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- over_sp/under_sp sectnums
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parent
302016956f
commit
732aa2023b
4 changed files with 19 additions and 26 deletions
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@ -103,7 +103,6 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se
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SP_TAG5(sp) = sp->sector()->ceilingpicnum;
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sp->sector()->ceilingpicnum = SP_TAG2(sp);
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SP_TAG4(sp) = sp->sector()->ceilingstat;
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//SET(sp->sectnum].ceilingstat, ((int)SP_TAG7(sp))<<7);
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SET(sp->sector()->ceilingstat, SP_TAG6(sp));
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RESET(sp->sector()->ceilingstat, CEILING_STAT_PLAX);
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}
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@ -112,7 +111,6 @@ void FAF_DrawRooms(int x, int y, int z, fixed_t q16ang, fixed_t q16horiz, int se
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SP_TAG5(sp) = sp->sector()->floorpicnum;
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sp->sector()->floorpicnum = SP_TAG2(sp);
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SP_TAG4(sp) = sp->sector()->floorstat;
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//SET(sp->sector()->floorstat, ((int)SP_TAG7(sp))<<7);
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SET(sp->sector()->floorstat, SP_TAG6(sp));
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RESET(sp->sector()->floorstat, FLOOR_STAT_PLAX);
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}
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@ -1719,8 +1719,7 @@ void UpdatePlayerUnderSprite(PLAYERp pp)
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ASSERT(over_u);
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// dont bother spawning if you ain't really in the water
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//water_level_z = sector[over_sp->sectnum].floorz - Z(pp->WadeDepth);
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water_level_z = sector[over_sp->sectnum].floorz; // - Z(pp->WadeDepth);
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water_level_z = over_sp->sector()->floorz; // - Z(pp->WadeDepth);
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// if not below water
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above_water = (SPRITEp_BOS(over_sp) <= water_level_z);
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@ -4100,7 +4099,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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{
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over_sp = &actor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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if (TEST(over_sp->sector()->extra, SECTFX_DIVE_AREA) &&
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over_sp->sector()->hasU() &&
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over_sp->sector()->number == sectu->number)
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{
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@ -4118,7 +4117,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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{
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under_sp = &actor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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if (TEST(under_sp->sector()->extra, SECTFX_UNDERWATER) &&
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under_sp->sector()->hasU() &&
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under_sp->sector()->number == sectu->number)
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{
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@ -4147,7 +4146,7 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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else
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pp->cursectnum = over;
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pp->posz = sector[under_sp->sectnum].ceilingz + Z(6);
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pp->posz = under_sp->sector()->ceilingz + Z(6);
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pp->oposx = pp->posx;
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pp->oposy = pp->posy;
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@ -4175,7 +4174,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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{
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under_sp = &actor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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if (TEST(under_sp->sector()->extra, SECTFX_UNDERWATER) &&
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under_sp->sector()->hasU() &&
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under_sp->sector()->number == sectu->number)
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{
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@ -4193,7 +4192,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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{
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over_sp = &actor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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if (TEST(over_sp->sector()->extra, SECTFX_DIVE_AREA) &&
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over_sp->sector()->hasU() &&
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over_sp->sector()->number == sectu->number)
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{
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@ -4220,7 +4219,7 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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pp->cursectnum = over;
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}
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pp->posz = sector[over_sp->sectnum].floorz - Z(2);
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pp->posz = over_sp->sector()->floorz - Z(2);
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// set z range and wade depth so we know how high to set view
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DoPlayerZrange(pp);
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@ -17900,7 +17900,7 @@ bool WarpToUnderwater(int *sectnum, int *x, int *y, int *z)
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{
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over_sp = &itActor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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if (TEST(over_sp->sector()->extra, SECTFX_DIVE_AREA) &&
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over_sp->sector()->hasU() && sectu->hasU() &&
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over_sp->sector()->number == sectu->number)
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{
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@ -17918,7 +17918,7 @@ bool WarpToUnderwater(int *sectnum, int *x, int *y, int *z)
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{
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under_sp = &itActor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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if (TEST(under_sp->sector()->extra, SECTFX_UNDERWATER) &&
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under_sp->sector()->hasU() &&
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under_sp->sector()->number == sectu->number)
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{
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@ -17949,7 +17949,7 @@ bool WarpToUnderwater(int *sectnum, int *x, int *y, int *z)
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*sectnum = under;
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}
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*z = sector[under_sp->sectnum].ceilingz + Z(1);
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*z = under_sp->sector()->ceilingz + Z(1);
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return true;
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}
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@ -17974,7 +17974,7 @@ bool WarpToSurface(int *sectnum, int *x, int *y, int *z)
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{
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under_sp = &itActor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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if (TEST(under_sp->sector()->extra, SECTFX_UNDERWATER) &&
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under_sp->sector()->hasU() && sectu->hasU() &&
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under_sp->sector()->number == sectu->number)
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{
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@ -17992,7 +17992,7 @@ bool WarpToSurface(int *sectnum, int *x, int *y, int *z)
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{
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over_sp = &itActor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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if (TEST(over_sp->sector()->extra, SECTFX_DIVE_AREA) &&
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over_sp->sector()->hasU() &&
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over_sp->sector()->number == sectu->number)
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{
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@ -18019,7 +18019,7 @@ bool WarpToSurface(int *sectnum, int *x, int *y, int *z)
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*sectnum = over;
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}
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*z = sector[over_sp->sectnum].floorz - Z(2);
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*z = over_sp->sector()->floorz - Z(2);
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return true;
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}
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@ -18046,7 +18046,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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{
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over_sp = &itActor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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if (TEST(over_sp->sector()->extra, SECTFX_DIVE_AREA) &&
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over_sp->sector()->hasU() &&
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over_sp->sector()->number == sectu->number)
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{
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@ -18064,7 +18064,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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{
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under_sp = &itActor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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if (TEST(under_sp->sector()->extra, SECTFX_UNDERWATER) &&
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under_sp->sector()->hasU() &&
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under_sp->sector()->number == sectu->number)
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{
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@ -18095,8 +18095,7 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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ChangeActorSect(actor, over);
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}
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//sp->z = sector[under_sp->sectnum].ceilingz + Z(6);
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sp->z = sector[under_sp->sectnum].ceilingz + u->ceiling_dist+Z(1);
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sp->z = under_sp->sector()->ceilingz + u->ceiling_dist+Z(1);
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sp->backuppos();
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@ -18124,7 +18123,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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{
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under_sp = &itActor->s();
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if (TEST(sector[under_sp->sectnum].extra, SECTFX_UNDERWATER) &&
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if (TEST(under_sp->sector()->extra, SECTFX_UNDERWATER) &&
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under_sp->sector()->hasU() &&
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under_sp->sector()->number == sectu->number)
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{
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@ -18146,7 +18145,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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{
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over_sp = &itActor->s();
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if (TEST(sector[over_sp->sectnum].extra, SECTFX_DIVE_AREA) &&
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if (TEST(over_sp->sector()->extra, SECTFX_DIVE_AREA) &&
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over_sp->sector()->hasU() &&
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over_sp->sector()->number == sectu->number)
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{
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@ -18173,7 +18172,7 @@ bool SpriteWarpToSurface(DSWActor* actor)
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ChangeActorSect(actor, over);
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}
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sp->z = sector[over_sp->sectnum].floorz - Z(2);
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sp->z = over_sp->sector()->floorz - Z(2);
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// set z range and wade depth so we know how high to set view
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DoActorZrange(actor);
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@ -824,9 +824,6 @@ void SpawnZombie2(DSWActor* actor)
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if (SectorIsUnderwaterArea(sp->sectnum))
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return;
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//if (FAF_ConnectArea(sp->sectnum))
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// return(-1);
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if (FAF_ConnectArea(sp->sectnum))
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{
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int sectnum = sp->sectnum;
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