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which switches have been hidden in the original and user maps. One is to make it face a wall, and another is to 'embed' it in e.g. the floor, like the monitor with the burning fuse in E4L1. Both kinds show up when the switches are rendered as models, revealing the secrets that the mapper sought to hide. My proposal, implemented in this commit, is to apply a heuristic for such switches at premap and make them invisible (set cstat bit 32768). The conditions are re-checked during the game in case there is a switch coming out of the floor, for example. A new spriteext bit is used for this feature. git-svn-id: https://svn.eduke32.com/eduke32@1968 1a8010ca-5511-0410-912e-c29ae57300e0 |
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eduke32 | ||
synthesis.sh |