diff --git a/src/p_spec.c b/src/p_spec.c index 1ec1c3021..2a138f42a 100644 --- a/src/p_spec.c +++ b/src/p_spec.c @@ -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)