- use setfloorz/setceilingz in a few places where it wasn't done.

This isn't critical in any way so no need to merge, but let's be consistent, in case future changes rely on it.
This commit is contained in:
Christoph Oelckers 2022-10-09 09:31:51 +02:00
parent e07785e85b
commit 4df875e860
3 changed files with 4 additions and 4 deletions

View file

@ -4674,7 +4674,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
{
if (abs(sec->floorz - actor->temp_pos.Y) < actor->temp_pos.Z)
{
sec->floorz = actor->temp_pos.Y;
sec->setfloorz(actor->temp_pos.Y);
callsound(actor->sector(), actor);
actor->temp_data[2] = 0;
actor->temp_data[0] = 0;

View file

@ -1270,8 +1270,8 @@ void allignwarpelevators(void)
{
if ((act2->spr.lotag) == SE_17_WARP_ELEVATOR && act != act2 && act->spr.hitag == act2->spr.hitag)
{
act2->sector()->floorz = act->sector()->floorz;
act2->sector()->ceilingz = act->sector()->ceilingz;
act2->sector()->setfloorz(act->sector()->floorz);
act2->sector()->setceilingz(act->sector()->ceilingz);
}
}
}

View file

@ -1722,7 +1722,7 @@ void ExplodeEnergyBlock(DExhumedActor* pActor)
pSector->floorshade = 50;
pSector->extra = -1;
pSector->floorz = pActor->spr.pos.Z;
pSector->setfloorz(pActor->spr.pos.Z);
pActor->spr.pos.Z = (pActor->spr.pos.Z + pSector->floorz) * 0.5;