- did a bit of AActor reshuffling so that the new thruBits can be placed into a previously existing alignment gap.

This commit is contained in:
Christoph Oelckers 2020-10-17 09:54:31 +02:00
parent 60f0d35477
commit 4ac7588488

View file

@ -1008,7 +1008,6 @@ public:
double FloatSpeed; double FloatSpeed;
// interaction info // interaction info
uint32_t ThruBits;
FBlockNode *BlockNode; // links in blocks (if needed) FBlockNode *BlockNode; // links in blocks (if needed)
struct sector_t *Sector; struct sector_t *Sector;
subsector_t * subsector; subsector_t * subsector;
@ -1016,11 +1015,13 @@ public:
double floorz, ceilingz; // closest together of contacted secs double floorz, ceilingz; // closest together of contacted secs
double dropoffz; // killough 11/98: the lowest floor over all contacted Sectors. double dropoffz; // killough 11/98: the lowest floor over all contacted Sectors.
struct sector_t *floorsector; uint32_t ThruBits;
FTextureID floorpic; // contacted sec floorpic FTextureID floorpic; // contacted sec floorpic
int floorterrain; int floorterrain;
struct sector_t *ceilingsector;
FTextureID ceilingpic; // contacted sec ceilingpic FTextureID ceilingpic; // contacted sec ceilingpic
struct sector_t *floorsector;
struct sector_t *ceilingsector;
double renderradius; double renderradius;
double projectilepassheight; // height for clipping projectile movement against this actor double projectilepassheight; // height for clipping projectile movement against this actor