- handle magic clipdist values

This commit is contained in:
Christoph Oelckers 2022-10-04 19:24:00 +02:00
parent a6e35edc6c
commit e80c32cfd4
3 changed files with 4 additions and 4 deletions

View file

@ -1269,7 +1269,7 @@ void WeaponExplodeSectorInRange(DSWActor* wActor)
// test to see if explosion is close to crack sprite
double dist = (wActor->spr.pos - actor->spr.pos).Length();
if (actor->native_clipdist() == 0)
if (actor->clipdist == 0)
continue;
double radius = actor->clipdist * 8;

View file

@ -1844,7 +1844,7 @@ void SpriteSetup(void)
{
sectp->u_defined = true;
sectp->number = actor->spr.lotag;
if (actor->native_clipdist() == 1)
if (actor->spr.clipdist == 1) // notreallyclipdist
sectp->flags |= (SECTFU_CANT_SURFACE);
change_actor_stat(actor, STAT_UNDERWATER2);
}

View file

@ -1067,7 +1067,7 @@ void SetupSectorObject(sectortype* sectp, short tag)
break;
case SPAWN_SPOT:
if (actor->native_clipdist() == 3)
if (actor->spr.clipdist == 3) // notreallyclipdist
{
change_actor_stat(actor, STAT_NO_STATE);
SpawnUser(actor, 0, nullptr);
@ -2580,7 +2580,7 @@ void VehicleSetSmoke(SECTOR_OBJECT* sop, ANIMATOR* animator)
{
case SPAWN_SPOT:
if (actor->native_clipdist() == 3)
if (actor->spr.clipdist == 3) // notreallyclipdist
{
if (animator)
{