mirror of
https://github.com/ZDoom/Raze.git
synced 2025-01-18 22:51:50 +00:00
- more SpawnActor calls
This commit is contained in:
parent
d8c7054751
commit
446407cafe
1 changed files with 39 additions and 46 deletions
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@ -3807,7 +3807,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_REPAIR_KIT))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_REPAIR_KIT, s_RepairKit, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3818,7 +3818,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_STAR))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_STAR, s_IconStar, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3829,7 +3829,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_MINE))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_MINE, s_IconLgMine, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3840,7 +3840,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_GUN))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_GUN, s_IconMicroGun, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3851,7 +3851,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MICRO_BATTERY))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_MICRO_BATTERY, s_IconMicroBattery, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3862,7 +3862,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GRENADE_LAUNCHER))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_GRENADE_LAUNCHER, s_IconGrenadeLauncher, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3873,7 +3873,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_GRENADE))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_GRENADE, s_IconLgGrenade, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3884,7 +3884,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_GUN))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_GUN, s_IconRailGun, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3895,7 +3895,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_RAIL_AMMO))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_RAIL_AMMO, s_IconRailAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3906,7 +3906,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ROCKET))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_ROCKET, s_IconRocket, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3917,7 +3917,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SHOTGUN))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_SHOTGUN, s_IconShotgun, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3928,7 +3928,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_SHOTSHELL))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_SHOTSHELL, s_IconLgShotshell, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3939,7 +3939,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3950,7 +3950,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FIREBALL_LG_AMMO))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_FIREBALL_LG_AMMO, s_IconFireballLgAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3961,7 +3961,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3972,7 +3972,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART_LG_AMMO))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART_LG_AMMO, s_IconHeartLgAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -3984,7 +3984,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_ARMOR))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_ARMOR, s_IconArmor, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4001,7 +4001,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_MEDKIT))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_MEDKIT, s_IconMedkit, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4012,7 +4012,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_SM_MEDKIT))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_SM_MEDKIT, s_IconSmMedkit, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4023,7 +4023,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CHEMBOMB))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_CHEMBOMB, s_IconChemBomb, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4034,7 +4034,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_FLASHBOMB))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_FLASHBOMB, s_IconFlashBomb, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4045,7 +4045,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NUKE))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_NUKE, s_IconNuke, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4056,7 +4056,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CALTROPS))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_CALTROPS, s_IconCaltrops, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4067,7 +4067,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_BOOSTER))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_BOOSTER, s_IconBooster, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4078,7 +4078,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEAT_CARD))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEAT_CARD, s_IconHeatCard, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4089,7 +4089,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_CLOAK))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_CLOAK, s_IconCloak, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4100,7 +4100,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_NIGHT_VISION))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_NIGHT_VISION, s_IconNightVision, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4112,7 +4112,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_LG_UZI_AMMO))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_LG_UZI_AMMO, s_IconLgUziAmmo, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4123,7 +4123,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_GUARD_HEAD))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_GUARD_HEAD, s_IconGuardHead, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
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IconDefault(spawnedActor);
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@ -4134,7 +4134,7 @@ int SpawnItemsMatch(short match)
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if (!ItemSpotClear(itActor, STAT_ITEM, ICON_HEART))
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break;
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
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spawnedActor = SpawnActor(STAT_ITEM, ICON_HEART, s_IconHeart, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
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spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
|
@ -4146,7 +4146,7 @@ int SpawnItemsMatch(short match)
|
|||
if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZIFLOOR))
|
||||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_UZIFLOOR, s_IconUziFloor, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
|
@ -4160,7 +4160,7 @@ int SpawnItemsMatch(short match)
|
|||
if (!ItemSpotClear(itActor, STAT_ITEM, ICON_UZI))
|
||||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
|
||||
spawnedActor = SpawnActor(STAT_ITEM, ICON_UZI, s_IconUzi, itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
|
||||
spawnedActor->user.Flags2 |= SPR2_NEVER_RESPAWN;
|
||||
IconDefault(spawnedActor);
|
||||
|
||||
|
@ -4206,7 +4206,7 @@ int SpawnItemsMatch(short match)
|
|||
if (!ItemSpotClear(itActor, STAT_ITEM, s_Key[num]->Pic))
|
||||
break;
|
||||
|
||||
spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], itActor->sector(), itActor->int_pos().X, itActor->int_pos().Y, itActor->int_pos().Z, itActor->int_ang(), 0);
|
||||
spawnedActor = SpawnActor(STAT_ITEM, s_Key[num]->Pic, s_Key[num], itActor->sector(), itActor->spr.pos, itActor->spr.angle, 0);
|
||||
|
||||
spawnedActor->spr.picnum = spawnedActor->user.ID = s_Key[num]->Pic;
|
||||
|
||||
|
@ -4796,8 +4796,7 @@ int KillGet(DSWActor* actor)
|
|||
if (!gNet.SpawnMarkers || actor->spr.hitag == TAG_NORESPAWN_FLAG) // No coin if it's a special flag
|
||||
break;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0);
|
||||
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), actor->spr.pos, nullAngle, 0);
|
||||
|
||||
actorNew->spr.shade = -20;
|
||||
actorNew->user.WaitTics = actor->user.WaitTics - 12;
|
||||
|
@ -4839,8 +4838,7 @@ int KillGetAmmo(DSWActor* actor)
|
|||
if (!gNet.SpawnMarkers)
|
||||
break;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0);
|
||||
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), actor->spr.pos, nullAngle, 0);
|
||||
|
||||
actorNew->spr.shade = -20;
|
||||
actorNew->user.WaitTics = actor->user.WaitTics - 12;
|
||||
|
@ -4890,8 +4888,7 @@ int KillGetWeapon(DSWActor* actor)
|
|||
if (!gNet.SpawnMarkers)
|
||||
break;
|
||||
|
||||
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0);
|
||||
auto actorNew = SpawnActor(STAT_ITEM, Red_COIN, s_RedCoin, actor->sector(), actor->spr.pos, nullAngle, 0);
|
||||
|
||||
actorNew->spr.shade = -20;
|
||||
actorNew->user.WaitTics = actor->user.WaitTics - 12;
|
||||
|
@ -4905,9 +4902,7 @@ int DoSpawnItemTeleporterEffect(DSWActor* actor)
|
|||
{
|
||||
extern STATE s_TeleportEffect[];
|
||||
|
||||
auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z - Z(12),
|
||||
actor->int_ang(), 0);
|
||||
auto effect = SpawnActor(STAT_MISSILE, 0, s_TeleportEffect, actor->sector(), actor->spr.pos.plusZ(-12), actor->spr.angle, 0);
|
||||
|
||||
effect->spr.shade = -40;
|
||||
effect->spr.xrepeat = effect->spr.yrepeat = 36;
|
||||
|
@ -5822,11 +5817,9 @@ KeyMain:
|
|||
|
||||
DSWActor* actorNew;
|
||||
if (actor->spr.hitag == TAG_NORESPAWN_FLAG)
|
||||
actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0);
|
||||
actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlagNoDet, actor->sector(), actor->spr.pos, nullAngle, 0);
|
||||
else
|
||||
actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, actor->sector(),
|
||||
actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, 0, 0);
|
||||
actorNew = SpawnActor(STAT_ITEM, ICON_FLAG, s_CarryFlag, actor->sector(), actor->spr.pos, nullAngle, 0);
|
||||
|
||||
actorNew->spr.shade = -20;
|
||||
|
||||
|
|
Loading…
Reference in a new issue