gameexec.c: in VM_Fall(), comment out dead code, small indentation change.

git-svn-id: https://svn.eduke32.com/eduke32@3684 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2013-04-15 10:48:22 +00:00
parent 0db0587731
commit bac1a3ff63

View file

@ -858,15 +858,14 @@ static int32_t VM_AddWeapon(int32_t weap, int32_t amount, DukePlayer_t *ps)
static void VM_Fall(int32_t g_i, spritetype *g_sp)
{
int32_t grav = g_spriteGravity;
g_sp->xoffset = g_sp->yoffset = 0;
{
int32_t j = g_spriteGravity;
if (G_CheckForSpaceCeiling(g_sp->sectnum) || sector[g_sp->sectnum].lotag == ST_2_UNDERWATER)
j = g_spriteGravity/6;
grav = g_spriteGravity/6;
else if (G_CheckForSpaceFloor(g_sp->sectnum))
j = 0;
grav = 0;
if (!actor[g_i].cgg-- || (sector[g_sp->sectnum].floorstat&2))
{
@ -876,7 +875,8 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
if (g_sp->z < actor[g_i].floorz-ZOFFSET)
{
g_sp->zvel = min(g_sp->zvel+j, ACTOR_MAXFALLINGZVEL);
// Free fall.
g_sp->zvel = min(g_sp->zvel+grav, ACTOR_MAXFALLINGZVEL);
g_sp->z += g_sp->zvel;
#ifdef YAX_ENABLE
if (yax_getbunch(g_sp->sectnum, YAX_FLOOR) >= 0 &&
@ -889,6 +889,7 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
return;
}
// SET_SPRITE_Z
g_sp->z = actor[g_i].floorz - ZOFFSET;
if (A_CheckEnemySprite(g_sp) || (g_sp->picnum == APLAYER && g_sp->owner >= 0))
@ -919,16 +920,19 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
A_PlaySound(THUD, g_i);
}
}
}
if (g_sp->z > (actor[g_i].floorz - ZOFFSET))
#if 0
if (g_sp->z > actor[g_i].floorz - ZOFFSET)
{
// Unreachable because of SET_SPRITE_Z.
A_GetZLimits(g_i);
if (actor[g_i].floorz != sector[g_sp->sectnum].floorz)
g_sp->z = (actor[g_i].floorz - ZOFFSET);
return;
}
else if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
#endif
if (sector[g_sp->sectnum].lotag == ST_1_ABOVE_WATER)
{
switch (DYNAMICTILEMAP(g_sp->picnum))
{
@ -942,7 +946,6 @@ static void VM_Fall(int32_t g_i, spritetype *g_sp)
#if !defined LUNATIC
int32_t moveScriptOfs = vm.g_t[1];
#endif
// fix for flying/jumping monsters getting stuck in water
if ((g_sp->hitag & jumptoplayer) ||
(G_HaveActor(g_sp->picnum) &&