- 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

@ -5571,7 +5571,7 @@ int DLevelScript::CallFunction(int argCount, int funcIndex, int32_t *args)
}
case ACSF_Radius_Quake2:
P_StartQuake(activator, args[0], args[1], args[2], args[3], args[4], Level->Behaviors.LookupString(args[5]));
P_StartQuake(Level, activator, args[0], args[1], args[2], args[3], args[4], Level->Behaviors.LookupString(args[5]));
break;
case ACSF_CheckActorClass:
@ -6150,7 +6150,7 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound)
case ACSF_QuakeEx:
{
return P_StartQuakeXYZ(activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], Level->Behaviors.LookupString(args[7]),
return P_StartQuakeXYZ(Level, activator, args[0], args[1], args[2], args[3], args[4], args[5], args[6], Level->Behaviors.LookupString(args[7]),
argCount > 8 ? args[8] : 0,
argCount > 9 ? ACSToDouble(args[9]) : 1.0,
argCount > 10 ? ACSToDouble(args[10]) : 1.0,
@ -8880,7 +8880,7 @@ scriptwait:
const char *fromname = Level->Behaviors.LookupString(STACK(3));
const char *toname = Level->Behaviors.LookupString(STACK(2));
P_ReplaceTextures(fromname, toname, STACK(1));
Level->ReplaceTextures(fromname, toname, STACK(1));
sp -= 3;
break;
}
@ -9049,13 +9049,13 @@ scriptwait:
case PCD_SETAIRCONTROL:
Level->aircontrol = ACSToDouble(STACK(1));
sp--;
G_AirControlChanged ();
Level->AirControlChanged ();
break;
case PCD_SETAIRCONTROLDIRECT:
Level->aircontrol = ACSToDouble(uallong(pc[0]));
pc++;
G_AirControlChanged ();
Level->AirControlChanged ();
break;
case PCD_SPAWN:
@ -9689,14 +9689,14 @@ scriptwait:
// Like Thing_Projectile(Gravity) specials, but you can give the
// projectile a TID.
// Thing_Projectile2 (tid, type, angle, speed, vspeed, gravity, newtid);
P_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
Level->EV_Thing_Projectile(STACK(7), activator, STACK(6), NULL, STACK(5) * (360. / 256.),
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
case PCD_SPAWNPROJECTILE:
// Same, but takes an actor name instead of a spawn ID.
P_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.),
Level->EV_Thing_Projectile(STACK(7), activator, 0, Level->Behaviors.LookupString(STACK(6)), STACK(5) * (360. / 256.),
STACK(4) / 8., STACK(3) / 8., 0, NULL, STACK(2), STACK(1), false);
sp -= 7;
break;
@ -9913,7 +9913,7 @@ scriptwait:
break;
case PCD_THINGDAMAGE2:
STACK(3) = P_Thing_Damage (STACK(3), activator, STACK(2), FName(Level->Behaviors.LookupString(STACK(1))));
STACK(3) = Level->EV_Thing_Damage (STACK(3), activator, STACK(2), FName(Level->Behaviors.LookupString(STACK(1))));
sp -= 2;
break;