bool P_Thing_Move (int tid, AActor *source, int mapspot, bool fog) { AActor *target; if (tid != 0) { FActorIterator iterator1(tid); source = iterator1.Next(); } FActorIterator iterator2 (mapspot); target = iterator2.Next (); if (source != NULL && target != NULL) { return P_MoveThing(source, target->Pos(), fog); } return false; }
bool FLevelLocals::EV_Thing_Move (int tid, AActor *source, int mapspot, bool fog) { AActor *target; if (tid != 0) { auto iterator1 = GetActorIterator(tid); source = iterator1.Next(); } auto iterator2 = GetActorIterator(mapspot); target = iterator2.Next (); if (source != NULL && target != NULL) { return P_MoveThing(source, target->Pos(), fog); } return false; }