- moved friction flag from special to Flags as well.

This commit is contained in:
Christoph Oelckers 2016-01-06 02:01:59 +01:00
parent 6a63effa1f
commit 3ffcec3eb3
4 changed files with 15 additions and 6 deletions

View file

@ -630,7 +630,7 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
}
}
if (!(sec->special & FRICTION_MASK) &&
if (!(sec->Flags & SECF_FRICTION) &&
Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0)
{
continue;

View file

@ -413,8 +413,12 @@ void P_SerializeWorld (FArchive &arc)
if (sec->special & SECRET_MASK)
{
sec->Flags |= SECF_SECRET;
sec->special &= ~SECRET_MASK;
}
if (sec->special & FRICTION_MASK)
{
sec->Flags |= SECF_FRICTION;
}
sec->special &= ~(SECRET_MASK|FRICTION_MASK);
}
arc << sec->interpolations[0]
<< sec->interpolations[1]

View file

@ -1191,9 +1191,13 @@ void P_SpawnSpecials (void)
if (sector->special & SECRET_MASK)
{
sector->Flags |= SECF_SECRET | SECF_WASSECRET;
sector->special &= ~SECRET_MASK;
level.total_secrets++;
}
if (sector->special & FRICTION_MASK)
{
sector->Flags |= SECF_FRICTION;
}
sector->special &= ~(SECRET_MASK|FRICTION_MASK);
switch (sector->special & 0xff)
{
@ -1262,7 +1266,7 @@ void P_SpawnSpecials (void)
sector->friction = FRICTION_LOW;
sector->movefactor = 0x269;
sector->special &= 0xff00;
sector->special |= FRICTION_MASK;
sector->Flags |= SECF_FRICTION;
break;
// [RH] Hexen-like phased lighting
@ -2060,11 +2064,11 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
// can be enabled and disabled at will.
if (friction == ORIG_FRICTION)
{
sectors[s].special &= ~FRICTION_MASK;
sectors[s].Flags &= ~SECF_FRICTION;
}
else
{
sectors[s].special |= FRICTION_MASK;
sectors[s].Flags |= SECF_FRICTION;
}
}
}

View file

@ -355,6 +355,7 @@ enum
SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
SECF_NORESPAWN = 8, // players can not respawn in this sector
SECF_FRICTION = 16, // sector has friction enabled
SECF_WASSECRET = 1 << 30, // a secret that was discovered