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TROR no-SE7 water: allow boundary change only if other-side lotag is other one.
That is, if submerging, the lower sector MUST have lotag 2. If emerging, the upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors unconditionally.) This means that the area where submersion or emersion can happen is now the same for the top and bottom parts. git-svn-id: https://svn.eduke32.com/eduke32@3677 1a8010ca-5511-0410-912e-c29ae57300e0
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1 changed files with 7 additions and 1 deletions
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@ -1079,8 +1079,14 @@ ACTOR_STATIC void G_MovePlayers(void)
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int32_t othersect = yax_getneighborsect(
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int32_t othersect = yax_getneighborsect(
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s->x, s->y, psect, slotag==ST_1_ABOVE_WATER ? YAX_FLOOR : YAX_CEILING);
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s->x, s->y, psect, slotag==ST_1_ABOVE_WATER ? YAX_FLOOR : YAX_CEILING);
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int32_t othertag = (slotag==ST_1_ABOVE_WATER) ?
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ST_2_UNDERWATER : ST_1_ABOVE_WATER;
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// If submerging, the lower sector MUST have lotag 2.
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// If submerging, the lower sector MUST have lotag 2.
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if (othersect >= 0 && (slotag==ST_2_UNDERWATER || sector[othersect].lotag==ST_2_UNDERWATER))
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// If emerging, the upper sector MUST have lotag 1.
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// This way, the x/y coordinates where above/below water
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// changes can happen are the same.
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if (othersect >= 0 && sector[othersect].lotag==othertag)
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{
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{
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int32_t k = 0;
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int32_t k = 0;
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