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- renamed evPost to evPostActor and evKill to evKillActor for clarity.
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coelckers committed Oct 14, 2021
1 parent 0ab33b7 commit 71b1440
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Showing 13 changed files with 115 additions and 115 deletions.
70 changes: 35 additions & 35 deletions source/games/blood/src/actor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -2878,7 +2878,7 @@ static DBloodActor* actDropFlag(DBloodActor* actor, int nType)
auto act2 = actDropItem(actor, nType);
if (act2 && gGameOptions.nGameType == 3)
{
evPost(act2, 1800, kCallbackReturnFlag);
evPostActor(act2, 1800, kCallbackReturnFlag);
}
return act2;
}
Expand Down Expand Up @@ -3291,7 +3291,7 @@ static void zombieAxeNormalDeath(DBloodActor* actor, int nSeq)
else if (nSeq == 1 && Chance(0x4000))
{
seqSpawn(dudeInfo[nType].seqStartID + 7, actor, nDudeToGibClient1);
evPost(actor, 0, kCallbackFXZombieSpurt);
evPostActor(actor, 0, kCallbackFXZombieSpurt);
sfxPlay3DSound(actor, 362, -1, 0);
actor->x().data1 = 35;
actor->x().data2 = 5;
Expand Down Expand Up @@ -4002,7 +4002,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if (hitCode == 3 && pSpriteHit && (pThingInfo || pDudeInfo))
{
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
evPost(actorHit, 0, kCallbackFXFlameLick);
evPostActor(actorHit, 0, kCallbackFXFlameLick);

int nDamage = (50 + Random(50)) << 4;
actDamageSprite(missileOwner, actorHit, kDamageBullet, nDamage);
Expand All @@ -4022,7 +4022,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if ((pThingInfo && pThingInfo->dmgControl[kDamageBurn] != 0) || (pDudeInfo && pDudeInfo->damageVal[kDamageBurn] != 0))
{
if (pThingInfo && pSpriteHit->type == kThingTNTBarrel && actorHit->x().burnTime == 0)
evPost(actorHit, 0, kCallbackFXFlameLick);
evPostActor(actorHit, 0, kCallbackFXFlameLick);

actBurnSprite(missileOwner, actorHit, 480);
actRadiusDamage(missileOwner, pMissile->x, pMissile->y, pMissile->z, pMissile->sectnum, 16, 20, 10, kDamageBullet, 6, 480);
Expand Down Expand Up @@ -4061,7 +4061,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((pSpriteHit->statnum == kStatThing || pSpriteHit->statnum == kStatDude) && pXSpriteHit->burnTime == 0)
evPost(actorHit, 0, kCallbackFXFlameLick);
evPostActor(actorHit, 0, kCallbackFXFlameLick);

actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
Expand All @@ -4073,7 +4073,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((pSpriteHit->statnum == kStatThing || pSpriteHit->statnum == kStatDude) && pXSpriteHit->burnTime == 0)
evPost(actorHit, 0, kCallbackFXFlameLick);
evPostActor(actorHit, 0, kCallbackFXFlameLick);

actBurnSprite(missileOwner, actorHit, (4 + gGameOptions.nDifficulty) << 2);
actDamageSprite(missileOwner, actorHit, kDamageBurn, 8);
Expand All @@ -4088,7 +4088,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
if (hitCode == 3 && actorHit && actorHit->hasX())
{
if ((pSpriteHit->statnum == kStatThing || pSpriteHit->statnum == kStatDude) && pXSpriteHit->burnTime == 0)
evPost(actorHit, 0, kCallbackFXFlameLick);
evPostActor(actorHit, 0, kCallbackFXFlameLick);

actBurnSprite(missileOwner, actorHit, 32);
actDamageSprite(missileOwner, actorHit, kDamageSpirit, 12);
Expand Down Expand Up @@ -4135,7 +4135,7 @@ static void actImpactMissile(DBloodActor* missileActor, int hitCode)
sfxKill3DSound(pMissile, -1, -1);
sfxPlay3DSound(pMissile->x, pMissile->y, pMissile->z, 518, pMissile->sectnum);
GibSprite(pMissile, (hitCode == 2) ? GIBTYPE_23 : GIBTYPE_22, NULL, NULL);
evKill(missileActor);
evKillActor(missileActor);
seqKill(missileActor);
actPostSprite(missileActor, kStatFree);
if (hitCode == 3 && actorHit)
Expand Down Expand Up @@ -5117,7 +5117,7 @@ void MoveDude(DBloodActor* actor)
pPlayer->posture = 1;
pXSprite->burnTime = 0;
pPlayer->bubbleTime = abs(actor->zvel()) >> 12;
evPost(actor, 0, kCallbackPlayerBubble);
evPostActor(actor, 0, kCallbackPlayerBubble);
sfxPlay3DSound(actor, 720, -1, 0);
}
else
Expand All @@ -5127,7 +5127,7 @@ void MoveDude(DBloodActor* actor)
case kDudeCultistTommy:
case kDudeCultistShotgun:
pXSprite->burnTime = 0;
evPost(actor, 0, kCallbackEnemeyBubble);
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
break;
Expand All @@ -5141,26 +5141,26 @@ void MoveDude(DBloodActor* actor)
if (fixRandomCultist) // fix burning cultists randomly switching types underwater
pSprite->type = pSprite->inittype; // restore back to spawned cultist type
pXSprite->burnTime = 0;
evPost(actor, 0, kCallbackEnemeyBubble);
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &cultistSwimGoto);
break;
}
case kDudeZombieAxeNormal:
pXSprite->burnTime = 0;
evPost(actor, 0, kCallbackEnemeyBubble);
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &zombieAGoto);
break;
case kDudeZombieButcher:
pXSprite->burnTime = 0;
evPost(actor, 0, kCallbackEnemeyBubble);
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &zombieFGoto);
break;
case kDudeGillBeast:
pXSprite->burnTime = 0;
evPost(actor, 0, kCallbackEnemeyBubble);
evPostActor(actor, 0, kCallbackEnemeyBubble);
sfxPlay3DSound(actor, 720, -1, 0);
aiNewState(actor, &gillBeastSwimGoto);

Expand All @@ -5183,7 +5183,7 @@ void MoveDude(DBloodActor* actor)

if (pSprite->type == kDudeModernCustom) {

evPost(actor, 0, kCallbackEnemeyBubble);
evPostActor(actor, 0, kCallbackEnemeyBubble);
if (!canSwim(actor)) actKillDude(actor, actor, kDamageFall, 1000 << 4);
break;
}
Expand Down Expand Up @@ -5500,7 +5500,7 @@ void actExplodeSprite(DBloodActor* actor)

if (pSprite->statnum == kStatExplosion) return;
sfxKill3DSound(pSprite, -1, -1);
evKill(actor);
evKillActor(actor);

int nType = kExplosionStandard;

Expand Down Expand Up @@ -5874,12 +5874,12 @@ static void actCheckThings()
if (hit.type == kHitSector)
{
actRadiusDamage(actor->GetOwner(), pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, 200, 1, 20, kDamageExplode, 6, 0);
evPost(actor, 0, kCallbackFXPodBloodSplat);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
else if (hit.type == kHitSprite)
{
actDamageSprite(actor->GetOwner(), hit.actor, kDamageFall, 12);
evPost(actor, 0, kCallbackFXPodBloodSplat);
evPostActor(actor, 0, kCallbackFXPodBloodSplat);
}
break;

Expand Down Expand Up @@ -5991,7 +5991,7 @@ static void actCheckExplosion()
{
assert(dudeactor->hasX());
XSPRITE* pXDude = &dudeactor->x();
if (!pXDude->burnTime) evPost(dudeactor, 0, kCallbackFXFlameLick);
if (!pXDude->burnTime) evPostActor(dudeactor, 0, kCallbackFXFlameLick);
actBurnSprite(Owner, dudeactor, pExplodeInfo->burnTime << 2);
}
}
Expand All @@ -6017,7 +6017,7 @@ static void actCheckExplosion()
if (pExplodeInfo->burnTime)
{
if (pThing->type == kThingTNTBarrel && !pXThing->burnTime)
evPost(thingactor, 0, kCallbackFXFlameLick);
evPostActor(thingactor, 0, kCallbackFXFlameLick);
actBurnSprite(Owner, thingactor, pExplodeInfo->burnTime << 2);
}
}
Expand Down Expand Up @@ -6598,17 +6598,17 @@ DBloodActor* actSpawnThing(int nSector, int x, int y, int z, int nThingType)
break;

case kThingArmedTNTStick:
evPost(actor, 0, kCallbackFXDynPuff);
evPostActor(actor, 0, kCallbackFXDynPuff);
sfxPlay3DSound(actor, 450, 0, 0);
break;

case kThingArmedTNTBundle:
sfxPlay3DSound(actor, 450, 0, 0);
evPost(actor, 0, kCallbackFXDynPuff);
evPostActor(actor, 0, kCallbackFXDynPuff);
break;

case kThingArmedSpray:
evPost(actor, 0, kCallbackFXDynPuff);
evPostActor(actor, 0, kCallbackFXDynPuff);
break;
}
return actor;
Expand Down Expand Up @@ -6659,10 +6659,10 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
switch (pMissile->type)
{
case kMissileLifeLeechRegular:
evPost(spawned, 0, kCallbackFXFlameLick);
evPostActor(spawned, 0, kCallbackFXFlameLick);
break;
case kMissileTeslaAlt:
evPost(spawned, 0, kCallbackFXTeslaAlt);
evPostActor(spawned, 0, kCallbackFXTeslaAlt);
break;
case kMissilePukeGreen:
seqSpawn(29, spawned, -1);
Expand Down Expand Up @@ -6709,16 +6709,16 @@ void actBuildMissile(DBloodActor* spawned, DBloodActor* actor)
spawned->zvel() += actor->zvel() / 2 + Random2(0x11111);
break;
case kMissileFlareAlt:
evPost(spawned, 30, kCallbackFXFlareBurst);
evPost(spawned, 0, kCallbackFXFlareSpark);
evPostActor(spawned, 30, kCallbackFXFlareBurst);
evPostActor(spawned, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(pMissile, 422, 0, 0);
break;
case kMissileFlareRegular:
evPost(spawned, 0, kCallbackFXFlareSpark);
evPostActor(spawned, 0, kCallbackFXFlareSpark);
sfxPlay3DSound(pMissile, 422, 0, 0);
break;
case kMissileLifeLeechAltSmall:
evPost(spawned, 0, kCallbackFXArcSpark);
evPostActor(spawned, 0, kCallbackFXArcSpark);
break;
case kMissileArcGargoyle:
sfxPlay3DSound(pMissile, 252, 0, 0);
Expand Down Expand Up @@ -6779,7 +6779,7 @@ DBloodActor* actFireMissile(DBloodActor* actor, int a2, int a3, int a4, int a5,
pMissile->owner = pSprite->index;
pMissile->cstat |= 1;
spawned->SetTarget(nullptr);
evPost(spawned, 600, kCallbackRemove);
evPostActor(spawned, 600, kCallbackRemove);

actBuildMissile(spawned, actor);

Expand Down Expand Up @@ -6883,7 +6883,7 @@ bool actCheckRespawn(DBloodActor* actor)
pSprite->y = actor->basePoint().y;
pSprite->z = actor->basePoint().z;
}
evPost(actor, nRespawnTime, kCallbackRespawn);
evPostActor(actor, nRespawnTime, kCallbackRespawn);
}
return 1;
}
Expand Down Expand Up @@ -7036,7 +7036,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
}
if (pVectorData->burnTime)
{
if (!actor->x().burnTime) evPost(actor, 0, kCallbackFXFlameLick);
if (!actor->x().burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
}
Expand Down Expand Up @@ -7066,7 +7066,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
}
if (pVectorData->burnTime)
{
if (!actor->x().burnTime) evPost(actor, 0, kCallbackFXFlameLick);
if (!actor->x().burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}
if (Chance(pVectorData->fxChance))
Expand Down Expand Up @@ -7124,7 +7124,7 @@ void actFireVector(DBloodActor* shooter, int a2, int a3, int a4, int a5, int a6,
actor->zvel() += MulScale(a6, impulse, 16);

if (pVectorData->burnTime != 0) {
if (!pXSprite->burnTime) evPost(actor, 0, kCallbackFXFlameLick);
if (!pXSprite->burnTime) evPostActor(actor, 0, kCallbackFXFlameLick);
actBurnSprite(shooter->GetOwner(), actor, pVectorData->burnTime);
}

Expand Down Expand Up @@ -7321,7 +7321,7 @@ void actPostProcess(void)
{
if (p.sprite->s().statnum != kStatFree)
{
evKill(p.sprite);
evKillActor(p.sprite);
if (p.sprite->hasX()) seqKill(p.sprite);
DeleteSprite(p.sprite->s().index);
}
Expand Down
12 changes: 6 additions & 6 deletions source/games/blood/src/ai.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1087,7 +1087,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiGenDudeNewState(actor, &genDudeBurnGoto);
actHealDude(actor, dudeInfo[55].startHealth, dudeInfo[55].startHealth);
actor->dudeExtra.time = PlayClock + 360;
evKill(actor, kCallbackFXFlameLick);
evKillActor(actor, kCallbackFXFlameLick);

}
}
Expand Down Expand Up @@ -1161,7 +1161,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiPlay3DSound(actor, 1031 + Random(2), AI_SFX_PRIORITY_2, -1);
actor->dudeExtra.time = PlayClock + 360;
actHealDude(actor, dudeInfo[40].startHealth, dudeInfo[40].startHealth);
evKill(actor, kCallbackFXFlameLick);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeInnocent:
Expand All @@ -1172,7 +1172,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
actor->dudeExtra.time = PlayClock + 360;
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(actor, kCallbackFXFlameLick);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeBurningCultist:
Expand Down Expand Up @@ -1208,7 +1208,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
pSprite->type = kDudeBurningZombieButcher;
aiNewState(actor, &zombieFBurnGoto);
actHealDude(actor, dudeInfo[42].startHealth, dudeInfo[42].startHealth);
evKill(actor, kCallbackFXFlameLick);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeTinyCaleb:
Expand All @@ -1227,7 +1227,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
aiPlay3DSound(actor, 361, AI_SFX_PRIORITY_0, -1);
actor->dudeExtra.time = PlayClock + 360;
actHealDude(actor, dudeInfo[39].startHealth, dudeInfo[39].startHealth);
evKill(actor, kCallbackFXFlameLick);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
case kDudeCultistBeast:
Expand All @@ -1248,7 +1248,7 @@ int aiDamageSprite(DBloodActor* source, DBloodActor* actor, DAMAGE_TYPE nDmgType
pSprite->type = kDudeBurningZombieAxe;
aiNewState(actor, &zombieABurnGoto);
actHealDude(actor, dudeInfo[41].startHealth, dudeInfo[41].startHealth);
evKill(actor, kCallbackFXFlameLick);
evKillActor(actor, kCallbackFXFlameLick);
}
break;
}
Expand Down
4 changes: 2 additions & 2 deletions source/games/blood/src/aicult.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -150,7 +150,7 @@ void cultThrowSeqCallback(int, DBloodActor* actor)
if (v4)
pMissile->x().Impact = 1;
else
evPost(pMissile, 120 * (1 + Random(2)), kCmdOn);
evPostActor(pMissile, 120 * (1 + Random(2)), kCmdOn);
}

void sub_68170(int, DBloodActor* actor)
Expand All @@ -162,7 +162,7 @@ void sub_68170(int, DBloodActor* actor)
nMissile = kThingArmedTNTBundle;
sfxPlay3DSound(actor, 455, -1, 0);
auto pMissile = actFireThing(actor, 0, 0, actor->dudeSlope - 9460, nMissile, 0x133333);
evPost(pMissile, 120 * (2 + Random(2)), kCmdOn);
evPostActor(pMissile, 120 * (2 + Random(2)), kCmdOn);
}

void sub_68230(int, DBloodActor* actor)
Expand Down
2 changes: 1 addition & 1 deletion source/games/blood/src/aitchern.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -56,7 +56,7 @@ void sub_71A90(int, DBloodActor* actor)
int nTarget = pTarget->index;
int nOwner = pSprite->owner;
if (pXTarget->burnTime == 0)
evPost(actor->GetTarget(), 0, kCallbackFXFlameLick);
evPostActor(actor->GetTarget(), 0, kCallbackFXFlameLick);
actBurnSprite(nOwner, pXTarget, 40);
if (Chance(0x6000))
aiNewState(actor, &tcherno13A9D4);
Expand Down
6 changes: 3 additions & 3 deletions source/games/blood/src/aiunicult.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -405,14 +405,14 @@ static void ThrowThing(DBloodActor* actor, bool impact)
pXSpawned->stateTimer = 1;

actor->genDudeExtra().pLifeLeech = spawned;
evPost(spawned, 80, kCallbackLeechStateTimer);
evPostActor(spawned, 80, kCallbackLeechStateTimer);
return;
}

if (impact == true && dist <= 7680) pXSpawned->Impact = true;
else {
pXSpawned->Impact = false;
evPost(spawned, 120 * Random(2) + 120, kCmdOn);
evPostActor(spawned, 120 * Random(2) + 120, kCmdOn);
}
}

Expand Down Expand Up @@ -1889,7 +1889,7 @@ void dudeLeechOperate(DBloodActor* actor, const EVENT& event)
{
missile->SetOwner(actor);
pXSprite->stateTimer = 1;
evPost(actor, t2, kCallbackLeechStateTimer);
evPostActor(actor, t2, kCallbackLeechStateTimer);
pXSprite->data3 = ClipLow(pXSprite->data3 - 1, 0);
}
pSprite->ang = angBak;
Expand Down

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