Add unused check_trigger parameter shot to match D2X

This commit is contained in:
Kp 2013-06-15 21:56:30 +00:00
parent a67cf914f1
commit 21c7508760
5 changed files with 9 additions and 9 deletions

View file

@ -2134,7 +2134,7 @@ multi_do_trigger(const ubyte *buf)
Int3(); // Illegal trigger number in multiplayer
return;
}
check_trigger_sub(trigger, pnum);
check_trigger_sub(trigger, pnum, 0);
}
void multi_do_hostage_door_status(const ubyte *buf)

View file

@ -1865,7 +1865,7 @@ int newdemo_read_frame_information(int rewrite)
break;
}
if (Newdemo_vcr_state != ND_STATE_PAUSED)
check_trigger(&Segments[segnum], side, objnum);
check_trigger(&Segments[segnum], side, objnum, 0);
break;
case ND_EVENT_HOSTAGE_RESCUED: {

View file

@ -1724,8 +1724,7 @@ void object_move_one( object * obj )
for (i=0;i<n_phys_segs-1;i++) {
connect_side = find_connect_side(&Segments[phys_seglist[i+1]], &Segments[phys_seglist[i]]);
if (connect_side != -1)
check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects);
//check_trigger(&Segments[previous_segment], connect_side, obj-Objects);
check_trigger(&Segments[phys_seglist[i]], connect_side, obj-Objects, 0);
}
}
}

View file

@ -126,8 +126,9 @@ void do_il_off(sbyte trigger_num)
}
}
int check_trigger_sub(int trigger_num, int pnum)
int check_trigger_sub(int trigger_num, int pnum, int shot)
{
(void)shot;
if (pnum < 0 || pnum > MAX_PLAYERS)
return 1;
if ((Game_mode & GM_MULTI) && (Players[pnum].connected != CONNECT_PLAYING)) // as a host we may want to handle triggers for our clients. to do that properly we must check wether we (host) or client is actually playing.
@ -185,7 +186,7 @@ int check_trigger_sub(int trigger_num, int pnum)
//-----------------------------------------------------------------
// Checks for a trigger whenever an object hits a trigger side.
void check_trigger(segment *seg, short side, short objnum)
void check_trigger(segment *seg, short side, short objnum, int shot)
{
int wall_num, trigger_num, ctrigger_num;
segment *csegp;
@ -207,7 +208,7 @@ void check_trigger(segment *seg, short side, short objnum)
if (trigger_num == -1)
return;
if (check_trigger_sub(trigger_num, Player_num))
if (check_trigger_sub(trigger_num, Player_num, shot))
return;
if (Triggers[trigger_num].flags & TRIGGER_ONE_SHOT) {

View file

@ -78,8 +78,8 @@ extern int Num_triggers;
extern void trigger_init();
extern void check_trigger(segment *seg, short side, short objnum);
extern int check_trigger_sub(int trigger_num, int player_num);
void check_trigger(segment *seg, short side, short objnum, int shot);
int check_trigger_sub(int trigger_num, int player_num, int shot);
extern void triggers_frame_process();