From 83344818fdbedf6731d2dbda7f69dac8f7e0590e Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Thu, 18 Nov 2021 00:32:46 +0100 Subject: [PATCH] - pass wall pointer to breakwall --- source/games/duke/src/funct.h | 2 +- source/games/duke/src/sectors.cpp | 6 +++--- source/games/duke/src/sectors_d.cpp | 20 ++++++++++---------- source/games/duke/src/sectors_r.cpp | 2 +- 4 files changed, 15 insertions(+), 15 deletions(-) diff --git a/source/games/duke/src/funct.h b/source/games/duke/src/funct.h index f672c4168..8b468dee1 100644 --- a/source/games/duke/src/funct.h +++ b/source/games/duke/src/funct.h @@ -136,7 +136,7 @@ int madenoise(int playerNum); int haskey(int sect, int snum); void shootbloodsplat(DDukeActor* i, int p, int sx, int sy, int sz, int sa, int atwith, int BIGFORCE, int OOZFILTER, int NEWBEAST); -void breakwall(int newpn, DDukeActor* spr, int dawallnum); +void breakwall(int newpn, DDukeActor* spr, walltype* dawallnum); int callsound(int sectnum,DDukeActor* snum); int hitasprite(DDukeActor* snum,DDukeActor **hitSprite); int findplayer(const DDukeActor* s, int* dist); diff --git a/source/games/duke/src/sectors.cpp b/source/games/duke/src/sectors.cpp index 11f789b41..9a38dc08a 100644 --- a/source/games/duke/src/sectors.cpp +++ b/source/games/duke/src/sectors.cpp @@ -1219,12 +1219,12 @@ void operateforcefields_common(DDukeActor *effector, int low, const std::initial // //--------------------------------------------------------------------------- -void breakwall(int newpn, DDukeActor* spr, int dawallnum) +void breakwall(int newpn, DDukeActor* spr, walltype* wal) { - wall[dawallnum].picnum = newpn; + wal->picnum = newpn; S_PlayActorSound(VENT_BUST, spr); S_PlayActorSound(GLASS_HEAVYBREAK, spr); - lotsofglass(spr, dawallnum, 10); + lotsofglass(spr, wallnum(wal), 10); } //--------------------------------------------------------------------------- diff --git a/source/games/duke/src/sectors_d.cpp b/source/games/duke/src/sectors_d.cpp index d4d115073..1e123022a 100644 --- a/source/games/duke/src/sectors_d.cpp +++ b/source/games/duke/src/sectors_d.cpp @@ -738,7 +738,7 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw { case COLAMACHINE: case VENDMACHINE: - breakwall(wal->picnum + 2, spr, wallnum(wal)); + breakwall(wal->picnum + 2, spr, wal); S_PlayActorSound(VENT_BUST, spr); return; @@ -779,14 +779,14 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw case W_TECHWALL7: case W_TECHWALL8: case W_TECHWALL9: - breakwall(wal->picnum + 1, spr, wallnum(wal)); + breakwall(wal->picnum + 1, spr, wal); return; case W_MILKSHELF: - breakwall(W_MILKSHELFBROKE, spr, wallnum(wal)); + breakwall(W_MILKSHELFBROKE, spr, wal); return; case W_TECHWALL10: - breakwall(W_HITTECHWALL10, spr, wallnum(wal)); + breakwall(W_HITTECHWALL10, spr, wal); return; case W_TECHWALL1: @@ -794,27 +794,27 @@ void checkhitwall_d(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw case W_TECHWALL12: case W_TECHWALL13: case W_TECHWALL14: - breakwall(W_HITTECHWALL1, spr, wallnum(wal)); + breakwall(W_HITTECHWALL1, spr, wal); return; case W_TECHWALL15: - breakwall(W_HITTECHWALL15, spr, wallnum(wal)); + breakwall(W_HITTECHWALL15, spr, wal); return; case W_TECHWALL16: - breakwall(W_HITTECHWALL16, spr, wallnum(wal)); + breakwall(W_HITTECHWALL16, spr, wal); return; case W_TECHWALL2: - breakwall(W_HITTECHWALL2, spr, wallnum(wal)); + breakwall(W_HITTECHWALL2, spr, wal); return; case W_TECHWALL3: - breakwall(W_HITTECHWALL3, spr, wallnum(wal)); + breakwall(W_HITTECHWALL3, spr, wal); return; case W_TECHWALL4: - breakwall(W_HITTECHWALL4, spr, wallnum(wal)); + breakwall(W_HITTECHWALL4, spr, wal); return; case ATM: diff --git a/source/games/duke/src/sectors_r.cpp b/source/games/duke/src/sectors_r.cpp index 226d0e1a9..0ab783e80 100644 --- a/source/games/duke/src/sectors_r.cpp +++ b/source/games/duke/src/sectors_r.cpp @@ -1240,7 +1240,7 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw case COLAMACHINE: case VENDMACHINE: - breakwall(wal->picnum + 2, spr, wallnum(wal)); + breakwall(wal->picnum + 2, spr, wal); S_PlayActorSound(GLASS_BREAKING, spr); return;