- re-added P_SetPSprite.

For debugging purposes it's better to have this as a function.
This commit is contained in:
Christoph Oelckers 2016-05-24 13:05:43 +02:00
commit e6d89b9f71
15 changed files with 55 additions and 48 deletions

View file

@ -219,7 +219,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ClearFlash)
if (player == nullptr)
return 0;
player->GetPSprite(ps_flash)->SetState(nullptr);
P_SetPsprite (player, ps_flash, nullptr);
return 0;
}
@ -235,7 +235,7 @@ DEFINE_ACTION_FUNCTION(AActor, A_ShowElectricFlash)
if (self->player != nullptr)
{
self->player->GetPSprite(ps_flash)->SetState(self->player->ReadyWeapon->FindState(NAME_Flash));
P_SetPsprite (self->player, ps_flash, self->player->ReadyWeapon->FindState(NAME_Flash));
}
return 0;
}
@ -707,7 +707,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_FireGrenade)
if (!weapon->DepleteAmmo (weapon->bAltFire))
return 0;
player->GetPSprite(ps_flash)->SetState(flash, true);
P_SetPsprite (player, ps_flash, flash, true);
if (grenadetype != nullptr)
{