- added a P_PointInSector function and replaced all calls to retrieve an

actor's sector in the game engine code with it. This way there's a clear
  distinction between renderer-specific and game-specific calls.


SVN r638 (trunk)
This commit is contained in:
Christoph Oelckers 2007-12-25 10:07:58 +00:00
commit faa9cc4302
11 changed files with 47 additions and 30 deletions

View file

@ -3779,8 +3779,8 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
// [RH] sound sequence overriders
if (mthing->type >= 1400 && mthing->type < 1410)
{
R_PointInSubsector (mthing->x<<FRACBITS,
mthing->y<<FRACBITS)->sector->seqType = mthing->type - 1400;
P_PointInSector (mthing->x<<FRACBITS,
mthing->y<<FRACBITS)->seqType = mthing->type - 1400;
return;
}
else if (mthing->type == 1411)
@ -3798,8 +3798,8 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
}
else
{
R_PointInSubsector (mthing->x << FRACBITS,
mthing->y << FRACBITS)->sector->seqType = type;
P_PointInSector (mthing->x << FRACBITS,
mthing->y << FRACBITS)->seqType = type;
}
return;
}