- Added MF5_MOVEWITHSECTOR flag, so you can have the benefits of MF_NOBLOCKMAP
but still have actors that will move up and down with the floor. IceChunk now uses both of these flags. SVN r1536 (trunk)
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5 changed files with 10 additions and 2 deletions
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@ -4647,7 +4647,7 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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// [RH] Use different functions for the four different types of sector
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// movement. Also update the soundorg's z-coordinate for 3D sound.
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// movement.
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switch (floorOrCeil)
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{
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case 0:
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@ -4694,7 +4694,8 @@ bool P_ChangeSector (sector_t *sector, int crunch, int amt, int floorOrCeil, boo
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if (!n->visited) // unprocessed thing found
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{
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n->visited = true; // mark thing as processed
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if (!(n->m_thing->flags & MF_NOBLOCKMAP)) //jff 4/7/98 don't do these
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if (!(n->m_thing->flags & MF_NOBLOCKMAP) || //jff 4/7/98 don't do these
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(n->m_thing->flags5 & MF5_MOVEWITHSECTOR))
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{
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iterator (n->m_thing, &cpos); // process it
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if (iterator2 != NULL) iterator2 (n->m_thing, &cpos);
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