- 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)
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11 changed files with 47 additions and 30 deletions
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@ -2024,7 +2024,7 @@ void A_Respawn (AActor *actor)
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sector_t *sec;
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actor->flags |= MF_SOLID;
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sec = R_PointInSubsector (x, y)->sector;
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sec = P_PointInSector (x, y);
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actor->SetOrigin (x, y, sec->floorplane.ZatPoint (x, y));
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actor->height = actor->GetDefault()->height;
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if (P_TestMobjLocation (actor))
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