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https://github.com/ZDoom/Raze.git
synced 2024-11-15 17:01:28 +00:00
- use pointers in runlist_ProcessWallTag and all its subfunctions.
This commit is contained in:
parent
2d937891ac
commit
20891f276d
6 changed files with 104 additions and 90 deletions
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@ -181,7 +181,8 @@ void AddFlash(int nSector, int x, int y, int z, int val);
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void SetTorch(int nPlayer, int bTorchOnOff);
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void UndoFlashes();
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void DoLights();
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void AddFlow(int nSprite, int nSpeed, int b, int ang = -1);
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void AddFlow(sectortype* pSect, int nSpeed, int b, int ang = -1);
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void AddFlow(walltype* pWall, int nSpeed, int b, int ang = -1);
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void BuildFlash(int nPlayer, int nVal);
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void AddGlow(int nSector, int nVal);
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void AddFlicker(int nSector, int nVal);
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@ -292,7 +293,7 @@ void BuildDrip(DExhumedActor* nSprite);
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DExhumedActor* BuildEnergyBlock(int nSector);
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int BuildElevC(int arg1, int nChannel, int nSector, DExhumedActor* nWallSprite, int arg5, int arg6, int nCount, ...);
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int BuildElevF(int nChannel, int nSector, DExhumedActor* nWallSprite, int arg_4, int arg_5, int nCount, ...);
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int BuildWallFace(int nChannel, int nWall, int nCount, ...);
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int BuildWallFace(int nChannel, walltype* pWall, int nCount, ...);
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int BuildSlide(int nChannel, int edx, int ebx, int ecx, int arg1, int arg2, int arg3);
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// queen
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@ -690,7 +691,7 @@ void runlist_ProcessSectorTag(int nSector, int nLotag, int nHitag);
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int runlist_AllocChannel(int a);
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void runlist_DoSubRunRec(int RunPtr);
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void runlist_SubRunRec(int RunPtr);
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void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag);
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void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag);
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int runlist_CheckRadialDamage(DExhumedActor* actor);
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void runlist_RadialDamageEnemy(DExhumedActor* pActor, int nDamage, int nRadius);
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void runlist_DamageEnemy(DExhumedActor* nSprite, DExhumedActor* nSprite2, int nDamage);
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@ -761,7 +762,7 @@ std::pair<int, int> BuildSwPressSector(int nChannel, int nLink, int nSector, int
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std::pair<int, int> BuildSwStepOn(int nChannel, int nLink, int nSector);
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std::pair<int, int> BuildSwReady(int nChannel, int nLink);
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std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall);
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std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall);
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// wasp
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@ -641,7 +641,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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}
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case 88:
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{
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AddFlow(pSprite->sectnum, nSpeed, 0, pSprite->ang);
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AddFlow(pSprite->sector(), nSpeed, 0, pSprite->ang);
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DeleteActor(pActor);
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return;
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@ -656,7 +656,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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}
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case 78:
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{
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AddFlow(pSprite->sectnum, nSpeed, 1, pSprite->ang);
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AddFlow(pSprite->sector(), nSpeed, 1, pSprite->ang);
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auto pSector = pSprite->sector();
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pSector->Flag |= 0x8000;
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@ -810,7 +810,7 @@ void LoadObjects()
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if (hitag || lotag)
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{
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wal.lotag = runlist_HeadRun() + 1;
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runlist_ProcessWallTag(wallnum(&wal), lotag, hitag);
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runlist_ProcessWallTag(&wal, lotag, hitag);
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}
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}
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@ -62,7 +62,11 @@ struct Flicker
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struct Flow
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{
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int objindex;
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union
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{
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walltype* pWall;
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sectortype* pSector;
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};
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int type;
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int xdelta;
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int ydelta;
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@ -134,15 +138,16 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Flow& w, Flow* def
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{
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if (arc.BeginObject(keyname))
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{
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arc("objindex", w.objindex)
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("type", w.type)
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arc("type", w.type)
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("xdelta", w.xdelta)
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("ydelta", w.ydelta)
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("atc", w.angcos)
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("at10", w.angsin)
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("xacc", w.xacc)
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("yacc", w.yacc)
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.EndObject();
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("yacc", w.yacc);
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if (w.type < 2) arc("index", w.pSector);
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else arc("index", w.pWall);
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arc.EndObject();
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}
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return arc;
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}
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@ -646,52 +651,58 @@ void DoFlickers()
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}
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}
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// nWall can also be passed in here via nSprite parameter - TODO - rename nSprite parameter :)
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void AddFlow(int nIndex, int nSpeed, int b, int nAngle)
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void AddFlow(sectortype* pSector, int nSpeed, int b, int nAngle)
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{
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if (nFlowCount >= kMaxFlows)
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if (nFlowCount >= kMaxFlows || b >= 2)
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return;
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int nFlow = nFlowCount;
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nFlowCount++;
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int nPic = pSector->floorpicnum;
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sFlowInfo[nFlow].xacc = (tileWidth(nPic) << 14) - 1;
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sFlowInfo[nFlow].yacc = (tileHeight(nPic) << 14) - 1;
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sFlowInfo[nFlow].angcos = -bcos(nAngle) * nSpeed;
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sFlowInfo[nFlow].angsin = bsin(nAngle) * nSpeed;
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sFlowInfo[nFlow].pSector = pSector;
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StartInterpolation(pSector, b ? Interp_Sect_CeilingPanX : Interp_Sect_FloorPanX);
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StartInterpolation(pSector, b ? Interp_Sect_CeilingPanY : Interp_Sect_FloorPanY);
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sFlowInfo[nFlow].ydelta = 0;
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sFlowInfo[nFlow].xdelta = 0;
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sFlowInfo[nFlow].type = b;
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}
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void AddFlow(walltype* pWall, int nSpeed, int b, int nAngle)
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{
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if (nFlowCount >= kMaxFlows || b < 2)
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return;
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int nFlow = nFlowCount;
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nFlowCount++;
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if (b < 2)
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{
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int nPic = sector[nIndex].floorpicnum;
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StartInterpolation(pWall, Interp_Wall_PanX);
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StartInterpolation(pWall, Interp_Wall_PanY);
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sFlowInfo[nFlow].xacc = (tileWidth(nPic) << 14) - 1;
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sFlowInfo[nFlow].yacc = (tileHeight(nPic) << 14) - 1;
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sFlowInfo[nFlow].angcos = -bcos(nAngle) * nSpeed;
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sFlowInfo[nFlow].angsin = bsin(nAngle) * nSpeed;
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sFlowInfo[nFlow].objindex = nIndex;
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StartInterpolation(nIndex, b ? Interp_Sect_CeilingPanX : Interp_Sect_FloorPanX);
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StartInterpolation(nIndex, b ? Interp_Sect_CeilingPanY : Interp_Sect_FloorPanY);
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if (b == 2) {
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nAngle = 512;
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}
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else
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{
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StartInterpolation(nIndex, Interp_Wall_PanX);
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StartInterpolation(nIndex, Interp_Wall_PanY);
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int nAngle;
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if (b == 2) {
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nAngle = 512;
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}
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else {
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nAngle = 1536;
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}
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int nPic = wall[nIndex].picnum;
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sFlowInfo[nFlow].xacc = (tileWidth(nPic) * wall[nIndex].xrepeat) << 8;
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sFlowInfo[nFlow].yacc = (tileHeight(nPic) * wall[nIndex].yrepeat) << 8;
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sFlowInfo[nFlow].angcos = -bcos(nAngle) * nSpeed;
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sFlowInfo[nFlow].angsin = bsin(nAngle) * nSpeed;
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sFlowInfo[nFlow].objindex = nIndex;
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else {
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nAngle = 1536;
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}
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int nPic = pWall->picnum;
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sFlowInfo[nFlow].xacc = (tileWidth(nPic) * pWall->xrepeat) << 8;
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sFlowInfo[nFlow].yacc = (tileHeight(nPic) * pWall->yrepeat) << 8;
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sFlowInfo[nFlow].angcos = -bcos(nAngle) * nSpeed;
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sFlowInfo[nFlow].angsin = bsin(nAngle) * nSpeed;
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sFlowInfo[nFlow].pWall = pWall;
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sFlowInfo[nFlow].ydelta = 0;
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sFlowInfo[nFlow].xdelta = 0;
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sFlowInfo[nFlow].type = b;
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@ -711,18 +722,18 @@ void DoFlows()
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sFlowInfo[i].xdelta &= sFlowInfo[i].xacc;
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sFlowInfo[i].ydelta &= sFlowInfo[i].yacc;
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int nSector =sFlowInfo[i].objindex;
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sector[nSector].setfloorxpan(sFlowInfo[i].xdelta / 16384.f);
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sector[nSector].setfloorypan(sFlowInfo[i].ydelta / 16384.f);
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auto pSector =sFlowInfo[i].pSector;
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pSector->setfloorxpan(sFlowInfo[i].xdelta / 16384.f);
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pSector->setfloorypan(sFlowInfo[i].ydelta / 16384.f);
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break;
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}
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case 1:
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{
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int nSector =sFlowInfo[i].objindex;
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auto pSector = sFlowInfo[i].pSector;
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sector[nSector].setceilingxpan(sFlowInfo[i].xdelta / 16384.f);
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sector[nSector].setceilingypan(sFlowInfo[i].ydelta / 16384.f);
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pSector->setceilingxpan(sFlowInfo[i].xdelta / 16384.f);
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pSector->setceilingypan(sFlowInfo[i].ydelta / 16384.f);
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sFlowInfo[i].xdelta &= sFlowInfo[i].xacc;
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sFlowInfo[i].ydelta &= sFlowInfo[i].yacc;
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@ -731,10 +742,10 @@ void DoFlows()
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case 2:
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{
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int nWall = sFlowInfo[i].objindex;
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auto pWall = sFlowInfo[i].pWall;
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wall[nWall].setxpan(sFlowInfo[i].xdelta / 16384.f);
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wall[nWall].setypan(sFlowInfo[i].ydelta / 16384.f);
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pWall->setxpan(sFlowInfo[i].xdelta / 16384.f);
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pWall->setypan(sFlowInfo[i].ydelta / 16384.f);
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if (sFlowInfo[i].xdelta < 0)
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{
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@ -751,10 +762,10 @@ void DoFlows()
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case 3:
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{
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int nWall = sFlowInfo[i].objindex;
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auto pWall = sFlowInfo[i].pWall;
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wall[nWall].setxpan(sFlowInfo[i].xdelta / 16384.f);
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wall[nWall].setypan(sFlowInfo[i].ydelta / 16384.f);
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pWall->setxpan(sFlowInfo[i].xdelta / 16384.f);
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pWall->setypan(sFlowInfo[i].ydelta / 16384.f);
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if (sFlowInfo[i].xdelta >= sFlowInfo[i].xacc)
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{
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@ -102,7 +102,7 @@ struct MoveSect
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struct wallFace
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{
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int nWall;
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walltype* pWall;
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int16_t nChannel;
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int16_t count;
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int16_t piclist[8];
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@ -263,7 +263,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, wallFace& w, wallF
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if (arc.BeginObject(keyname))
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{
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arc("channel", w.nChannel)
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("wall", w.nWall)
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("wall", w.pWall)
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("at4", w.count)
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.Array("at6", w.piclist, 8)
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.EndObject();
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@ -874,12 +874,12 @@ void InitWallFace()
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WallFace.Clear();
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}
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int BuildWallFace(int nChannel, int nWall, int nCount, ...)
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int BuildWallFace(int nChannel, walltype* pWall, int nCount, ...)
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{
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auto WallFaceCount = WallFace.Reserve(1);
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WallFace[WallFaceCount].count = 0;
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WallFace[WallFaceCount].nWall = nWall;
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WallFace[WallFaceCount].pWall = pWall;
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WallFace[WallFaceCount].nChannel = nChannel;
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if (nCount > 8) {
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@ -912,7 +912,7 @@ void AIWallFace::ProcessChannel(RunListEvent* ev)
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if ((si <= WallFace[nWallFace].count) && (si >= 0))
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{
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wall[WallFace[nWallFace].nWall].picnum = WallFace[nWallFace].piclist[si];
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WallFace[nWallFace].pWall->picnum = WallFace[nWallFace].piclist[si];
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}
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}
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@ -1515,9 +1515,9 @@ void runlist_ProcessSectorTag(int nSector, int nLotag, int nHitag)
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}
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}
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void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag)
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void runlist_ProcessWallTag(walltype* pWall, int nLotag, int nHitag)
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{
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auto& wal = wall[nWall];
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auto& wal = *pWall;
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int nChannel = runlist_AllocChannel(nHitag % 1000);
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assert(nChannel >= 0 && nChannel < kMaxChannels);
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@ -1537,10 +1537,10 @@ void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag)
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case 1:
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{
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int nWallFace = BuildWallFace(nChannel, nWall, 2, wal.picnum, wal.picnum + 1);
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int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->picnum, pWall->picnum + 1);
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runlist_AddRunRec(sRunChannels[nChannel].a, nWallFace, 0x70000);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, nEffectTag, 0), nWall);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, nEffectTag, 0), pWall);
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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return;
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@ -1548,27 +1548,27 @@ void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag)
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case 6:
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{
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, 1, 0), nWall);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, 1, 0), pWall);
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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return;
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}
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case 7: // Regular switch
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{
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int nWallFace = BuildWallFace(nChannel, nWall, 2, wal.picnum, wal.picnum + 1);
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int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->picnum, pWall->picnum + 1);
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runlist_AddRunRec(sRunChannels[nChannel].a, nWallFace, 0x70000);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(1, 1), nWall);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(1, 1), pWall);
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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return;
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}
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case 8: // Reverse switch
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{
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int nWallFace = BuildWallFace(nChannel, nWall, 2, wal.picnum, wal.picnum + 1);
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int nWallFace = BuildWallFace(nChannel, pWall, 2, pWall->picnum, pWall->picnum + 1);
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runlist_AddRunRec(sRunChannels[nChannel].a, nWallFace, 0x70000);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, -1, 0), nWall);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, -1, 0), pWall);
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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return;
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@ -1576,14 +1576,14 @@ void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag)
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case 9: // Invisible switch
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{
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, 1, 1), nWall);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, 1, 1), pWall);
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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return;
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}
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case 10:
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{
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, -1, 0), nWall);
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auto nSwitch = BuildSwPressWall(nChannel, BuildLink(2, -1, 0), pWall);
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runlist_AddRunRec(sRunChannels[nChannel].a,nSwitch.first, nSwitch.second);
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return;
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}
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@ -1597,7 +1597,8 @@ void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag)
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int nLastWall = 0;
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int n2ndLastWall = 0;
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int nStart = nWall;
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int nStart = wallnum(pWall);
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int nWall = nStart;
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while (1)
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{
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@ -1623,13 +1624,13 @@ void runlist_ProcessWallTag(int nWall, int nLotag, int nHitag)
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case 24: // Waterfall
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{
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AddFlow(nWall, nPanSpeed, 3);
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AddFlow(pWall, nPanSpeed, 3);
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return;
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}
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case 25: // Inverse waterfall
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{
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AddFlow(nWall, nPanSpeed, 2);
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AddFlow(pWall, nPanSpeed, 2);
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return;
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}
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}
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@ -37,14 +37,15 @@ struct Link
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struct Switch
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{
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int16_t nWaitTimer;
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int16_t nWait;
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walltype* pWall;
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int nChannel;
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int nLink;
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int16_t nRunPtr;
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int nSector;
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int16_t nWaitTimer;
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int16_t nWait;
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int16_t nRunPtr;
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int16_t nRun2;
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int nWall;
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||||
int16_t nRun3;
|
||||
uint16_t nKeyMask;
|
||||
};
|
||||
|
@ -69,7 +70,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, Switch& w, Switch*
|
|||
("runptr", w.nRunPtr)
|
||||
("sector", w.nSector)
|
||||
("run2", w.nRun2)
|
||||
("wall", w.nWall)
|
||||
("wall", w.pWall)
|
||||
("run3", w.nRun3)
|
||||
("keymask", w.nKeyMask)
|
||||
.EndObject();
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||||
|
@ -450,9 +451,9 @@ void AISWPressSector::Use(RunListEvent* ev)
|
|||
|
||||
}
|
||||
|
||||
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall)
|
||||
std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, walltype* pWall)
|
||||
{
|
||||
if (SwitchCount <= 0 || nLink < 0 || nWall < 0) {
|
||||
if (SwitchCount <= 0 || nLink < 0 || !pWall) {
|
||||
I_Error("Too many switches!\n");
|
||||
}
|
||||
|
||||
|
@ -460,7 +461,7 @@ std::pair<int, int> BuildSwPressWall(int nChannel, int nLink, int nWall)
|
|||
|
||||
SwitchData[SwitchCount].nChannel = nChannel;
|
||||
SwitchData[SwitchCount].nLink = nLink;
|
||||
SwitchData[SwitchCount].nWall = nWall;
|
||||
SwitchData[SwitchCount].pWall = pWall;
|
||||
SwitchData[SwitchCount].nRun3 = -1;
|
||||
|
||||
return { SwitchCount, 0x60000 };
|
||||
|
@ -482,8 +483,8 @@ void AISWPressWall::Process(RunListEvent* ev)
|
|||
|
||||
if (LinkMap[nLink].v[sRunChannels[nChannel].c] >= 0)
|
||||
{
|
||||
int nWall = SwitchData[nSwitch].nWall;
|
||||
SwitchData[nSwitch].nRun3 = runlist_AddRunRec(wall[nWall].lotag - 1, &RunData[ev->nRun]);
|
||||
auto pWall = SwitchData[nSwitch].pWall;
|
||||
SwitchData[nSwitch].nRun3 = runlist_AddRunRec(pWall->lotag - 1, &RunData[ev->nRun]);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -505,10 +506,10 @@ void AISWPressWall::Use(RunListEvent* ev)
|
|||
SwitchData[nSwitch].nRun3 = -1;
|
||||
}
|
||||
|
||||
int nWall = SwitchData[nSwitch].nWall;
|
||||
auto pWall = SwitchData[nSwitch].pWall;
|
||||
int nSector =SwitchData[nSwitch].nSector; // CHECKME - where is this set??
|
||||
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], wall[nWall].x, wall[nWall].y, 0, nSector, CHANF_LISTENERZ);
|
||||
PlayFXAtXYZ(StaticSound[nSwitchSound], pWall->x, pWall->y, 0, nSector, CHANF_LISTENERZ);
|
||||
}
|
||||
|
||||
END_PS_NS
|
||||
|
|
Loading…
Reference in a new issue