- added the missing Level parameters to AActor::StaticSpawn and P_ExecuteSpecial.
I think these were the last two still missing it, all remaining uses of the global level variable are in code that doesn't get run through a level tick and are supposed to access the primary level.
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25 changed files with 124 additions and 233 deletions
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@ -2383,7 +2383,7 @@ void A_DoChase (AActor *actor, bool fastchase, FState *meleestate, FState *missi
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// as the goal.
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while ( (spec = specit.Next()) )
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{
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P_ExecuteSpecial(spec->special, NULL, actor, false, spec->args[0],
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P_ExecuteSpecial(actor->Level, spec->special, NULL, actor, false, spec->args[0],
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spec->args[1], spec->args[2], spec->args[3], spec->args[4]);
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}
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@ -3098,11 +3098,11 @@ void A_BossDeath(AActor *self)
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ml.tag = sa->Args[0];
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line_t line;
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self->Level->TranslateLineDef(&line, &ml);
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P_ExecuteSpecial(line.special, NULL, self, false, line.args[0], line.args[1], line.args[2], line.args[3], line.args[4]);
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P_ExecuteSpecial(self->Level, line.special, nullptr, self, false, line.args[0], line.args[1], line.args[2], line.args[3], line.args[4]);
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}
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else
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{
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P_ExecuteSpecial(sa->Action, NULL, self, false, sa->Args[0], sa->Args[1], sa->Args[2], sa->Args[3], sa->Args[4]);
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P_ExecuteSpecial(self->Level, sa->Action, nullptr, self, false, sa->Args[0], sa->Args[1], sa->Args[2], sa->Args[3], sa->Args[4]);
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}
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}
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}
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