Move wall sector type to from Section1:14 to Section1:12

The SMK maps will probably need an update
This commit is contained in:
TehRealSalt 2018-09-02 20:57:40 -04:00
parent e85688bfee
commit 70b9f49c94
2 changed files with 5 additions and 8 deletions

View file

@ -2592,9 +2592,9 @@ boolean P_TryMove(mobj_t *thing, fixed_t x, fixed_t y, boolean allowdropoff)
if (P_PlayerTouchingSectorSpecial(thing->player, 1, 13)
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 13)
maxstep <<= 1;
// If using type Section1:14, no maxstep. For ledges you want the player to LAND on, not climb! (see: SMK VL2)
else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 14)
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 14)
// If using type Section1:12, no maxstep. For ledges you don't want the player to climb! (see: Egg Zeppelin & SMK port walls)
else if (P_PlayerTouchingSectorSpecial(thing->player, 1, 12)
|| GETSECSPECIAL(R_PointInSubsector(x, y)->sector->special, 1) == 12)
maxstep = 0;
// Don't 'step up' while springing,

View file

@ -3616,12 +3616,9 @@ void P_ProcessSpecialSector(player_t *player, sector_t *sector, sector_t *rovers
if (gametype == GT_CTF && player->gotflag & (GF_REDFLAG|GF_BLUEFLAG))
P_PlayerFlagBurst(player, false);
break;
case 12: // Space Countdown
if ((player->powers[pw_shield] & SH_NOSTACK) != SH_ELEMENTAL && !player->powers[pw_spacetime])
player->powers[pw_spacetime] = spacetimetics + 1;
break;
case 12: // Wall Sector (Don't step-up/down)
case 13: // Ramp Sector (Increase step-up/down)
case 14: // Non-Ramp Sector (Don't step-up/down)
case 14: // Non-Ramp Sector (Don't step-down)
case 15: // Bouncy Sector (FOF Control Only)
break;
}