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typoe
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4 changed files with 7 additions and 7 deletions
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@ -9670,7 +9670,7 @@ struct {
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{"FF_QUICKSAND",FF_QUICKSAND}, ///< Quicksand!
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{"FF_PLATFORM",FF_PLATFORM}, ///< You can jump up through this to the top.
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{"FF_REVERSEPLATFORM",FF_REVERSEPLATFORM}, ///< A fall-through floor in normal gravity, a platform in reverse gravity.
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{"FF_INTANGABLEFLATS",FF_INTANGABLEFLATS}, ///< Both flats are intangable, but the sides are still solid.
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{"FF_INTANGIBLEFLATS",FF_INTANGIBLEFLATS}, ///< Both flats are intangible, but the sides are still solid.
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{"FF_SHATTER",FF_SHATTER}, ///< Used with ::FF_BUSTUP. Bustable on mere touch.
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{"FF_SPINBUST",FF_SPINBUST}, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames.
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{"FF_STRONGBUST",FF_STRONGBUST }, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee).
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@ -643,7 +643,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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if (delta1 >= delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_PLATFORM) // thing is below FOF
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if (delta1 >= delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_PLATFORM) // thing is below FOF
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{
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if (bottomheight < opentop) {
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opentop = bottomheight;
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@ -656,7 +656,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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highceiling = bottomheight;
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}
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if (delta1 < delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
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if (delta1 < delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
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{
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if (topheight > openbottom) {
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openbottom = topheight;
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@ -689,7 +689,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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delta1 = abs(mobj->z - (bottomheight + ((topheight - bottomheight)/2)));
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delta2 = abs(thingtop - (bottomheight + ((topheight - bottomheight)/2)));
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if (delta1 >= delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_PLATFORM) // thing is below FOF
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if (delta1 >= delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_PLATFORM) // thing is below FOF
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{
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if (bottomheight < opentop) {
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opentop = bottomheight;
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@ -702,7 +702,7 @@ void P_LineOpening(line_t *linedef, mobj_t *mobj)
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highceiling = bottomheight;
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}
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if (delta1 < delta2 && (rover->flags & FF_INTANGABLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
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if (delta1 < delta2 && (rover->flags & FF_INTANGIBLEFLATS) != FF_REVERSEPLATFORM) // thing is above FOF
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{
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if (topheight > openbottom) {
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openbottom = topheight;
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@ -6931,7 +6931,7 @@ void P_SpawnSpecials(boolean fromnetsave)
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break;
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case 146: // Intangible floor/ceiling with solid sides (fences/hoops maybe?)
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_ALLSIDES|FF_INTANGABLEFLATS, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERSIDES|FF_ALLSIDES|FF_INTANGIBLEFLATS, secthinkers);
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break;
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case 150: // Air bobbing platform
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@ -144,7 +144,7 @@ typedef enum
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FF_QUICKSAND = 0x1000000, ///< Quicksand!
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FF_PLATFORM = 0x2000000, ///< You can jump up through this to the top.
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FF_REVERSEPLATFORM = 0x4000000, ///< A fall-through floor in normal gravity, a platform in reverse gravity.
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FF_INTANGABLEFLATS = 0x6000000, ///< Both flats are intangable, but the sides are still solid.
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FF_INTANGIBLEFLATS = 0x6000000, ///< Both flats are intangible, but the sides are still solid.
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FF_SHATTER = 0x8000000, ///< Used with ::FF_BUSTUP. Bustable on mere touch.
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FF_SPINBUST = 0x10000000, ///< Used with ::FF_BUSTUP. Also bustable if you're in your spinning frames.
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FF_STRONGBUST = 0x20000000, ///< Used with ::FF_BUSTUP. Only bustable by "strong" characters (Knuckles) and abilities (bouncing, twinspin, melee).
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