When SE 17 can't find the next sector for the floor, use the heuristic added for ceilings in r3013 to determine the floorz, replacing the game exit added in r2971.

git-svn-id: https://svn.eduke32.com/eduke32@6582 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
hendricks266 2018-01-18 04:28:55 +00:00
parent 214109b506
commit 9949a3cf5c
1 changed files with 5 additions and 4 deletions

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@ -2964,10 +2964,11 @@ int A_Spawn(int spriteNum, int tileNum)
T5(newSprite) = sector[nextSectNum].floorz; T5(newSprite) = sector[nextSectNum].floorz;
else else
{ {
// XXX: we should return to the menu for this and similar failures // heuristic
Bsprintf(tempbuf, "SE 17 (warp elevator) setup failed: sprite %d at (%d, %d)", newSprite, T5(newSprite) = sector[sectNum].floorz;
TrackerCast(sprite[newSprite].x), TrackerCast(sprite[newSprite].y));
G_GameExit(tempbuf); OSD_Printf(OSD_ERROR "WARNING: SE17 sprite %d using own sector %d's floorz.\n",
newSprite, sectNum);
} }
if (numplayers < 2 && !g_netServer) if (numplayers < 2 && !g_netServer)