- pass vector position to actRadiusDamage

This commit is contained in:
Christoph Oelckers 2022-08-22 18:18:54 +02:00
parent 645c606e39
commit 64cf9a4ec6
3 changed files with 7 additions and 6 deletions

View file

@ -2638,8 +2638,9 @@ int actFloorBounceVector(int* x, int* y, int* z, sectortype* pSector, int a5)
//
//---------------------------------------------------------------------------
void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
void actRadiusDamage(DBloodActor* source, const DVector3& pos, sectortype* pSector, int nDist, int baseDmg, int distDmg, DAMAGE_TYPE dmgType, int flags, int burn)
{
int x = pos.X * worldtoint, y = pos.Y * worldtoint, z = pos.Z * worldtoint;
auto pOwner = source->GetOwner();
const bool newSectCheckMethod = !cl_bloodvanillaexplosions && pOwner && pOwner->IsDudeActor() && !VanillaMode(); // use new sector checking logic
auto sectorMap = GetClosestSpriteSectors(pSector, x, y, nDist, nullptr, newSectCheckMethod);
@ -2714,7 +2715,7 @@ static void actNapalmMove(DBloodActor* actor)
if (Chance(0x8000)) actor->spr.cstat |= CSTAT_SPRITE_XFLIP;
sfxPlay3DSound(actor, 303, 24 + (actor->spr.flags & 3), 1);
actRadiusDamage(pOwner, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), 128, 0, 60, kDamageExplode, 15, 120);
actRadiusDamage(pOwner, actor->spr.pos, actor->sector(), 128, 0, 60, kDamageExplode, 15, 120);
if (actor->xspr.data4 > 1)
{
@ -3952,7 +3953,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
evPostActor(actorHit, 0, kCallbackFXFlameLick);
actBurnSprite(missileOwner, actorHit, 480);
actRadiusDamage(missileOwner, missileActor->int_pos().X, missileActor->int_pos().Y, missileActor->int_pos().Z, missileActor->sector(), 16, 20, 10, kDamageBullet, 6, 480);
actRadiusDamage(missileOwner, missileActor->spr.pos, missileActor->sector(), 16, 20, 10, kDamageBullet, 6, 480);
// by NoOne: allow additional bullet damage for Flare Gun
if (gGameOptions.weaponsV10x && !VanillaMode())
@ -5721,7 +5722,7 @@ static void actCheckThings()
case kThingPodGreenBall:
if (hit.type == kHitSector)
{
actRadiusDamage(actor->GetOwner(), actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), 200, 1, 20, kDamageExplode, 6, 0);
actRadiusDamage(actor->GetOwner(), actor->spr.pos, actor->sector(), 200, 1, 20, kDamageExplode, 6, 0);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
else if (hit.type == kHitSprite)

View file

@ -212,7 +212,7 @@ bool IsUnderwaterSector(sectortype* pSector);
void actInit(TArray<DBloodActor*>& actors);
int actWallBounceVector(int *x, int *y, walltype* pWall, int a4);
int actFloorBounceVector(int *x, int *y, int *z, sectortype* pSector, int a5);
void actRadiusDamage(DBloodActor* source, int x, int y, int z, sectortype* pSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
void actRadiusDamage(DBloodActor* source, const DVector3& pos, sectortype* pSector, int nDist, int a7, int a8, DAMAGE_TYPE a9, int a10, int a11);
DBloodActor *actDropObject(DBloodActor *pSprite, int nType);
bool actHealDude(DBloodActor* pXDude, int a2, int a3);
void actKillDude(DBloodActor* a1, DBloodActor* pSprite, DAMAGE_TYPE a3, int a4);

View file

@ -122,7 +122,7 @@ void sub_70284(int, DBloodActor* actor)
nDist = 75;
break;
}
actRadiusDamage(actor, actor->int_pos().X, actor->int_pos().Y, actor->int_pos().Z, actor->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
actRadiusDamage(actor, actor->spr.pos, actor->sector(), nDist, 1, 5 * (1 + gGameOptions.nDifficulty), dmgType, 2, nBurn);
}
static void aiPodSearch(DBloodActor* actor)