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- Blood: Add DAngle overload for CFX::fxSpawnActor()
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parent
e124288b57
commit
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3 changed files with 7 additions and 1 deletions
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@ -2946,7 +2946,7 @@ static bool actKillModernDude(DBloodActor* actor, DAMAGE_TYPE damageType)
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else
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else
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{
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{
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seqKill(actor);
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seqKill(actor);
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DBloodActor* pEffect = gFX.fxSpawnActor((FX_ID)52, actor->sector(), actor->spr.pos, actor->int_ang());
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DBloodActor* pEffect = gFX.fxSpawnActor((FX_ID)52, actor->sector(), actor->spr.pos, actor->spr.angle);
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if (pEffect != nullptr)
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if (pEffect != nullptr)
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{
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{
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pEffect->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
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pEffect->spr.cstat = CSTAT_SPRITE_ALIGNMENT_FACING;
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@ -141,6 +141,11 @@ DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, int x, int y, int
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return fxSpawnActor(nFx, pSector, pos, a6);
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return fxSpawnActor(nFx, pSector, pos, a6);
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}
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}
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, DAngle a6)
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{
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return fxSpawnActor(nFx, pSector, pos, a6.Buildang());
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}
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, unsigned int a6)
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DBloodActor* CFX::fxSpawnActor(FX_ID nFx, sectortype* pSector, const DVector3& pos, unsigned int a6)
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{
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{
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if (pSector == nullptr)
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if (pSector == nullptr)
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@ -94,6 +94,7 @@ public:
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void destroy(DBloodActor*);
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void destroy(DBloodActor*);
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void remove(DBloodActor*);
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void remove(DBloodActor*);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, int c, int d, int e, unsigned int f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, int c, int d, int e, unsigned int f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, DAngle f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, unsigned int f);
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DBloodActor* fxSpawnActor(FX_ID a, sectortype* b, const DVector3& pos, unsigned int f);
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void fxProcess(void);
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void fxProcess(void);
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};
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};
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