Pass objptridx_t to do_controlcen_destroyed_stuff
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@ -114,7 +114,7 @@ void do_controlcen_frame(objptridx_t obj);
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extern void init_controlcen_for_level(void);
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extern void init_controlcen_for_level(void);
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extern void calc_controlcen_gun_point(reactor *reactor, object *obj,int gun_num);
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extern void calc_controlcen_gun_point(reactor *reactor, object *obj,int gun_num);
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extern void do_controlcen_destroyed_stuff(object *objp);
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void do_controlcen_destroyed_stuff(objptridx_t objp);
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extern void do_controlcen_dead_frame(void);
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extern void do_controlcen_dead_frame(void);
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extern fix Countdown_timer;
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extern fix Countdown_timer;
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@ -2283,7 +2283,7 @@ static void do_boss_dying_frame(object *objp)
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if (Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime64 || GameTime64+(F1_0*2) < Boss_dying_start_time)
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if (Boss_dying_start_time + BOSS_DEATH_DURATION < GameTime64 || GameTime64+(F1_0*2) < Boss_dying_start_time)
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{
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{
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Boss_dying_start_time=GameTime64; // make sure following only happens one time!
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Boss_dying_start_time=GameTime64; // make sure following only happens one time!
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do_controlcen_destroyed_stuff(NULL);
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do_controlcen_destroyed_stuff(object_none);
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explode_object(objp, F1_0/4);
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explode_object(objp, F1_0/4);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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}
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}
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@ -2409,7 +2409,7 @@ static void do_boss_dying_frame(object *objp)
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if (rval)
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if (rval)
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{
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{
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Boss_dying_start_time=GameTime64; // make sure following only happens one time!
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Boss_dying_start_time=GameTime64; // make sure following only happens one time!
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do_controlcen_destroyed_stuff(NULL);
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do_controlcen_destroyed_stuff(object_none);
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explode_object(objp, F1_0/4);
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explode_object(objp, F1_0/4);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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digi_link_sound_to_object2(SOUND_BADASS_EXPLOSION, objp-Objects, 0, F2_0, F1_0*512);
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}
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}
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@ -246,7 +246,7 @@ void do_countdown_frame()
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// This code is common to whether control center is implicitly imbedded in a boss,
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// This code is common to whether control center is implicitly imbedded in a boss,
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// or is an object of its own.
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// or is an object of its own.
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// if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
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// if objp == NULL that means the boss was the control center and don't set Dead_controlcen_object_num
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void do_controlcen_destroyed_stuff(object *objp)
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void do_controlcen_destroyed_stuff(objptridx_t objp)
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{
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{
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int i;
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int i;
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@ -277,10 +277,10 @@ void do_controlcen_destroyed_stuff(object *objp)
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Countdown_timer = i2f(Total_countdown_time);
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Countdown_timer = i2f(Total_countdown_time);
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if (!Control_center_present || objp==NULL)
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if (!Control_center_present || objp==object_none)
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return;
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return;
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Dead_controlcen_object_num = objp-Objects;
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Dead_controlcen_object_num = objp;
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}
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}
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// -----------------------------------------------------------------------------
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// -----------------------------------------------------------------------------
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@ -1097,7 +1097,7 @@ static void kill_and_so_forth(void)
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}
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}
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}
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}
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do_controlcen_destroyed_stuff(NULL);
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do_controlcen_destroyed_stuff(object_none);
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for (i=0; i<Num_triggers; i++) {
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for (i=0; i<Num_triggers; i++) {
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if (trigger_is_exit(&Triggers[i])) {
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if (trigger_is_exit(&Triggers[i])) {
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@ -1172,7 +1172,7 @@ static int HandleTestKey(int key)
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#endif
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#endif
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case KEY_DEBUGGED+KEY_Y:
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case KEY_DEBUGGED+KEY_Y:
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do_controlcen_destroyed_stuff(NULL);
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do_controlcen_destroyed_stuff(object_none);
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break;
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break;
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#if defined(DXX_BUILD_DESCENT_II)
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#if defined(DXX_BUILD_DESCENT_II)
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