- fixed a few bad parameters.

This commit is contained in:
Christoph Oelckers 2020-11-02 19:54:20 +01:00
parent a8212f0756
commit eb5cd98d9a
8 changed files with 10 additions and 10 deletions

View file

@ -3075,7 +3075,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
actor->SetOwner(nullptr); actor->SetOwner(nullptr);
s->ang += 1024; s->ang += 1024;
t[4] = 0; t[4] = 0;
fi.operateforcefields(actor->GetIndex(), s->hitag); fi.operateforcefields(actor, s->hitag);
DukeSectIterator it(s->sectnum); DukeSectIterator it(s->sectnum);
while (auto a2 = it.Next()) while (auto a2 = it.Next())

View file

@ -2804,7 +2804,7 @@ static void flamethrowerflame(DDukeActor *actor)
{ {
fi.checkhitsprite(coll.actor, actor); fi.checkhitsprite(coll.actor, actor);
if (coll.actor->s.picnum == APLAYER) if (coll.actor->s.picnum == APLAYER)
S_PlayActorSound(actor->GetIndex(), PISTOL_BODYHIT); S_PlayActorSound(PISTOL_BODYHIT, coll.actor);
} }
else if (coll.type == kHitWall) else if (coll.type == kHitWall)
{ {
@ -3126,7 +3126,7 @@ void moveactors_d(void)
if (k == 1) if (k == 1)
{ {
operateactivators(s->lotag, -1); operateactivators(s->lotag, -1);
fi.operateforcefields(act->GetIndex(), s->lotag); fi.operateforcefields(act, s->lotag);
operatemasterswitches(s->lotag); operatemasterswitches(s->lotag);
} }
} }

View file

@ -4030,7 +4030,7 @@ void fakebubbaspawn(DDukeActor *actor, int g_p)
break; break;
case 4: case 4:
spawn(actor, VIXEN); spawn(actor, VIXEN);
operateactivators(666, ps[g_p].GetActor()->GetIndex()); operateactivators(666, g_p);
break; break;
} }
} }

View file

@ -110,7 +110,7 @@ static const char* cheatUnlock()
operatesectors(i, ps[myconnectindex].GetActor()); operatesectors(i, ps[myconnectindex].GetActor());
} }
} }
fi.operateforcefields(ps[myconnectindex].i, -1); fi.operateforcefields(ps[myconnectindex].GetActor(), -1);
return quoteMgr.GetQuote(QUOTE_CHEAT_UNLOCK); return quoteMgr.GetQuote(QUOTE_CHEAT_UNLOCK);
} }

View file

@ -41,8 +41,8 @@ void animatewalls_d(void);
void animatewalls_r(void); void animatewalls_r(void);
void operaterespawns_d(int low); void operaterespawns_d(int low);
void operaterespawns_r(int low); void operaterespawns_r(int low);
void operateforcefields_r(int s, int low); void operateforcefields_r(DDukeActor* act, int low);
void operateforcefields_d(int s, int low); void operateforcefields_d(DDukeActor* act, int low);
bool checkhitswitch_d(int snum, int w, DDukeActor *act); bool checkhitswitch_d(int snum, int w, DDukeActor *act);
bool checkhitswitch_r(int snum, int w, DDukeActor* act); bool checkhitswitch_r(int snum, int w, DDukeActor* act);
void activatebysector_d(int sect, DDukeActor* j); void activatebysector_d(int sect, DDukeActor* j);

View file

@ -75,7 +75,7 @@ struct Dispatcher
bool (*isadoorwall)(int dapic); bool (*isadoorwall)(int dapic);
void (*animatewalls)(); void (*animatewalls)();
void (*operaterespawns)(int low); void (*operaterespawns)(int low);
void (*operateforcefields)(int s, int low); void (*operateforcefields)(DDukeActor* act, int low);
bool (*checkhitswitch)(int snum, int w, DDukeActor* act); bool (*checkhitswitch)(int snum, int w, DDukeActor* act);
void (*activatebysector)(int sect, DDukeActor* j); void (*activatebysector)(int sect, DDukeActor* j);
void (*checkhitwall)(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith); void (*checkhitwall)(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);

View file

@ -1622,7 +1622,7 @@ int ParseState::parse(void)
insptr++; insptr++;
break; break;
case concmd_mamatrigger: case concmd_mamatrigger:
operateactivators(667, ps[g_p].i); operateactivators(667, g_p);
insptr++; insptr++;
break; break;
case concmd_mamaspawn: case concmd_mamaspawn:

View file

@ -770,7 +770,7 @@ bool checkhitswitch_r(int snum, int ww, DDukeActor* act)
{ {
if (ps[snum].SeaSick == 0) if (ps[snum].SeaSick == 0)
ps[snum].SeaSick = 350; ps[snum].SeaSick = 350;
operateactivators(668, ps[snum].i); operateactivators(668, snum);
operatemasterswitches(668); operatemasterswitches(668);
S_PlayActorSound(328, ps[snum].GetActor()); S_PlayActorSound(328, ps[snum].GetActor());
return 1; return 1;