- Be stricter about types accepted by spawning functions.
SVN r2265 (scripting)
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549ddf8035
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06995e26d9
59 changed files with 192 additions and 186 deletions
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@ -174,7 +174,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_UnsetFloat)
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//
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//==========================================================================
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static void DoAttack (AActor *self, bool domelee, bool domissile,
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int MeleeDamage, FSoundID MeleeSound, const PClass *MissileType,fixed_t MissileHeight)
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int MeleeDamage, FSoundID MeleeSound, PClassActor *MissileType,fixed_t MissileHeight)
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{
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if (self->target == NULL) return;
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@ -189,9 +189,9 @@ static void DoAttack (AActor *self, bool domelee, bool domissile,
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else if (domissile && MissileType != NULL)
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{
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// This seemingly senseless code is needed for proper aiming.
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self->z+=MissileHeight-32*FRACUNIT;
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AActor * missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false);
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self->z-=MissileHeight-32*FRACUNIT;
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self->z += MissileHeight - 32*FRACUNIT;
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AActor *missile = P_SpawnMissileXYZ (self->x, self->y, self->z + 32*FRACUNIT, self, self->target, MissileType, false);
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self->z -= MissileHeight - 32*FRACUNIT;
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if (missile)
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{
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