- fixed: EV_DoFloor was a bit too selective about which movement types were allowed to crush. Changed so that the crush parameter is always used. Also changed all non-crushing calls to explicitly pass -1 as crush damage instead of relying on EV_DoFloor to ignore the passed value.

This commit is contained in:
Christoph Oelckers 2014-10-24 23:12:38 +02:00
commit 6f7b83faa1
6 changed files with 27 additions and 29 deletions

View file

@ -3275,13 +3275,13 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
{
if (type == NAME_Fatso)
{
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
}
if (type == NAME_Arachnotron)
{
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorRaiseByTexture, NULL, 667, FRACUNIT, 0, -1, 0, false);
return;
}
}
@ -3290,11 +3290,11 @@ DEFINE_ACTION_FUNCTION(AActor, A_BossDeath)
switch (level.flags & LEVEL_SPECACTIONSMASK)
{
case LEVEL_SPECLOWERFLOOR:
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorLowerToLowest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
case LEVEL_SPECLOWERFLOORTOHIGHEST:
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, 0, 0, false);
EV_DoFloor (DFloor::floorLowerToHighest, NULL, 666, FRACUNIT, 0, -1, 0, false);
return;
case LEVEL_SPECOPENDOOR: