- the final batch of easy level replacements.
What's left will require a bit more work...
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30 changed files with 226 additions and 212 deletions
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@ -367,7 +367,7 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak
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//
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//==========================================================================
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
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bool P_StartQuakeXYZ(FLevelLocals *Level, AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesfx, int flags,
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double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
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double rollIntensity, double rollWave)
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@ -383,18 +383,18 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
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{
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if (activator != NULL)
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{
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level.CreateThinker<DEarthquake>(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
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Level->CreateThinker<DEarthquake>(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
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quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
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return true;
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}
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}
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else
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{
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auto iterator = level.GetActorIterator(tid);
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auto iterator = Level->GetActorIterator(tid);
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while ( (center = iterator.Next ()) )
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{
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res = true;
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level.CreateThinker<DEarthquake>(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
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Level->CreateThinker<DEarthquake>(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
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quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
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}
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}
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@ -402,7 +402,7 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
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return res;
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}
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bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
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bool P_StartQuake(FLevelLocals *Level, AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
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{ //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX.
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return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0);
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return P_StartQuakeXYZ(Level, activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0);
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}
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