- 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.
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15 changed files with 67 additions and 38 deletions
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@ -2538,10 +2538,8 @@ void P_PlayerThink (player_t *player)
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if (!(player->cheats & CF_PREDICTING))
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{
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P_PlayerOnSpecial3DFloor (player);
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if (player->mo->Sector->special || player->mo->Sector->damageamount != 0)
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{
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P_PlayerInSpecialSector (player);
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}
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P_PlayerInSpecialSector (player);
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if (player->mo->z <= player->mo->Sector->floorplane.ZatPoint(
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player->mo->x, player->mo->y) ||
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player->mo->waterlevel)
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