- after realizing that changing the sector's MOD variable to an FNameNoInit doesn't do anything bad, I just went ahead and got rid of the last place in the engine that still used this data type for internal storage.

This commit is contained in:
Christoph Oelckers 2016-01-05 16:10:04 +01:00
commit 3e13e772ef
4 changed files with 10 additions and 7 deletions

View file

@ -570,7 +570,7 @@ void P_PlayerInSpecialSector (player_t *player, sector_t * sector)
{
if (level.time % sector->damageinterval == 0 && (ironfeet == NULL || pr_playerinspecialsector() < sector->leakydamage))
{
P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, MODtoDamageType (sector->damagemod));
P_DamageMobj (player->mo, NULL, NULL, sector->damageamount, sector->damagetype);
}
}
@ -1439,7 +1439,7 @@ void P_SpawnSpecials (void)
{
sector_t *sec = &sectors[s];
sec->damageamount = damage;
sec->damagemod = 0;//MOD_UNKNOWN;
sec->damagetype = NAME_None;
if (sec->damageamount < 20)
{
sec->leakydamage = 0;