- Fix multiple bad calls to pushmove().

This commit is contained in:
Mitchell Richters 2022-10-08 19:51:23 +11:00 committed by Christoph Oelckers
parent 7d3babd678
commit 29eb729cd3
5 changed files with 5 additions and 5 deletions

View file

@ -5132,7 +5132,7 @@ void fall_common(DDukeActor *actor, int playernum, int JIBS6, int DRONE, int BLO
{
auto sect = actor->sector();
pushmove(actor->spr.pos, &sect, 16., 4., 4., CLIPMASK0);
pushmove(actor->spr.pos, &sect, 8., 4., 4., CLIPMASK0);
if (sect != actor->sector() && sect != nullptr)
ChangeActorSect(actor, sect);

View file

@ -623,7 +623,7 @@ void playerisdead(int snum, int psectlotag, double floorz, double ceilingz)
updatesector(p->pos, &p->cursector);
pushmove(p->pos, &p->cursector, 16, 4, 20, CLIPMASK0);
pushmove(p->pos, &p->cursector, 8, 4, 20, CLIPMASK0);
if (floorz > ceilingz + 16 && actor->spr.pal != 1)
p->angle.rotscrnang = DAngle::fromBuild(p->dead_flag + ((floorz + p->pos.Z) * 2));

View file

@ -1403,7 +1403,7 @@ void checkhitsprite_d(DDukeActor* targ, DDukeActor* proj)
targ->vel.X = -proj->spr.extra * 0.25;
auto sp = targ->sector();
pushmove(targ->spr.pos, &sp, 16, 4, 4, CLIPMASK0);
pushmove(targ->spr.pos, &sp, 8, 4, 4, CLIPMASK0);
if (sp != targ->sector() && sp != nullptr)
ChangeActorSect(targ, sp);
}

View file

@ -1044,7 +1044,7 @@ void AIPlayer::Tick(RunListEvent* ev)
auto pPlayerSect = pPlayerActor->sector();
pushmove(pPlayerActor->spr.pos, &pPlayerSect, pPlayerActor->fClipdist(), 320, -320, CLIPMASK0);
pushmove(pPlayerActor->spr.pos, &pPlayerSect, pPlayerActor->fClipdist(), 20, -20, CLIPMASK0);
if (pPlayerSect != pPlayerActor->sector()) {
ChangeActorSect(pPlayerActor, pPlayerSect);
}

View file

@ -307,7 +307,7 @@ void AISet::Tick(RunListEvent* ev)
auto nMov = MoveCreature(pActor);
auto sect = pActor->sector();
pushmove(pActor->spr.pos, &sect, pActor->fClipdist(), 320, -320, CLIPMASK0);
pushmove(pActor->spr.pos, &sect, pActor->fClipdist(), 20, -20, CLIPMASK0);
pActor->setsector(sect);
if (pActor->vel.Z > 4000/256.)