- 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

@ -2538,10 +2538,8 @@ void P_PlayerThink (player_t *player)
if (!(player->cheats & CF_PREDICTING))
{
P_PlayerOnSpecial3DFloor (player);
if (player->mo->Sector->special || player->mo->Sector->damageamount != 0)
{
P_PlayerInSpecialSector (player);
}
P_PlayerInSpecialSector (player);
if (player->mo->z <= player->mo->Sector->floorplane.ZatPoint(
player->mo->x, player->mo->y) ||
player->mo->waterlevel)