Pass objptridx_t to do_boss_dying_frame

This commit is contained in:
Kp 2014-01-11 23:16:02 +00:00
parent 1f0db4e7e5
commit 0666b863e7

View file

@ -2257,7 +2257,7 @@ void start_boss_death_sequence(object *objp)
// ----------------------------------------------------------------------------------------------------------
#if defined(DXX_BUILD_DESCENT_I)
static void do_boss_dying_frame(object *objp)
static void do_boss_dying_frame(objptridx_t objp)
{
fix boss_roll_val, temp;
@ -2274,7 +2274,7 @@ static void do_boss_dying_frame(object *objp)
if (Boss_dying_start_time + BOSS_DEATH_DURATION - BOSS_DEATH_SOUND_DURATION < GameTime64) {
if (!Boss_dying_sound_playing) {
Boss_dying_sound_playing = 1;
digi_link_sound_to_object2( SOUND_BOSS_SHARE_DIE, objp-Objects, 0, F1_0*4, F1_0*1024 ); // F1_0*512 means play twice as loud
digi_link_sound_to_object2( SOUND_BOSS_SHARE_DIE, objp, 0, F1_0*4, F1_0*1024 ); // F1_0*512 means play twice as loud
} else if (d_rand() < FrameTime*16)
create_small_fireball_on_object(objp, (F1_0 + d_rand()) * 8, 0);
} else if (d_rand() < FrameTime*8)
@ -2285,7 +2285,7 @@ static void do_boss_dying_frame(object *objp)
Boss_dying_start_time=GameTime64; // make sure following only happens one time!
do_controlcen_destroyed_stuff(object_none);
explode_object(objp, F1_0/4);
digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, F1_0*512);
}
}
@ -2400,7 +2400,7 @@ static int do_robot_dying_frame(object *objp, fix64 start_time, fix roll_duratio
}
// ----------------------------------------------------------------------
static void do_boss_dying_frame(object *objp)
static void do_boss_dying_frame(objptridx_t objp)
{
int rval;
@ -2411,7 +2411,7 @@ static void do_boss_dying_frame(object *objp)
Boss_dying_start_time=GameTime64; // make sure following only happens one time!
do_controlcen_destroyed_stuff(object_none);
explode_object(objp, F1_0/4);
digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp, 0, F2_0, F1_0*512);
}
}