SpawnBlood now returns an actor spawned by the function.

This commit is contained in:
MajorCooke 2025-04-23 12:12:06 -05:00 committed by Ricardo Luís Vaz Silva
commit bf6f175305
3 changed files with 7 additions and 6 deletions

View file

@ -6382,9 +6382,9 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnPuff)
//
//---------------------------------------------------------------------------
void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
AActor *P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *originator)
{
AActor *th;
AActor *th = nullptr;
PClassActor *bloodcls = originator->GetBloodType();
DVector3 pos = pos1;
pos.Z += pr_spawnblood.Random2() / 64.;
@ -6469,6 +6469,8 @@ void P_SpawnBlood (const DVector3 &pos1, DAngle dir, int damage, AActor *origina
if (bloodtype >= 1)
P_DrawSplash2 (originator->Level, 40, pos, dir, 2, originator->BloodColor);
return th;
}
DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
@ -6479,8 +6481,7 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnBlood)
PARAM_FLOAT(z);
PARAM_ANGLE(dir);
PARAM_INT(damage);
P_SpawnBlood(DVector3(x, y, z), dir, damage, self);
return 0;
ACTION_RETURN_OBJECT(P_SpawnBlood(DVector3(x, y, z), dir, damage, self));
}