Revert tripbomb logic

This commit is contained in:
nukeykt 2019-06-22 21:31:28 +09:00 committed by Christoph Oelckers
parent 1fb877445c
commit 6b7245ec97

View file

@ -1845,17 +1845,14 @@ ACTOR_STATIC void G_MoveStandables(void)
pSprite->ang = oldAng;
}
switch (T1(spriteNum))
{
default:
if (T1(spriteNum) < 32)
{
int32_t playerDist;
A_FindPlayer(pSprite, &playerDist);
if (playerDist > 768 || T1(spriteNum) > 16) T1(spriteNum)++;
break;
}
case 32:
if (T1(spriteNum) == 32)
{
int16_t hitSprite;
int const oldAng = pSprite->ang;
@ -1896,10 +1893,10 @@ ACTOR_STATIC void G_MoveStandables(void)
}
hitDist -= 1024;
cursectnum = pSprite->sectnum;
updatesector(pSprite->x, pSprite->y, &cursectnum);
if (cursectnum < 0)
break;
//cursectnum = pSprite->sectnum;
//updatesector(pSprite->x, pSprite->y, &cursectnum);
//if (cursectnum < 0)
// break;
}
T1(spriteNum)++;
@ -1916,10 +1913,9 @@ ACTOR_STATIC void G_MoveStandables(void)
T3(spriteNum) = 13;
A_PlaySound(LASERTRIP_ARMING,spriteNum);
}
break;
}
case 33:
if (T1(spriteNum) == 33)
{
T2(spriteNum)++;
@ -1945,8 +1941,6 @@ ACTOR_STATIC void G_MoveStandables(void)
T3(spriteNum) = 13;
A_PlaySound(LASERTRIP_ARMING, spriteNum);
}
break;
}
}
goto next_sprite;