT_OPT(rollIntensity) { rollIntensity = 0.; }
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PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; }
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P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint,
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rollIntensity, rollWave);
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@ -281,7 +281,7 @@ ACTOR Actor native //: Thinker
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native void A_SetUserArrayFloat(name varname, int index, float value);
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native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
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native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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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);
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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);
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action native A_SetTics(int tics);
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native void A_SetDamageType(name damagetype);
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native void A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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