- lots of search & replace, plus a few fixes on ActorSpawn.

This commit is contained in:
Christoph Oelckers 2021-11-03 19:52:51 +01:00
parent d49ae699f8
commit 6489c60905
4 changed files with 179 additions and 207 deletions

View file

@ -1917,7 +1917,7 @@ int move_sprite(int spritenum, int xchange, int ychange, int zchange, int ceildi
int move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics); int move_missile(int spritenum, int xchange, int ychange, int zchange, int ceildist, int flordist, uint32_t cliptype, int numtics);
DSWActor* DoPickTarget(DSWActor*, uint32_t max_delta_ang, int skip_targets); DSWActor* DoPickTarget(DSWActor*, uint32_t max_delta_ang, int skip_targets);
void change_actor_stat(DSWActor* actor, int stat); void change_actor_stat(DSWActor* actor, int stat, bool quick = false);
void SetOwner(DSWActor*, DSWActor*, bool flag = true); void SetOwner(DSWActor*, DSWActor*, bool flag = true);
void SetOwner(int a, int b); // we still need this... void SetOwner(int a, int b); // we still need this...
void ClearOwner(DSWActor* ownr); void ClearOwner(DSWActor* ownr);

View file

@ -798,7 +798,7 @@ short DoSpawnActorTrigger(short match)
if (sp->hitag == match) if (sp->hitag == match)
{ {
if (ActorSpawn(sp)) if (ActorSpawn(actor))
{ {
DoSpawnTeleporterEffectPlace(actor); DoSpawnTeleporterEffectPlace(actor);
PlaySound(DIGI_PLAYER_TELEPORT, sp, v3df_none); PlaySound(DIGI_PLAYER_TELEPORT, sp, v3df_none);

File diff suppressed because it is too large Load diff

View file

@ -53,7 +53,7 @@ void DoActorZrange(DSWActor*);
void PreMapCombineFloors(void); void PreMapCombineFloors(void);
void SpriteSetupPost(void); void SpriteSetupPost(void);
int ActorCoughItem(short SpriteNum); int ActorCoughItem(short SpriteNum);
bool ActorSpawn(SPRITEp sp); bool ActorSpawn(DSWActor*);
int SpawnItemsMatch(short match); int SpawnItemsMatch(short match);
void PicAnimOff(short picnum); void PicAnimOff(short picnum);
int MissileWaterAdjust(short SpriteNum); int MissileWaterAdjust(short SpriteNum);