summaryrefslogtreecommitdiff
path: root/src/f_op
diff options
context:
space:
mode:
authorLagoLunatic <LagoLunatic@users.noreply.github.com>2025-06-01 19:09:57 -0400
committerLagoLunatic <LagoLunatic@users.noreply.github.com>2025-06-01 19:09:57 -0400
commit4e7f5de0f3d8d58a7bd25c9d921e30d0c4ec6e67 (patch)
tree6a5e083099c16bea7a7e0d5abe3209e75b7c714a /src/f_op
parent5369e5f7fad8dae0e9c5171a1a54659d17d40afc (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.cpp7
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.