- Added: Sector movement that causes deep water to change its height now

will trigger associated sector actions and adjust the actor's water level.


SVN r836 (trunk)
This commit is contained in:
Christoph Oelckers 2008-03-22 12:17:52 +00:00
commit 60ad26b231
11 changed files with 66 additions and 25 deletions

View file

@ -152,11 +152,11 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
if (!MoveAttached(crush, move, 0, true)) return crushed;
m_Sector->floorplane.d = dest;
flag = P_ChangeSector (m_Sector, crush, move, 0);
flag = P_ChangeSector (m_Sector, crush, move, 0, false);
if (flag)
{
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -move, 0);
P_ChangeSector (m_Sector, crush, -move, 0, true);
MoveAttached(crush, -move, 0, false);
}
else
@ -172,11 +172,11 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
m_Sector->floorplane.d = movedest;
flag = P_ChangeSector (m_Sector, crush, -speed, 0);
flag = P_ChangeSector (m_Sector, crush, -speed, 0, false);
if (flag)
{
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush, speed, 0);
P_ChangeSector (m_Sector, crush, speed, 0, true);
MoveAttached(crush, speed, 0, false);
return crushed;
}
@ -210,11 +210,11 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
m_Sector->floorplane.d = dest;
flag = P_ChangeSector (m_Sector, crush, move, 0);
flag = P_ChangeSector (m_Sector, crush, move, 0, false);
if (flag)
{
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -move, 0);
P_ChangeSector (m_Sector, crush, -move, 0, true);
MoveAttached(crush, -move, 0, false);
}
else
@ -231,7 +231,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
m_Sector->floorplane.d = movedest;
// COULD GET CRUSHED
flag = P_ChangeSector (m_Sector, crush, speed, 0);
flag = P_ChangeSector (m_Sector, crush, speed, 0, false);
if (flag)
{
if (crush >= 0 && !hexencrush)
@ -241,7 +241,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
return crushed;
}
m_Sector->floorplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -speed, 0);
P_ChangeSector (m_Sector, crush, -speed, 0, true);
MoveAttached(crush, -speed, 0, false);
return crushed;
}
@ -276,12 +276,12 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
if (!MoveAttached(crush, move, 1, true)) return crushed;
m_Sector->ceilingplane.d = dest;
flag = P_ChangeSector (m_Sector, crush, move, 1);
flag = P_ChangeSector (m_Sector, crush, move, 1, false);
if (flag)
{
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -move, 1);
P_ChangeSector (m_Sector, crush, -move, 1, true);
MoveAttached(crush, -move, 1, false);
}
else
@ -297,7 +297,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
m_Sector->ceilingplane.d = movedest;
// COULD GET CRUSHED
flag = P_ChangeSector (m_Sector, crush, -speed, 1);
flag = P_ChangeSector (m_Sector, crush, -speed, 1, false);
if (flag)
{
if (crush >= 0 && !hexencrush)
@ -306,7 +306,7 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
return crushed;
}
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush, speed, 1);
P_ChangeSector (m_Sector, crush, speed, 1, true);
MoveAttached(crush, speed, 1, false);
return crushed;
}
@ -325,11 +325,11 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
m_Sector->ceilingplane.d = dest;
flag = P_ChangeSector (m_Sector, crush, move, 1);
flag = P_ChangeSector (m_Sector, crush, move, 1, false);
if (flag)
{
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush, move, 1);
P_ChangeSector (m_Sector, crush, move, 1, true);
MoveAttached(crush, move, 1, false);
}
else
@ -344,11 +344,11 @@ DMover::EResult DMover::MovePlane (fixed_t speed, fixed_t dest, int crush,
m_Sector->ceilingplane.d = movedest;
flag = P_ChangeSector (m_Sector, crush, speed, 1);
flag = P_ChangeSector (m_Sector, crush, speed, 1, false);
if (flag)
{
m_Sector->ceilingplane.d = lastpos;
P_ChangeSector (m_Sector, crush, -speed, 1);
P_ChangeSector (m_Sector, crush, -speed, 1, true);
MoveAttached(crush, -speed, 1, false);
return crushed;
}