mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2025-03-22 09:41:05 +00:00
Merge branch 'master' of https://github.com/coelckers/gzdoom
This commit is contained in:
commit
53c638a2a0
2 changed files with 5 additions and 1 deletions
|
@ -641,6 +641,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
|||
floor->m_Delay = delay;
|
||||
floor->m_PauseTime = 0;
|
||||
floor->m_StepTime = floor->m_PerStepTime = persteptime;
|
||||
floor->m_Instant = false;
|
||||
|
||||
floor->m_Crush = (usespecials & DFloor::stairCrush) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
|
||||
floor->m_Hexencrush = false;
|
||||
|
@ -756,6 +757,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
|||
//jff 2/27/98 fix uninitialized crush field
|
||||
floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
|
||||
floor->m_Hexencrush = false;
|
||||
floor->m_Instant = false;
|
||||
floor->m_ResetCount = reset; // [RH] Tics until reset (0 if never)
|
||||
floor->m_OrgDist = sec->floorplane.fD(); // [RH] Height to reset to
|
||||
}
|
||||
|
@ -818,6 +820,7 @@ bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
|
|||
floor->m_Direction = 1;
|
||||
floor->m_Sector = s2;
|
||||
floor->m_Speed = slimespeed;
|
||||
floor->m_Instant = false;
|
||||
floor->m_Texture = s3->GetTexture(sector_t::floor);
|
||||
floor->m_NewSpecial.Clear();
|
||||
height = s3->FindHighestFloorPoint (&spot);
|
||||
|
@ -832,6 +835,7 @@ bool EV_DoDonut (int tag, line_t *line, double pillarspeed, double slimespeed)
|
|||
floor->m_Direction = -1;
|
||||
floor->m_Sector = s1;
|
||||
floor->m_Speed = pillarspeed;
|
||||
floor->m_Instant = false;
|
||||
height = s3->FindHighestFloorPoint (&spot);
|
||||
floor->m_FloorDestDist = s1->floorplane.PointToDist (spot, height);
|
||||
floor->StartFloorSound ();
|
||||
|
|
|
@ -3509,7 +3509,7 @@ int AActor::GetMissileDamage (int mask, int add)
|
|||
|
||||
void AActor::Howl ()
|
||||
{
|
||||
FSoundID howl = IntVar(NAME_HowlSound);
|
||||
FSoundID howl = SoundVar(NAME_HowlSound);
|
||||
if (!S_IsActorPlayingSomething(this, CHAN_BODY, howl))
|
||||
{
|
||||
S_Sound (this, CHAN_BODY, howl, 1, ATTN_NORM);
|
||||
|
|
Loading…
Reference in a new issue