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https://github.com/ZDoom/raze-gles.git
synced 2024-11-10 23:02:03 +00:00
- fixed a few bad parameters.
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parent
a8212f0756
commit
eb5cd98d9a
8 changed files with 10 additions and 10 deletions
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@ -3075,7 +3075,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
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actor->SetOwner(nullptr);
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s->ang += 1024;
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t[4] = 0;
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fi.operateforcefields(actor->GetIndex(), s->hitag);
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fi.operateforcefields(actor, s->hitag);
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DukeSectIterator it(s->sectnum);
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while (auto a2 = it.Next())
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@ -2804,7 +2804,7 @@ static void flamethrowerflame(DDukeActor *actor)
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{
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fi.checkhitsprite(coll.actor, actor);
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if (coll.actor->s.picnum == APLAYER)
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S_PlayActorSound(actor->GetIndex(), PISTOL_BODYHIT);
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S_PlayActorSound(PISTOL_BODYHIT, coll.actor);
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}
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else if (coll.type == kHitWall)
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{
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@ -3126,7 +3126,7 @@ void moveactors_d(void)
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if (k == 1)
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{
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operateactivators(s->lotag, -1);
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fi.operateforcefields(act->GetIndex(), s->lotag);
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fi.operateforcefields(act, s->lotag);
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operatemasterswitches(s->lotag);
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}
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}
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@ -4030,7 +4030,7 @@ void fakebubbaspawn(DDukeActor *actor, int g_p)
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break;
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case 4:
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spawn(actor, VIXEN);
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operateactivators(666, ps[g_p].GetActor()->GetIndex());
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operateactivators(666, g_p);
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break;
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}
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}
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@ -110,7 +110,7 @@ static const char* cheatUnlock()
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operatesectors(i, ps[myconnectindex].GetActor());
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}
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}
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fi.operateforcefields(ps[myconnectindex].i, -1);
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fi.operateforcefields(ps[myconnectindex].GetActor(), -1);
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return quoteMgr.GetQuote(QUOTE_CHEAT_UNLOCK);
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}
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@ -41,8 +41,8 @@ void animatewalls_d(void);
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void animatewalls_r(void);
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void operaterespawns_d(int low);
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void operaterespawns_r(int low);
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void operateforcefields_r(int s, int low);
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void operateforcefields_d(int s, int low);
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void operateforcefields_r(DDukeActor* act, int low);
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void operateforcefields_d(DDukeActor* act, int low);
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bool checkhitswitch_d(int snum, int w, DDukeActor *act);
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bool checkhitswitch_r(int snum, int w, DDukeActor* act);
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void activatebysector_d(int sect, DDukeActor* j);
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@ -75,7 +75,7 @@ struct Dispatcher
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bool (*isadoorwall)(int dapic);
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void (*animatewalls)();
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void (*operaterespawns)(int low);
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void (*operateforcefields)(int s, int low);
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void (*operateforcefields)(DDukeActor* act, int low);
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bool (*checkhitswitch)(int snum, int w, DDukeActor* act);
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void (*activatebysector)(int sect, DDukeActor* j);
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void (*checkhitwall)(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);
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@ -1622,7 +1622,7 @@ int ParseState::parse(void)
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insptr++;
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break;
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case concmd_mamatrigger:
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operateactivators(667, ps[g_p].i);
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operateactivators(667, g_p);
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insptr++;
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break;
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case concmd_mamaspawn:
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@ -770,7 +770,7 @@ bool checkhitswitch_r(int snum, int ww, DDukeActor* act)
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{
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if (ps[snum].SeaSick == 0)
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ps[snum].SeaSick = 350;
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operateactivators(668, ps[snum].i);
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operateactivators(668, snum);
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operatemasterswitches(668);
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S_PlayActorSound(328, ps[snum].GetActor());
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return 1;
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