- BlockInfo

This commit is contained in:
Christoph Oelckers 2021-10-22 17:45:06 +02:00
parent 3a5ea07951
commit 4197a7ed84
3 changed files with 8 additions and 8 deletions

View file

@ -201,10 +201,10 @@ void FuncLion(int, int, int, int);
// 16 bytes // 16 bytes
struct BlockInfo struct BlockInfo
{ {
DExhumedActor* pActor;
int x; int x;
int y; int y;
int field_8; int field_8;
short nSprite;
}; };
extern BlockInfo sBlockInfo[]; extern BlockInfo sBlockInfo[];

View file

@ -59,7 +59,7 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, BlockInfo& w, Bloc
if (arc.BeginObject(keyname)) if (arc.BeginObject(keyname))
{ {
arc("at8", w.field_8) arc("at8", w.field_8)
("sprite", w.nSprite) ("sprite", w.pActor)
("x", w.x) ("x", w.x)
("y", w.y) ("y", w.y)
.EndObject(); .EndObject();
@ -870,10 +870,10 @@ void CreatePushBlock(int nSector)
sBlockInfo[nBlock].x = xAvg; sBlockInfo[nBlock].x = xAvg;
sBlockInfo[nBlock].y = yAvg; sBlockInfo[nBlock].y = yAvg;
int nSprite = insertsprite(nSector, 0); auto pActor = insertActor(nSector, 0);
auto pSprite = &sprite[nSprite]; auto pSprite = &pActor->s();
sBlockInfo[nBlock].nSprite = nSprite; sBlockInfo[nBlock].pActor = pActor;
pSprite->x = xAvg; pSprite->x = xAvg;
pSprite->y = yAvg; pSprite->y = yAvg;

View file

@ -1059,9 +1059,9 @@ void AIPlayer::Tick(RunListEvent* ev)
{ {
PlayerList[nPlayer].nPlayerPushSound = 1; PlayerList[nPlayer].nPlayerPushSound = 1;
short nBlock = sector[PlayerList[nPlayer].nPlayerPushSect].extra; short nBlock = sector[PlayerList[nPlayer].nPlayerPushSect].extra;
int nBlockSprite = sBlockInfo[nBlock].nSprite; auto pBlockActor = sBlockInfo[nBlock].pActor;
D3PlayFX(StaticSound[kSound23], nBlockSprite, 0x4000); D3PlayFX(StaticSound[kSound23], pBlockActor, 0x4000);
} }
else else
{ {
@ -1085,7 +1085,7 @@ void AIPlayer::Tick(RunListEvent* ev)
{ {
if (PlayerList[nPlayer].nPlayerPushSect > -1) if (PlayerList[nPlayer].nPlayerPushSect > -1)
{ {
StopActorSound(&exhumedActors[sBlockInfo[sector[PlayerList[nPlayer].nPlayerPushSect].extra].nSprite]); StopActorSound(sBlockInfo[sector[PlayerList[nPlayer].nPlayerPushSect].extra].pActor);
} }
PlayerList[nPlayer].nPlayerPushSound = -1; PlayerList[nPlayer].nPlayerPushSound = -1;