- Exhumed: Make CheckMovingBlocks() work on player pointer.

This commit is contained in:
Mitchell Richters 2023-03-24 16:59:22 +11:00
parent e256ac06e9
commit 0e39dbfc95

View file

@ -752,10 +752,10 @@ void AIPlayer::Damage(RunListEvent* ev)
//
//---------------------------------------------------------------------------
bool CheckMovingBlocks(int nPlayer, Collision& nMove, DVector3& spr_pos, sectortype* spr_sect)
bool CheckMovingBlocks(Player* const pPlayer, Collision& nMove, DVector3& spr_pos, sectortype* spr_sect)
{
auto pPlayerActor = PlayerList[nPlayer].pActor;
double const zz = pPlayerActor->vel.Z;
const auto pPlayerActor = pPlayer->pActor;
const double zz = pPlayerActor->vel.Z;
if (nMove.type == kHitSector || nMove.type == kHitWall)
{
@ -782,18 +782,18 @@ bool CheckMovingBlocks(int nPlayer, Collision& nMove, DVector3& spr_pos, sectort
if (nDiff <= DAngle45)
{
PlayerList[nPlayer].pPlayerPushSect = sect;
pPlayer->pPlayerPushSect = sect;
DVector2 vel = PlayerList[nPlayer].vel;
DVector2 vel = pPlayer->vel;
auto nMyAngle = vel.Angle().Normalized360();
setsectinterpolate(sect);
MoveSector(sect, nMyAngle, vel);
if (PlayerList[nPlayer].nPlayerPushSound <= -1)
if (pPlayer->nPlayerPushSound <= -1)
{
PlayerList[nPlayer].nPlayerPushSound = 1;
int nBlock = PlayerList[nPlayer].pPlayerPushSect->extra;
pPlayer->nPlayerPushSound = 1;
int nBlock = pPlayer->pPlayerPushSect->extra;
DExhumedActor* pBlockActor = sBlockInfo[nBlock].pActor;
D3PlayFX(StaticSound[kSound23], pBlockActor, 0x4000);
@ -1327,7 +1327,7 @@ void AIPlayer::Tick(RunListEvent* ev)
}
}
if (CheckMovingBlocks(nPlayer, nMove, spr_pos, spr_sect))
if (CheckMovingBlocks(pPlayer, nMove, spr_pos, spr_sect))
goto sectdone;
}