- SW: QueueHole

This commit is contained in:
Christoph Oelckers 2022-08-18 16:42:06 +02:00
parent 661655fb67
commit e8d18e42d1
2 changed files with 8 additions and 8 deletions

View file

@ -12781,7 +12781,7 @@ int ContinueHitscan(PLAYER* pp, sectortype* sect, int x, int y, int z, short ang
return 0;
}
QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
@ -12935,7 +12935,7 @@ int InitShotgun(PLAYER* pp)
continue;
}
QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
@ -15241,7 +15241,7 @@ int InitUzi(PLAYER* pp)
return 0;
}
QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
@ -16096,7 +16096,7 @@ int InitTurretMgun(SECTOR_OBJECT* sop)
continue;
}
QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
// hit a sprite?
@ -16229,7 +16229,7 @@ int InitEnemyUzi(DSWActor* actor)
return 0;
}
QueueHole(hit.hitSector, hit.hitWall, hit.int_hitpos().X, hit.int_hitpos().Y, hit.int_hitpos().Z);
QueueHole(hit.hitSector, hit.hitWall, hit.hitpos);
}
if (hit.actor() != nullptr)
@ -17380,7 +17380,7 @@ int QueueStar(DSWActor* actor)
return 0;
}
void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z)
void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos)
{
short w,nw,wall_ang;
DSWActor* spawnedActor;
@ -17403,7 +17403,7 @@ void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, i
spawnedActor->spr.extra = 0;
spawnedActor->spr.clipdist = 0;
spawnedActor->spr.xoffset = spawnedActor->spr.yoffset = 0;
spawnedActor->set_int_pos({ hit_x, hit_y, hit_z });
spawnedActor->spr.pos = pos;
spawnedActor->spr.picnum = 2151;
ChangeActorSect(spawnedActor, hit_sect);

View file

@ -84,7 +84,7 @@ void DoPlayerBeginRecoil(PLAYER* pp, short pix_amt);
SECTOR_OBJECT* DetectSectorObject(sectortype*);
SECTOR_OBJECT* DetectSectorObjectByWall(walltype*);
void ScaleSpriteVector(DSWActor* actor, int scale);
void QueueHole(sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z);
void QueueHole(sectortype* hit_sect, walltype* hit_wall, const DVector3& pos);
DSWActor* QueueWallBlood(DSWActor* hit, short ang);
bool SlopeBounce(DSWActor*, bool *hit_wall);
int SpawnSwordSparks(PLAYER* pp, sectortype* hit_sect, walltype* hit_wall, int hit_x, int hit_y, int hit_z, short hit_ang);