Refactor OperateShrineSparkling to use Point
Also added documentation about what the function does.
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1 changed files with 9 additions and 3 deletions
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@ -4078,7 +4078,13 @@ bool OperateShrineMendicant(int pnum)
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return true;
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}
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bool OperateShrineSparkling(int pnum, int x, int y)
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/**
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* @brief Grants experience to the player based on their current level while also triggering a magic trap
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* @param pnum The player that activated the shrine
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* @param spawnPosition The trap results in casting flash from this location targeting the player
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* @return false if the current player didn't activate the shrine (to avoid doubling the effect), true otherwise
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*/
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bool OperateShrineSparkling(int pnum, Point spawnPosition)
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{
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if (deltaload)
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return false;
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@ -4088,7 +4094,7 @@ bool OperateShrineSparkling(int pnum, int x, int y)
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AddPlrExperience(MyPlayerId, Players[MyPlayerId]._pLevel, 1000 * currlevel);
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AddMissile(
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{ x, y },
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spawnPosition,
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Players[MyPlayerId].position.tile,
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Players[MyPlayerId]._pdir,
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MIS_FLASH,
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@ -4336,7 +4342,7 @@ void OperateShrine(int pnum, int i, _sfx_id sType)
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return;
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break;
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case ShrineSparkling:
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if (!OperateShrineSparkling(pnum, Objects[i].position.x, Objects[i].position.y))
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if (!OperateShrineSparkling(pnum, Objects[i].position))
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return;
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break;
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case ShrineTown:
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