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Revise r6239
git-svn-id: https://svn.eduke32.com/eduke32@6242 1a8010ca-5511-0410-912e-c29ae57300e0
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0efb2e146e
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0dd837919e
2 changed files with 7 additions and 7 deletions
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@ -309,12 +309,12 @@ next_sprite:
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// <fromunderp>: below->above change?
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static int32_t Proj_MaybeDoTransport(int32_t spriteNum, const uspritetype * const pSEffector, int32_t fromunderp, int32_t daz)
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{
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if ((totalclock & (UINT8_MAX-1)) <= actor[spriteNum].lasttransport)
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if ((totalclock & UINT8_MAX) == actor[spriteNum].lasttransport)
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return 0;
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spritetype *const pSprite = &sprite[spriteNum];
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const uspritetype *const otherse = (uspritetype *)&sprite[pSEffector->owner];
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actor[spriteNum].lasttransport = (totalclock + (TICSPERFRAME << 2)) & (UINT8_MAX-1);
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actor[spriteNum].lasttransport = (totalclock & UINT8_MAX);
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pSprite->x += (otherse->x - pSEffector->x);
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pSprite->y += (otherse->y - pSEffector->y);
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@ -3483,7 +3483,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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case STAT_FALLER:
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case STAT_DUMMYPLAYER:
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{
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if ((totalclock & (UINT8_MAX-1)) > actor[sectSprite].lasttransport)
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if ((totalclock & UINT8_MAX) != actor[sectSprite].lasttransport)
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{
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int const zvel = sprite[sectSprite].zvel;
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int const absZvel = klabs(zvel);
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@ -3558,7 +3558,7 @@ ACTOR_STATIC void G_MoveTransports(void)
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A_SetSprite(newSprite, CLIPMASK0);
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}
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actor[sectSprite].lasttransport = (totalclock + (TICSPERFRAME << 2)) & (UINT8_MAX-1);
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actor[sectSprite].lasttransport = (totalclock & UINT8_MAX);
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sprite[sectSprite].x += sprite[OW(spriteNum)].x - SX(spriteNum);
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sprite[sectSprite].y += sprite[OW(spriteNum)].y - SY(spriteNum);
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@ -5664,7 +5664,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
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j = pSprite->owner;
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if (sprite[j].lotag == UINT8_MAX)
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if (sprite[j].lotag == UINT16_MAX)
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DELETE_SPRITE_AND_CONTINUE(spriteNum);
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q = pSector->extra>>3;
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@ -1191,10 +1191,10 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
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if (switchType == SWITCH_SPRITE) // A wall sprite
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{
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if (actor[wallOrSprite].lasttransport == (totalclock & (UINT8_MAX-1)))
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if (actor[wallOrSprite].lasttransport == (totalclock & UINT8_MAX))
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return 0;
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actor[wallOrSprite].lasttransport = (totalclock & (UINT8_MAX-1));
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actor[wallOrSprite].lasttransport = (totalclock & UINT8_MAX);
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if (sprite[wallOrSprite].lotag == 0)
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return 0;
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