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- elininated the actSpawnThing wrapper.
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3 changed files with 3 additions and 8 deletions
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@ -236,11 +236,6 @@ DBloodActor* actSpawnDude(DBloodActor* pSource, int nType, double dist);
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DBloodActor * actSpawnSprite(DBloodActor *pSource, int nStat);
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DBloodActor* actSpawnThing(sectortype* pSector, const DVector3& pos, int nThingType);
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inline DBloodActor* actSpawnThing(sectortype* pSector, int x, int y, int z, int nThingType)
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{
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return actSpawnThing(pSector, DVector3(x * inttoworld, y * inttoworld, z * zinttoworld), nThingType);
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}
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inline DBloodActor* actFireThing(DBloodActor* actor, double xyoff, double zoff, double zvel, int thingType, double nSpeed);
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inline DBloodActor* actFireThing(DBloodActor* actor, int xyoff_, int zoff_, int zvel_, int thingType, int nSpeed_)
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{
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@ -366,7 +366,7 @@ void GibThing(DBloodActor* actor, GIBTHING* pGThing, DVector3* pPos, DVector3* p
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getzsofslopeptr(pSector, gPos, &ceilZ, &floorZ);
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double dz1 = floorZ - gPos.Z;
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double dz2 = gPos.Z - ceilZ;
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auto gibactor = actSpawnThing(pSector, gPos.X * worldtoint, gPos.Y * worldtoint, gPos.Z * zworldtoint, pGThing->type);
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auto gibactor = actSpawnThing(pSector, gPos, pGThing->type);
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if (!gibactor) return;
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if (pGThing->Kills > -1)
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@ -2498,9 +2498,9 @@ void ActivateGenerator(DBloodActor* actor)
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switch (actor->spr.type) {
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case kGenDripWater:
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case kGenDripBlood: {
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int top, bottom;
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double top, bottom;
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GetActorExtents(actor, &top, &bottom);
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actSpawnThing(actor->sector(), actor->int_pos().X, actor->int_pos().Y, bottom, (actor->spr.type == kGenDripWater) ? kThingDripWater : kThingDripBlood);
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actSpawnThing(actor->sector(), DVector3(actor->spr.pos.XY(), bottom), (actor->spr.type == kGenDripWater) ? kThingDripWater : kThingDripBlood);
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break;
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}
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case kGenSound:
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