- the last bits of Hexen refactored

This also fixes a problem with some of Hexen's Wraith's effects which did some repositioning without properly linking them into the blockmap.
This commit is contained in:
Christoph Oelckers 2016-01-19 01:10:57 +01:00
commit 2326928ff7
18 changed files with 161 additions and 146 deletions

View file

@ -202,9 +202,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_SerpentSpawnGibs)
for (int i = countof(GibTypes)-1; i >= 0; --i)
{
mo = Spawn (GibTypes[i],
self->x+((pr_serpentgibs()-128)<<12),
self->y+((pr_serpentgibs()-128)<<12),
fixedvec2 pos = self->Vec2Offset(
((pr_serpentgibs() - 128) << 12),
((pr_serpentgibs() - 128) << 12));
mo = Spawn (GibTypes[i], pos.x, pos.y,
self->floorz+FRACUNIT, ALLOW_REPLACE);
if (mo)
{
@ -256,7 +258,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_DelayGib)
DEFINE_ACTION_FUNCTION(AActor, A_SerpentHeadCheck)
{
if (self->z <= self->floorz)
if (self->Z() <= self->floorz)
{
if (Terrains[P_GetThingFloorType(self)].IsLiquid)
{