Refactor PlaySfxLoc to take a Point instead of x/y params
Because of the heavy usage of this function in objects.cpp and the mixed use of aliases and direct references to the active object in Operate*Door functions I've done some refactoring of those areas beyond what is strictly necessary. Hopefully this makes sense and is reasonable to include in this change.
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9 changed files with 150 additions and 159 deletions
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@ -243,7 +243,7 @@ void CheckQuests()
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&& nummonsters == 4
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&& quests[Q_PWATER]._qactive != QUEST_DONE) {
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quests[Q_PWATER]._qactive = QUEST_DONE;
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PlaySfxLoc(IS_QUESTDN, plr[myplr].position.tile.x, plr[myplr].position.tile.y);
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PlaySfxLoc(IS_QUESTDN, plr[myplr].position.tile);
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LoadPalette("Levels\\L3Data\\L3pwater.pal", false);
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UpdatePWaterPalette();
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WaterDone = 32;
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