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| author | LagoLunatic <LagoLunatic@users.noreply.github.com> | 2025-06-01 19:09:57 -0400 |
|---|---|---|
| committer | LagoLunatic <LagoLunatic@users.noreply.github.com> | 2025-06-01 19:09:57 -0400 |
| commit | 4e7f5de0f3d8d58a7bd25c9d921e30d0c4ec6e67 (patch) | |
| tree | 6a5e083099c16bea7a7e0d5abe3209e75b7c714a /src/f_op | |
| parent | 5369e5f7fad8dae0e9c5171a1a54659d17d40afc (diff) | |
d_a_npc_fa1 100% with weak order, add inlines
Diffstat (limited to 'src/f_op')
| -rw-r--r-- | src/f_op/f_op_actor_mng.cpp | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/src/f_op/f_op_actor_mng.cpp b/src/f_op/f_op_actor_mng.cpp index cf325328..47751f3d 100644 --- a/src/f_op/f_op_actor_mng.cpp +++ b/src/f_op/f_op_actor_mng.cpp @@ -4,6 +4,7 @@ // #include "f_op/f_op_actor_mng.h" +#include "d/actor/d_a_npc_fa1.h" #include "f_op/f_op_actor.h" #include "f_op/f_op_scene_mng.h" #include "f_op/f_op_camera.h" @@ -986,7 +987,7 @@ fpc_ProcID fopAcM_createItem(cXyz* pos, int i_itemNo, int i_itemBitNo, int roomN switch (i_itemNo) { case dItem_RECOVER_FAIRY_e: - return fopAcM_create(PROC_NPC_FA1, 1, pos, roomNo, angle, scale); + return fopAcM_create(PROC_NPC_FA1, daNpc_Fa1_c::Type_TIMER_e, pos, roomNo, angle, scale); case dItem_TRIPLE_HEART_e: // Make the two extra hearts first, then fall-through to make the third heart as normal. for (int i = 0; i < 2; i++) { @@ -1025,7 +1026,7 @@ void* fopAcM_fastCreateItem2(cXyz* pos, int i_itemNo, int i_itemBitNo, int roomN switch (i_itemNo) { case dItem_RECOVER_FAIRY_e: - return fopAcM_fastCreate(PROC_NPC_FA1, 1, pos, roomNo, angle, scale); + return fopAcM_fastCreate(PROC_NPC_FA1, daNpc_Fa1_c::Type_TIMER_e, pos, roomNo, angle, scale); case dItem_TRIPLE_HEART_e: // Make the two extra hearts first, then fall-through to make the third heart as normal. for (i = 0; i < 2; i++) { @@ -1086,7 +1087,7 @@ void* fopAcM_fastCreateItem(cXyz* pos, int i_itemNo, int roomNo, csXyz* angle, c csXyz prmAngle; switch (i_itemNo) { case dItem_RECOVER_FAIRY_e: - item = (daItem_c*)fopAcM_fastCreate(PROC_NPC_FA1, 1, pos, roomNo, angle, scale); + item = (daItem_c*)fopAcM_fastCreate(PROC_NPC_FA1, daNpc_Fa1_c::Type_TIMER_e, pos, roomNo, angle, scale); return item; case dItem_TRIPLE_HEART_e: // Make the two extra hearts first, then fall-through to make the third heart as normal. |
