mirror of
https://github.com/ZDoom/raze-gles.git
synced 2024-12-29 13:00:43 +00:00
- fixed a few bad parameters.
This commit is contained in:
parent
a8212f0756
commit
eb5cd98d9a
8 changed files with 10 additions and 10 deletions
|
@ -3075,7 +3075,7 @@ void handle_se30(DDukeActor *actor, int JIBS6)
|
|||
actor->SetOwner(nullptr);
|
||||
s->ang += 1024;
|
||||
t[4] = 0;
|
||||
fi.operateforcefields(actor->GetIndex(), s->hitag);
|
||||
fi.operateforcefields(actor, s->hitag);
|
||||
|
||||
DukeSectIterator it(s->sectnum);
|
||||
while (auto a2 = it.Next())
|
||||
|
|
|
@ -2804,7 +2804,7 @@ static void flamethrowerflame(DDukeActor *actor)
|
|||
{
|
||||
fi.checkhitsprite(coll.actor, actor);
|
||||
if (coll.actor->s.picnum == APLAYER)
|
||||
S_PlayActorSound(actor->GetIndex(), PISTOL_BODYHIT);
|
||||
S_PlayActorSound(PISTOL_BODYHIT, coll.actor);
|
||||
}
|
||||
else if (coll.type == kHitWall)
|
||||
{
|
||||
|
@ -3126,7 +3126,7 @@ void moveactors_d(void)
|
|||
if (k == 1)
|
||||
{
|
||||
operateactivators(s->lotag, -1);
|
||||
fi.operateforcefields(act->GetIndex(), s->lotag);
|
||||
fi.operateforcefields(act, s->lotag);
|
||||
operatemasterswitches(s->lotag);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4030,7 +4030,7 @@ void fakebubbaspawn(DDukeActor *actor, int g_p)
|
|||
break;
|
||||
case 4:
|
||||
spawn(actor, VIXEN);
|
||||
operateactivators(666, ps[g_p].GetActor()->GetIndex());
|
||||
operateactivators(666, g_p);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -110,7 +110,7 @@ static const char* cheatUnlock()
|
|||
operatesectors(i, ps[myconnectindex].GetActor());
|
||||
}
|
||||
}
|
||||
fi.operateforcefields(ps[myconnectindex].i, -1);
|
||||
fi.operateforcefields(ps[myconnectindex].GetActor(), -1);
|
||||
return quoteMgr.GetQuote(QUOTE_CHEAT_UNLOCK);
|
||||
}
|
||||
|
||||
|
|
|
@ -41,8 +41,8 @@ void animatewalls_d(void);
|
|||
void animatewalls_r(void);
|
||||
void operaterespawns_d(int low);
|
||||
void operaterespawns_r(int low);
|
||||
void operateforcefields_r(int s, int low);
|
||||
void operateforcefields_d(int s, int low);
|
||||
void operateforcefields_r(DDukeActor* act, int low);
|
||||
void operateforcefields_d(DDukeActor* act, int low);
|
||||
bool checkhitswitch_d(int snum, int w, DDukeActor *act);
|
||||
bool checkhitswitch_r(int snum, int w, DDukeActor* act);
|
||||
void activatebysector_d(int sect, DDukeActor* j);
|
||||
|
|
|
@ -75,7 +75,7 @@ struct Dispatcher
|
|||
bool (*isadoorwall)(int dapic);
|
||||
void (*animatewalls)();
|
||||
void (*operaterespawns)(int low);
|
||||
void (*operateforcefields)(int s, int low);
|
||||
void (*operateforcefields)(DDukeActor* act, int low);
|
||||
bool (*checkhitswitch)(int snum, int w, DDukeActor* act);
|
||||
void (*activatebysector)(int sect, DDukeActor* j);
|
||||
void (*checkhitwall)(DDukeActor* spr, int dawallnum, int x, int y, int z, int atwith);
|
||||
|
|
|
@ -1622,7 +1622,7 @@ int ParseState::parse(void)
|
|||
insptr++;
|
||||
break;
|
||||
case concmd_mamatrigger:
|
||||
operateactivators(667, ps[g_p].i);
|
||||
operateactivators(667, g_p);
|
||||
insptr++;
|
||||
break;
|
||||
case concmd_mamaspawn:
|
||||
|
|
|
@ -770,7 +770,7 @@ bool checkhitswitch_r(int snum, int ww, DDukeActor* act)
|
|||
{
|
||||
if (ps[snum].SeaSick == 0)
|
||||
ps[snum].SeaSick = 350;
|
||||
operateactivators(668, ps[snum].i);
|
||||
operateactivators(668, snum);
|
||||
operatemasterswitches(668);
|
||||
S_PlayActorSound(328, ps[snum].GetActor());
|
||||
return 1;
|
||||
|
|
Loading…
Reference in a new issue