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- floatified SpawnSplashXY
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2e31e9d97c
commit
327161de9f
1 changed files with 7 additions and 7 deletions
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@ -127,7 +127,7 @@ void SpawnTankShellExp(DSWActor*);
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void SpawnMicroExp(DSWActor*);
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void SpawnMicroExp(DSWActor*);
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize);
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void SpawnExpZadjust(DSWActor* actor, DSWActor* expActor, double upper_zsize, double lower_zsize);
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int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& pos, short ID);
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int BulletHitSprite(DSWActor* actor, DSWActor* hitActor, const DVector3& pos, short ID);
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int SpawnSplashXY(int hit_x,int hit_y,int hit_z,sectortype*);
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int SpawnSplashXY(const DVector3& pos, sectortype*);
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DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang);
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DSWActor* SpawnBoatSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, const DVector3& hitpos, DAngle hit_ang);
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short StatDamageList[STAT_DAMAGE_LIST_SIZE] =
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short StatDamageList[STAT_DAMAGE_LIST_SIZE] =
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@ -12607,7 +12607,7 @@ int InitShotgun(PLAYER* pp)
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{
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{
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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{
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{
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SpawnSplashXY(hit.int_hitpos().X,hit.int_hitpos().Y,hit.int_hitpos().Z,hit.hitSector);
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SpawnSplashXY(hit.hitpos, hit.hitSector);
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if (SectorIsDiveArea(hit.hitSector))
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if (SectorIsDiveArea(hit.hitSector))
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{
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{
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@ -14703,7 +14703,7 @@ int InitUzi(PLAYER* pp)
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{
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{
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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{
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{
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SpawnSplashXY(hit.int_hitpos().X,hit.int_hitpos().Y,hit.int_hitpos().Z,hit.hitSector);
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SpawnSplashXY(hit.hitpos, hit.hitSector);
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if (SectorIsDiveArea(hit.hitSector))
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if (SectorIsDiveArea(hit.hitSector))
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{
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{
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@ -15155,7 +15155,7 @@ int InitSobjMachineGun(DSWActor* actor, PLAYER* pp)
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{
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{
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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{
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{
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SpawnSplashXY(hit.int_hitpos().X,hit.int_hitpos().Y,hit.int_hitpos().Z,hit.hitSector);
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SpawnSplashXY(hit.hitpos, hit.hitSector);
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return 0;
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return 0;
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}
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}
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}
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}
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@ -15537,7 +15537,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
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{
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{
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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if ((hit.hitSector->extra & SECTFX_LIQUID_MASK) != SECTFX_LIQUID_NONE)
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{
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{
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SpawnSplashXY(hit.int_hitpos().X,hit.int_hitpos().Y,hit.int_hitpos().Z,hit.hitSector);
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SpawnSplashXY(hit.hitpos, hit.hitSector);
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continue;
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continue;
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}
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}
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}
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}
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@ -16444,7 +16444,7 @@ int SpawnSplash(DSWActor* actor)
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return 0;
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return 0;
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}
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}
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int SpawnSplashXY(int hit_x, int hit_y, int hit_z, sectortype* sectp)
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int SpawnSplashXY(const DVector3& pos, sectortype* sectp)
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{
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{
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if (Prediction)
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if (Prediction)
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return 0;
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return 0;
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@ -16455,7 +16455,7 @@ int SpawnSplashXY(int hit_x, int hit_y, int hit_z, sectortype* sectp)
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if (sectp->hasU() && (sectp->floorstat & CSTAT_SECTOR_SKY))
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if (sectp->hasU() && (sectp->floorstat & CSTAT_SECTOR_SKY))
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return 0;
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return 0;
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auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sectp, hit_x, hit_y, hit_z, 0, 0);
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auto actorNew = SpawnActor(STAT_MISSILE, SPLASH, s_Splash, sectp, pos, nullAngle, 0);
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if (sectp->hasU() && (sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
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if (sectp->hasU() && (sectp->extra & SECTFX_LIQUID_MASK) == SECTFX_LIQUID_LAVA)
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actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;
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actorNew->user.spal = actorNew->spr.pal = PALETTE_RED_LIGHTING;
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