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- fixed a few more sector movers which calculated their movement at (0,0) instead of inside the sector.
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1 changed files with 8 additions and 8 deletions
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@ -411,8 +411,8 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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case DFloor::floorLowerByTexture:
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floor->m_Direction = -1;
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newheight = sec->floorplane.ZatPoint (0, 0) - sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) - sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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break;
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case DFloor::floorLowerToCeiling:
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@ -428,14 +428,14 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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// since the code is identical to what was here. (Oddly
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// enough, BOOM preserved the code here even though it
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// also had this function.)
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newheight = sec->floorplane.ZatPoint (0, 0) + sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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break;
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case DFloor::floorRaiseAndChange:
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floor->m_Direction = 1;
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newheight = sec->floorplane.ZatPoint (0, 0) + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, newheight);
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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if (line != NULL)
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{
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FTextureID oldpic = sec->GetTexture(sector_t::floor);
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@ -618,8 +618,8 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
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floor->m_Hexencrush = false;
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floor->m_Speed = speed;
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height = sec->floorplane.ZatPoint (0, 0) + stairstep;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (0, 0, height);
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height = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + stairstep;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], height);
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texture = sec->GetTexture(sector_t::floor);
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osecnum = secnum; //jff 3/4/98 preserve loop index
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