- fixed: A_CheckTerrain did not use the proper damage type for processing an instant death sector.

- moved sector secret information from sector_t::special and secretsector to two flag bits in sector_t::Flags.

This is to get rid of the bit masking madness in the floor/ceiling thinkers which need to preserve this bit when they change a sector's type.
This commit is contained in:
Christoph Oelckers 2016-01-06 01:50:45 +01:00
commit 6a63effa1f
15 changed files with 67 additions and 38 deletions

View file

@ -1512,7 +1512,6 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
ss->special = LittleShort(ms->special);
else // [RH] Translate to new sector special
ss->special = P_TranslateSectorSpecial (LittleShort(ms->special));
ss->secretsector = !!(ss->special&SECRET_MASK);
tagManager.AddSectorTag(i, LittleShort(ms->tag));
ss->thinglist = NULL;
ss->touching_thinglist = NULL; // phares 3/14/98