- the final batch of easy level replacements.

What's left will require a bit more work...
This commit is contained in:
Christoph Oelckers 2019-01-27 21:59:19 +01:00
commit b4acb857ad
30 changed files with 226 additions and 212 deletions

View file

@ -367,7 +367,7 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak
//
//==========================================================================
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
double rollIntensity, double rollWave)
@ -383,18 +383,18 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
{
if (activator != NULL)
{
level.CreateThinker<DEarthquake>(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
Level->CreateThinker<DEarthquake>(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
return true;
}
}
else
{
auto iterator = level.GetActorIterator(tid);
auto iterator = Level->GetActorIterator(tid);
while ( (center = iterator.Next ()) )
{
res = true;
level.CreateThinker<DEarthquake>(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
Level->CreateThinker<DEarthquake>(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
}
}
@ -402,7 +402,7 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
return res;
}
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
{ //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX.
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0);
return P_StartQuakeXYZ(Level, activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0);
}