- 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

@ -1103,7 +1103,7 @@ FUNC(LS_Teleport)
{
flags |= TELF_SOURCEFOG;
}
return EV_Teleport (arg0, arg1, ln, backSide, it, flags);
return Level->EV_Teleport (arg0, arg1, ln, backSide, it, flags);
}
FUNC( LS_Teleport_NoStop )
@ -1114,7 +1114,7 @@ FUNC( LS_Teleport_NoStop )
{
flags |= TELF_SOURCEFOG;
}
return EV_Teleport( arg0, arg1, ln, backSide, it, flags);
return Level->EV_Teleport( arg0, arg1, ln, backSide, it, flags);
}
FUNC(LS_Teleport_NoFog)
@ -1144,7 +1144,7 @@ FUNC(LS_Teleport_NoFog)
{
flags |= TELF_KEEPHEIGHT;
}
return EV_Teleport (arg0, arg2, ln, backSide, it, flags);
return Level->EV_Teleport (arg0, arg2, ln, backSide, it, flags);
}
FUNC(LS_Teleport_ZombieChanger)
@ -1153,7 +1153,7 @@ FUNC(LS_Teleport_ZombieChanger)
// This is practically useless outside of Strife, but oh well.
if (it != NULL)
{
EV_Teleport (arg0, arg1, ln, backSide, it, 0);
Level->EV_Teleport (arg0, arg1, ln, backSide, it, 0);
if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
return true;
}
@ -1163,19 +1163,19 @@ FUNC(LS_Teleport_ZombieChanger)
FUNC(LS_TeleportOther)
// TeleportOther (other_tid, dest_tid, fog?)
{
return EV_TeleportOther (arg0, arg1, arg2?true:false);
return Level->EV_TeleportOther (arg0, arg1, arg2?true:false);
}
FUNC(LS_TeleportGroup)
// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
{
return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
return Level->EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
}
FUNC(LS_TeleportInSector)
// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
{
return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
return Level->EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
}
FUNC(LS_Teleport_EndGame)
@ -1192,7 +1192,7 @@ FUNC(LS_Teleport_EndGame)
FUNC(LS_Teleport_Line)
// Teleport_Line (thisid, destid, reversed)
{
return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
return Level->EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
}
static void ThrustThingHelper(AActor *it, DAngle angle, double force, INTBOOL nolimit)
@ -1544,21 +1544,21 @@ FUNC(LS_Thing_Destroy)
FUNC(LS_Thing_Damage)
// Thing_Damage (tid, amount, MOD)
{
P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
Level->EV_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
return true;
}
FUNC(LS_Thing_Projectile)
// Thing_Projectile (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
SPEED(arg4), 0, NULL, 0, 0, false);
}
FUNC(LS_Thing_ProjectileGravity)
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), SPEED(arg3),
SPEED(arg4), 0, NULL, 1, 0, false);
}
@ -1728,32 +1728,32 @@ FUNC(LS_Thing_Hate)
FUNC(LS_Thing_ProjectileAimed)
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, false);
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, false);
}
FUNC(LS_Thing_ProjectileIntercept)
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
{
return P_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, true);
return Level->EV_Thing_Projectile (arg0, it, arg1, NULL, 0., SPEED(arg2), 0, arg3, it, 0, arg4, true);
}
// [BC] added newtid for next two
FUNC(LS_Thing_Spawn)
// Thing_Spawn (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
return Level->EV_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
}
FUNC(LS_Thing_SpawnNoFog)
// Thing_SpawnNoFog (tid, type, angle, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
return Level->EV_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
}
FUNC(LS_Thing_SpawnFacing)
// Thing_SpawnFacing (tid, type, nofog, newtid)
{
return P_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3);
return Level->EV_Thing_Spawn (arg0, it, arg1, 1000000., arg2 ? false : true, arg3);
}
FUNC(LS_Thing_Raise)
@ -1850,7 +1850,7 @@ FUNC(LS_Thing_SetGoal)
FUNC(LS_Thing_Move) // [BC]
// Thing_Move (tid, mapspot, nofog)
{
return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
return Level->EV_Thing_Move (arg0, it, arg1, arg2 ? false : true);
}
enum
@ -2153,7 +2153,7 @@ FUNC(LS_Light_Stop)
FUNC(LS_Radius_Quake)
// Radius_Quake (intensity, duration, damrad, tremrad, tid)
{
return P_StartQuake (it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake");
return P_StartQuake (Level, it, arg4, arg0, arg1, arg2*64, arg3*64, "world/quake");
}
FUNC(LS_UsePuzzleItem)
@ -2597,7 +2597,7 @@ FUNC(LS_Line_AlignCeiling)
int line;
while ((line = itr.Next()) >= 0)
{
ret |= P_AlignFlat (line, !!arg1, 1);
ret |= Level->AlignFlat (line, !!arg1, 1);
}
return ret;
}
@ -2611,7 +2611,7 @@ FUNC(LS_Line_AlignFloor)
int line;
while ((line = itr.Next()) >= 0)
{
ret |= P_AlignFlat (line, !!arg1, 0);
ret |= Level->AlignFlat (line, !!arg1, 0);
}
return ret;
}