commit dcfb67dadbe8b9671588c393fdcdb09182302be2
Author: nukeykt <alexeytf2@icloud.com>
AuthorDate: Wed Dec 7 00:54:23 2016 +0900
Commit: nukeykt <alexeytf2@icloud.com>
CommitDate: Wed Dec 7 00:54:23 2016 +0900
heretic: fix random value order in function arguments to match disassembly
Fixes #827
---
src/heretic/p_enemy.c | 20 ++++++++++----------
1 file changed, 10 insertions(+), 10 deletions(-)
diff --git a/src/heretic/p_enemy.c b/src/heretic/p_enemy.c
index 9c13145c..008dea24 100644
--- a/src/heretic/p_enemy.c
+++ b/src/heretic/p_enemy.c
@@ -845,8 +845,8 @@ void A_DripBlood(mobj_t * actor)
r1 = P_SubRandom();
r2 = P_SubRandom();
- mo = P_SpawnMobj(actor->x + (r1 << 11),
- actor->y + (r2 << 11), actor->z,
+ mo = P_SpawnMobj(actor->x + (r2 << 11),
+ actor->y + (r1 << 11), actor->z,
MT_BLOOD);
mo->momx = P_SubRandom() << 10;
mo->momy = P_SubRandom() << 10;
@@ -920,9 +920,9 @@ void A_BeastPuff(mobj_t * actor)
r1 = P_SubRandom();
r2 = P_SubRandom();
r3 = P_SubRandom();
- P_SpawnMobj(actor->x + (r1 << 10),
+ P_SpawnMobj(actor->x + (r3 << 10),
actor->y + (r2 << 10),
- actor->z + (r3 << 10), MT_PUFFY);
+ actor->z + (r1 << 10), MT_PUFFY);
}
}
@@ -1769,8 +1769,8 @@ void A_MntrFloorFire(mobj_t * actor)
r2 = P_SubRandom();
actor->z = actor->floorz;
- mo = P_SpawnMobj(actor->x + (r1 << 10),
- actor->y + (r2 << 10), ONFLOORZ,
+ mo = P_SpawnMobj(actor->x + (r2 << 10),
+ actor->y + (r1 << 10), ONFLOORZ,
MT_MNTRFX3);
mo->target = actor->target;
mo->momx = 1; // Force block checking
@@ -2419,8 +2419,8 @@ void A_SpawnTeleGlitter(mobj_t * actor)
int r;
r = P_Random();
- mo = P_SpawnMobj(actor->x + ((r & 31) - 16) * FRACUNIT,
- actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
+ mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->y + ((r & 31) - 16) * FRACUNIT,
actor->subsector->sector->floorheight, MT_TELEGLITTER);
mo->momz = FRACUNIT / 4;
}
@@ -2437,8 +2437,8 @@ void A_SpawnTeleGlitter2(mobj_t * actor)
int r;
r = P_Random();
- mo = P_SpawnMobj(actor->x + ((r & 31) - 16) * FRACUNIT,
- actor->y + ((P_Random() & 31) - 16) * FRACUNIT,
+ mo = P_SpawnMobj(actor->x + ((P_Random() & 31) - 16) * FRACUNIT,
+ actor->y + ((r & 31) - 16) * FRACUNIT,
actor->subsector->sector->floorheight, MT_TELEGLITTER2);
mo->momz = FRACUNIT / 4;
}