Remove unnecessary spriteNum argument from P_Submerge() and P_Emerge()

git-svn-id: https://svn.eduke32.com/eduke32@7243 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
terminx 2018-12-15 01:36:15 +00:00
parent 87cf4495bf
commit ef6a60396c
1 changed files with 10 additions and 10 deletions

View File

@ -1206,8 +1206,8 @@ next_sprite:
}
static int P_Submerge(int, int, DukePlayer_t *, int, int);
static int P_Emerge(int, int, DukePlayer_t *, int, int);
static int P_Submerge(int, DukePlayer_t *, int, int);
static int P_Emerge(int, DukePlayer_t *, int, int);
static void P_FinishWaterChange(int, DukePlayer_t *, int, int, int);
ACTOR_STATIC void G_MovePlayers(void)
@ -1247,8 +1247,8 @@ ACTOR_STATIC void G_MovePlayers(void)
pPlayer->on_warping_sector = 1;
if ((sectorLotag == ST_1_ABOVE_WATER ?
P_Submerge(spriteNum, P_GetP(pSprite), pPlayer, playerSectnum, otherSector) :
P_Emerge(spriteNum, P_GetP(pSprite), pPlayer, playerSectnum, otherSector)) == 1)
P_Submerge(P_GetP(pSprite), pPlayer, playerSectnum, otherSector) :
P_Emerge(P_GetP(pSprite), pPlayer, playerSectnum, otherSector)) == 1)
P_FinishWaterChange(spriteNum, pPlayer, sectorLotag, -1, otherSector);
}
#endif
@ -3332,7 +3332,7 @@ ACTOR_STATIC void G_MoveWeapons(void)
}
static int P_Submerge(int const spriteNum, int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
static int P_Submerge(int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
{
if (pPlayer->on_ground && pPlayer->pos.z >= sector[sectNum].floorz
&& (TEST_SYNC_KEY(g_player[playerNum].inputBits->bits, SK_CROUCH) || pPlayer->vel.z > 2048))
@ -3346,7 +3346,7 @@ static int P_Submerge(int const spriteNum, int const playerNum, DukePlayer_t * c
#ifndef EDUKE32_STANDALONE
if (sprite[pPlayer->i].extra > 0)
A_PlaySound(DUKE_UNDERWATER, spriteNum);
A_PlaySound(DUKE_UNDERWATER, pPlayer->i);
#endif
pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].ceilingz;
@ -3360,7 +3360,7 @@ static int P_Submerge(int const spriteNum, int const playerNum, DukePlayer_t * c
return 0;
}
static int P_Emerge(int const spriteNum, int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
static int P_Emerge(int const playerNum, DukePlayer_t * const pPlayer, int const sectNum, int const otherSect)
{
// r1449-:
if (pPlayer->pos.z < (sector[sectNum].ceilingz+1080) && pPlayer->vel.z == 0)
@ -3375,7 +3375,7 @@ static int P_Emerge(int const spriteNum, int const playerNum, DukePlayer_t * con
}
#ifndef EDUKE32_STANDALONE
A_PlaySound(DUKE_GASP, spriteNum);
A_PlaySound(DUKE_GASP, pPlayer->i);
#endif
pPlayer->opos.z = pPlayer->pos.z = sector[otherSect].floorz;
@ -3536,9 +3536,9 @@ ACTOR_STATIC void G_MoveTransports(void)
if (onFloor)
{
if (sectLotag == ST_1_ABOVE_WATER)
doWater = P_Submerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
doWater = P_Submerge(playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
else if (sectLotag == ST_2_UNDERWATER)
doWater = P_Emerge(sectSprite, playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
doWater = P_Emerge(playerNum, pPlayer, sectNum, sprite[OW(spriteNum)].sectnum);
if (doWater == 1)
{