- Reworked a few options that previously depended on LEVEL_HEXENFORMAT
(actors being forced to the ground by instantly moving sectors, strife railing handling and shooting lines with a non-zero but unassigned tag.) With UDMF such semantics have to be handled diffently. - finalized UDMF 1.0 implementation. - Added Martin Howe's latest morph update. SVN r987 (trunk)
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28 changed files with 843 additions and 226 deletions
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@ -229,11 +229,12 @@ bool P_ActivateLine (line_t *line, AActor *mo, int side, int activationType)
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}
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// some old WADs use this method to create walls that change the texture when shot.
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else if (activationType == SPAC_Impact && // only for shootable triggers
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!(level.flags & LEVEL_HEXENFORMAT) && // only in Doom-format maps
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(level.flags & LEVEL_DUMMYSWITCHES) && // this is only a compatibility setting for an old hack!
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!repeat && // only non-repeatable triggers
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(special<Generic_Floor || special>Generic_Crusher) && // not for Boom's generalized linedefs
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special && // not for lines without a special
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line->id && // only if there's a tag (which is stored in the id field)
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line->args[0] == line->id && // Safety check: exclude edited UDMF linedefs or ones that don't map the tag to args[0]
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line->args[0] && // only if there's a tag (which is stored in the first arg)
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P_FindSectorFromTag (line->args[0], -1) == -1) // only if no sector is tagged to this linedef
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{
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P_ChangeSwitchTexture (&sides[line->sidenum[0]], repeat, special);
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