mirror of
https://github.com/ZDoom/raze-gles.git
synced 2025-01-12 11:10:39 +00:00
Restore pre-r5821 floor glass behavior: nothing.
git-svn-id: https://svn.eduke32.com/eduke32@5949 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
parent
ec25bfa281
commit
c20e41d0c8
1 changed files with 10 additions and 7 deletions
|
@ -1765,7 +1765,10 @@ int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
|
||||||
if (returnValue < 0)
|
if (returnValue < 0)
|
||||||
return 0;
|
return 0;
|
||||||
|
|
||||||
int16_t * const pPicnum = damageFloor ? §or[sectNum].floorpicnum : §or[sectNum].ceilingpicnum;
|
if (damageFloor)
|
||||||
|
return 0;
|
||||||
|
|
||||||
|
int16_t * const pPicnum = §or[sectNum].ceilingpicnum;
|
||||||
|
|
||||||
if (returnValue == (1<<20))
|
if (returnValue == (1<<20))
|
||||||
{
|
{
|
||||||
|
@ -1776,12 +1779,12 @@ int Sect_DamageCeilingOrFloor(int damageFloor, int const sectNum)
|
||||||
|
|
||||||
switch (DYNAMICTILEMAP(*pPicnum))
|
switch (DYNAMICTILEMAP(*pPicnum))
|
||||||
{
|
{
|
||||||
case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE;
|
case WALLLIGHT1__STATIC: *pPicnum = WALLLIGHTBUST1; goto GLASSBREAK_CODE;
|
||||||
case WALLLIGHT2__STATIC: *pPicnum = WALLLIGHTBUST2; goto GLASSBREAK_CODE;
|
case WALLLIGHT2__STATIC: *pPicnum = WALLLIGHTBUST2; goto GLASSBREAK_CODE;
|
||||||
case WALLLIGHT3__STATIC: *pPicnum = WALLLIGHTBUST3; goto GLASSBREAK_CODE;
|
case WALLLIGHT3__STATIC: *pPicnum = WALLLIGHTBUST3; goto GLASSBREAK_CODE;
|
||||||
case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE;
|
case WALLLIGHT4__STATIC: *pPicnum = WALLLIGHTBUST4; goto GLASSBREAK_CODE;
|
||||||
case TECHLIGHT2__STATIC: sector[sectNum].ceilingpicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
|
case TECHLIGHT2__STATIC: *pPicnum = TECHLIGHTBUST2; goto GLASSBREAK_CODE;
|
||||||
case TECHLIGHT4__STATIC: sector[sectNum].ceilingpicnum = TECHLIGHTBUST4;
|
case TECHLIGHT4__STATIC: *pPicnum = TECHLIGHTBUST4;
|
||||||
|
|
||||||
GLASSBREAK_CODE:
|
GLASSBREAK_CODE:
|
||||||
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
|
A_SpawnCeilingGlass(g_player[myconnectindex].ps->i, sectNum, 10);
|
||||||
|
|
Loading…
Reference in a new issue