- next round of refactoring.

This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
This commit is contained in:
Christoph Oelckers 2016-01-18 16:49:24 +01:00
commit 2b5e5b6bc3
8 changed files with 93 additions and 52 deletions

View file

@ -612,8 +612,8 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_BFGSpray)
if (linetarget != NULL)
{
AActor *spray = Spawn(spraytype, linetarget->x, linetarget->y,
linetarget->z + (linetarget->height >> 2), ALLOW_REPLACE);
AActor *spray = Spawn(spraytype, linetarget->X(), linetarget->Y(),
linetarget->Z() + (linetarget->height >> 2), ALLOW_REPLACE);
int dmgFlags = 0;
FName dmgType = NAME_BFGSplash;