Remove commented out P_CheckSector calls and add extra comments explaining the situation

This commit is contained in:
Monster Iestyn 2019-08-03 19:06:45 +01:00
parent 8fa54c1ab4
commit 27dd99ae72
1 changed files with 9 additions and 5 deletions

View File

@ -1860,7 +1860,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight = target->z - amtz; po->lines[0]->backsector->floorheight = target->z - amtz;
po->lines[0]->backsector->ceilingheight = target->z + amtz; po->lines[0]->backsector->ceilingheight = target->z + amtz;
// Sal: Remember to check your sectors! // 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)); P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
// Apply action to mirroring polyobjects as well // Apply action to mirroring polyobjects as well
start = 0; 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->floorheight += diffz; // move up/down by same amount as the parent did
po->lines[0]->backsector->ceilingheight += diffz; po->lines[0]->backsector->ceilingheight += diffz;
// Sal: Remember to check your sectors! // 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)); 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->floorheight += momz;
po->lines[0]->backsector->ceilingheight += momz; po->lines[0]->backsector->ceilingheight += momz;
// Sal: Remember to check your sectors! // Sal: Remember to check your sectors!
//P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing // Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case // 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 // Apply action to mirroring polyobjects as well
start = 0; start = 0;
@ -2052,7 +2055,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
po->lines[0]->backsector->floorheight += momz; po->lines[0]->backsector->floorheight += momz;
po->lines[0]->backsector->ceilingheight += momz; po->lines[0]->backsector->ceilingheight += momz;
// Sal: Remember to check your sectors! // 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)); P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
} }
} }