From 27dd99ae72366c09cf884e45d6bc60238524ae69 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 3 Aug 2019 19:06:45 +0100 Subject: [PATCH] Remove commented out P_CheckSector calls and add extra comments explaining the situation --- src/p_polyobj.c | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) diff --git a/src/p_polyobj.c b/src/p_polyobj.c index 21d8af5f2..ba01ee442 100644 --- a/src/p_polyobj.c +++ b/src/p_polyobj.c @@ -1860,7 +1860,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight = target->z - amtz; po->lines[0]->backsector->ceilingheight = target->z + amtz; // Sal: Remember to check your sectors! - //P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // Apply action to mirroring polyobjects as well start = 0; @@ -1874,7 +1875,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did po->lines[0]->backsector->ceilingheight += diffz; // Sal: Remember to check your sectors! - //P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); } @@ -2037,8 +2039,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->ceilingheight += momz; // Sal: Remember to check your sectors! - //P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing - P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs + P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // Apply action to mirroring polyobjects as well start = 0; @@ -2052,7 +2055,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th) po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->ceilingheight += momz; // Sal: Remember to check your sectors! - //P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); + // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap + // updating objects in the front one too just added teleporting to ground bugs P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); } }