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- a few more
Enough of this - Duke is clearly clean of bad storage now
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parent
53122355fe
commit
c31d8a93fd
4 changed files with 16 additions and 15 deletions
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@ -852,11 +852,11 @@ static void SpawnPortals()
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{
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if (processedTags.Find(spr->hitag) == processedTags.Size())
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{
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int s1 = spr->sectnum, s2 = spr2->sectnum;
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sector[s1].portalflags = PORTAL_SECTOR_FLOOR;
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sector[s2].portalflags = PORTAL_SECTOR_CEILING;
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sector[s1].portalnum = portalAdd(PORTAL_SECTOR_FLOOR, s2, spr2->x - spr->x, spr2->y - spr->y, spr->hitag);
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sector[s2].portalnum = portalAdd(PORTAL_SECTOR_CEILING, s1, spr->x - spr2->x, spr->y - spr2->y, spr->hitag);
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sectortype* s1 = spr->sector(), *s2 = spr2->sector();
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s1->portalflags = PORTAL_SECTOR_FLOOR;
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s1->portalflags = PORTAL_SECTOR_CEILING;
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s2->portalnum = portalAdd(PORTAL_SECTOR_FLOOR, sectnum(s2), spr2->x - spr->x, spr2->y - spr->y, spr->hitag);
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s2->portalnum = portalAdd(PORTAL_SECTOR_CEILING, sectnum(s1), spr->x - spr2->x, spr->y - spr2->y, spr->hitag);
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processedTags.Push(spr->hitag);
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}
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else
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@ -439,7 +439,7 @@ int setanimation(int animsect, int animtype, walltype* animtarget, int thegoal,
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bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
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{
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int sn = actor->s->sectnum;
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auto sect = actor->s->sector();
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// See if the sector exists
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@ -449,8 +449,8 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
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{
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if (act2->s->lotag == SE_17_WARP_ELEVATOR || (isRRRA() && act2->s->lotag == SE_18_INCREMENTAL_SECTOR_RISE_FALL))
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if (act2->s->hitag == actor->s->hitag)
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if ((abs(sector[sn].floorz - actor->temp_data[2]) > act2->s->yvel) ||
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(act2->getSector()->hitag == (sector[sn].hitag - d)))
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if ((abs(sect->floorz - actor->temp_data[2]) > act2->s->yvel) ||
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(act2->getSector()->hitag == (sect->hitag - d)))
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break;
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}
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@ -1346,10 +1346,9 @@ void checkhitwall_r(DDukeActor* spr, walltype* wal, int x, int y, int z, int atw
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if (sn < 0) return;
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darkestwall = 0;
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wal = sector[sn].firstWall();
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for (i = sector[sn].wallnum; i > 0; i--, wal++)
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if (wal->shade > darkestwall)
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darkestwall = wal->shade;
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for (auto& wl : wallsofsector(wal->nextsector))
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if (wl.shade > darkestwall)
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darkestwall = wl.shade;
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j = krand() & 1;
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DukeStatIterator it(STAT_EFFECTOR);
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@ -2602,7 +2601,9 @@ void checksectors_r(int snum)
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if (isanunderoperator(p->GetActor()->getSector()->lotag))
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neartagsector = p->GetActor()->s->sectnum;
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if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384))
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auto ntsect = neartagsector < 0? nullptr : §or[neartagsector];
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if (neartagsector >= 0 && (ntsect->lotag & 16384))
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return;
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if (neartagsprite == nullptr && neartagwall == -1)
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@ -2739,7 +2740,7 @@ void checksectors_r(int snum)
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}
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}
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if (neartagsector >= 0 && (sector[neartagsector].lotag & 16384) == 0 && isanearoperator(sector[neartagsector].lotag))
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if (neartagsector >= 0 && (ntsect->lotag & 16384) == 0 && isanearoperator(ntsect->lotag))
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{
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DukeSectIterator it(neartagsector);
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while (auto act = it.Next())
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@ -584,7 +584,7 @@ void S_StopSound(int sndNum, DDukeActor* actor, int channel)
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else soundEngine->StopSound(SOURCE_Actor, actor, channel, -1);
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// StopSound kills the actor reference so this cannot be delayed until ChannelEnded gets called. At that point the actor may also not be valid anymore.
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if (S_IsAmbientSFX(actor) && sector[actor->s->sectnum].lotag < 3) // ST_2_UNDERWATER
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if (S_IsAmbientSFX(actor) && actor->s->sector()->lotag < 3) // ST_2_UNDERWATER
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actor->temp_data[0] = 0;
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}
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}
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