Some basic code hygiene: Remove references to the air bob code being "old" or "outdated"

This commit is contained in:
MascaraSnake 2019-10-25 22:55:10 +02:00
parent 9d425b21e2
commit 46d105dd53
1 changed files with 7 additions and 10 deletions

View File

@ -5984,8 +5984,6 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
* to the lowest nearby height if not
* there already.
*
* Replaces the old "AirBob".
*
* \param sec Control sector.
* \param actionsector Target sector.
* \param sourceline Control linedef.
@ -6030,8 +6028,7 @@ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline)
raise->sourceline = sourceline;
}
// Function to maintain backwards compatibility
static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust, boolean dynamic)
static void P_AddAirbob(sector_t *sec, line_t *sourceline, boolean noadjust, boolean dynamic)
{
levelspecthink_t *airbob;
@ -6893,16 +6890,16 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 151: // Adjustable air bobbing platform
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151), false);
P_AddAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151), false);
break;
case 152: // Adjustable air bobbing platform in reverse
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 153: // Dynamic Sinking Platform
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, false, true);
P_AddAirbob(lines[i].frontsector, lines + i, false, true);
break;
case 160: // Float/bob platform
@ -6953,14 +6950,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 177: // Air bobbing platform that will crumble and bob on
// the water when it falls and hits, then never return
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 178: // Crumbling platform that will float when it hits water
@ -6974,7 +6971,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
case 180: // Air bobbing platform that will crumble
P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
lines[i].flags |= ML_BLOCKMONSTERS;
P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
P_AddAirbob(lines[i].frontsector, lines + i, true, false);
break;
case 190: // Rising Platform FOF (solid, opaque, shadows)