- handle all remaining int_pos outside the sound code.

SPOTLITE has no handler, so its temp_data is of no use.
This commit is contained in:
Christoph Oelckers 2022-09-14 18:22:43 +02:00
parent f52b361dfc
commit 6ed157ccdb
3 changed files with 1 additions and 5 deletions

View file

@ -638,7 +638,7 @@ static void handle_st15(sectortype* sptr, DDukeActor* actor)
}
else
{
if (sptr->int_floorz() > a2->int_pos().Z)
if (sptr->floorz > a2->spr.pos.Z)
activatewarpelevators(a2, -1);
else
activatewarpelevators(a2, 1);

View file

@ -540,8 +540,6 @@ DDukeActor* spawninit_d(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
break;
case SPOTLITE:
act->temp_data[0] = act->int_pos().X;
act->temp_data[1] = act->int_pos().Y;
break;
case BULLETHOLE:
act->spr.xrepeat = act->spr.yrepeat = 3;

View file

@ -569,8 +569,6 @@ DDukeActor* spawninit_r(DDukeActor* actj, DDukeActor* act, TArray<DDukeActor*>*
break;
case SPOTLITE:
act->temp_data[0] = act->int_pos().X;
act->temp_data[1] = act->int_pos().Y;
break;
case BULLETHOLE:
act->spr.xrepeat = act->spr.yrepeat = 3;