- added handling for Eternity's 'gap' parameter to:
Ceiling_LowerToFloor Ceiling_LowerToHighestFloor Ceiling_ToFloorInstant Floor_RaiseToCeiling Floor_RaiseToLowestCeiling Floor_ToCeilingInstant
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c1a4dd74c4
4 changed files with 23 additions and 23 deletions
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@ -387,13 +387,13 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorRaiseToCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint(&spot);
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToLowestCeiling:
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingSurrounding(&spot);
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newheight = sec->FindLowestCeilingSurrounding(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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@ -406,7 +406,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorLowerToCeiling:
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// [RH] Essentially instantly raises the floor to the ceiling
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingPoint(&spot);
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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