diff --git a/src/game/g_weapons.pas b/src/game/g_weapons.pas
index 9fde2f50cd63e93be392051a3dfd29760f286562..d9c20e62c7711a3c7c4faf1a12aac97afabd07a3 100644 (file)
--- a/src/game/g_weapons.pas
+++ b/src/game/g_weapons.pas
frameId: DWord;
{
- function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if mon.Live and mon.Collide(gWater[WaterMap[a][c]]) and (not InWArray(monidx, chkTrap_mn)) and (i2 < 1023) then //FIXME
end;
}
- function monsWaterCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsWaterCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if (mon.trapCheckFrameId <> frameId) then
end;
//g_Mons_ForEach(monsWaterCheck);
- g_Mons_ForEachAtAlive(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
+ g_Mons_ForEachAliveAt(pan.X, pan.Y, pan.Width, pan.Height, monsWaterCheck);
end;
for f := 0 to plaCount-1 do gPlayers[chkTrap_pl[f]].Damage(dm, Shots[ID].SpawnerUID, 0, 0, t);
function GunHit(X, Y: Integer; vx, vy: Integer; dmg: Integer;
SpawnerUID: Word; AllowPush: Boolean): Byte;
- {function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ {function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if mon.Live and mon.Collide(X, Y) then
end;
end;}
- function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if HitMonster(mon, dmg, vx*10, vy*10-3, SpawnerUID, HIT_SOME) then
if Result <> 0 then Exit;
//if g_Mons_ForEach(monsCheck) then result := 2;
- if g_Mons_ForEachAtAlive(X, Y, 1, 1, monsCheck) then result := 2;
+ if g_Mons_ForEachAliveAt(X, Y, 1, 1, monsCheck) then result := 2;
end;
procedure g_Weapon_BFG9000(X, Y: Integer; SpawnerUID: Word);
- function monsCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsCheck (mon: TMonster): Boolean;
begin
result := false; // don't stop
if (mon.Live) and (mon.UID <> SpawnerUID) then
end;
//FIXME
- g_Mons_ForEach(monsCheck);
+ g_Mons_ForEachAlive(monsCheck);
end;
function g_Weapon_CreateShot(I: Integer; ShotType: Byte; Spawner, TargetUID: Word; X, Y, XV, YV: Integer): LongWord;
end;
}
- function monsCheckHit (monidx: Integer; mon: TMonster): Boolean;
+ function monsCheckHit (mon: TMonster): Boolean;
begin
result := false; // don't stop
if HitMonster(mon, d, obj.Vel.X, obj.Vel.Y, SpawnerUID, t) then
function MonsterHit(): Boolean;
begin
//result := g_Mons_ForEach(monsCheckHit);
- result := g_Mons_ForEachAtAlive(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
+ //FIXME: accelerate this!
+ result := g_Mons_ForEachAliveAt(obj.X+obj.Rect.X, obj.Y+obj.Rect.Y, obj.Rect.Width, obj.Rect.Height, monsCheckHit);
end;
begin
@@ -931,7 +932,7 @@ function g_Weapon_Explode(X, Y: Integer; rad: Integer; SpawnerUID: Word): Boolea
var
r: Integer; // squared radius
- function monsExCheck (monidx: Integer; mon: TMonster): Boolean;
+ function monsExCheck (mon: TMonster): Boolean;
var
dx, dy, mm: Integer;
begin