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* Disabled #define SECTORSPECIALSAFTERTHINK. This did not need to be done in next, since it could have subtle consequences which we'd rather not deal with in the hyperextended patch cycle as-is.
* Removed the adding of SF_TRIGGERSPECIAL_TOUCH for sectors with slopes in them. Too many undesired consequences, I'll handle them another way.
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2 changed files with 1 additions and 5 deletions
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@ -500,6 +500,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
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/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
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#define SECTORSPECIALSAFTERTHINK
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//#define SECTORSPECIALSAFTERTHINK
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#endif // __DOOMDEF__
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@ -281,7 +281,6 @@ void P_SpawnSlope_Line(int linenum)
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if(frontfloor || frontceil)
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{
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line->frontsector->hasslope = true; // Tell the software renderer that we're sloped
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line->frontsector->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
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origin.z = line->backsector->floorheight;
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direction.x = nx;
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@ -408,7 +407,6 @@ void P_SpawnSlope_Line(int linenum)
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if(backfloor || backceil)
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{
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line->backsector->hasslope = true; // Tell the software renderer that we're sloped
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line->backsector->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
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origin.z = line->frontsector->floorheight;
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// Backsector
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@ -601,7 +599,6 @@ void P_CopySectorSlope(line_t *line)
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}
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fsec->hasslope = true;
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fsec->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
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line->special = 0; // Linedef was use to set slopes, it finished its job, so now make it a normal linedef
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}
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@ -721,7 +718,6 @@ void P_ResetDynamicSlopes(void) {
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*slopetoset = P_NewVertexSlope(lines[i].tag, lines[i].tag, lines[i].tag, flags);
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sides[lines[i].sidenum[which]].sector->hasslope = true;
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sides[lines[i].sidenum[which]].sector->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
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}
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break;
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