Remove commented out P_CheckSector calls and add extra comments explaining the situation
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@ -1873,7 +1873,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
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po->lines[0]->backsector->floorheight = target->z - amtz;
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po->lines[0]->backsector->floorheight = target->z - amtz;
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po->lines[0]->backsector->ceilingheight = target->z + amtz;
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po->lines[0]->backsector->ceilingheight = target->z + amtz;
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// Sal: Remember to check your sectors!
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// Sal: Remember to check your sectors!
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//P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
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// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
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// updating objects in the front one too just added teleporting to ground bugs
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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// Apply action to mirroring polyobjects as well
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// Apply action to mirroring polyobjects as well
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start = 0;
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start = 0;
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@ -1887,7 +1888,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
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po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did
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po->lines[0]->backsector->floorheight += diffz; // move up/down by same amount as the parent did
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po->lines[0]->backsector->ceilingheight += diffz;
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po->lines[0]->backsector->ceilingheight += diffz;
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// Sal: Remember to check your sectors!
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// Sal: Remember to check your sectors!
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//P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
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// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
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// updating objects in the front one too just added teleporting to ground bugs
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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}
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}
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@ -2050,8 +2052,9 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
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po->lines[0]->backsector->floorheight += momz;
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po->lines[0]->backsector->floorheight += momz;
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po->lines[0]->backsector->ceilingheight += momz;
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po->lines[0]->backsector->ceilingheight += momz;
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// Sal: Remember to check your sectors!
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// Sal: Remember to check your sectors!
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//P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage)); // frontsector is NEEDED for crushing
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// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage)); // backsector may not be necessary, but just in case
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// updating objects in the front one too just added teleporting to ground bugs
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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// Apply action to mirroring polyobjects as well
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// Apply action to mirroring polyobjects as well
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start = 0;
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start = 0;
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@ -2065,7 +2068,8 @@ void T_PolyObjWaypoint(polywaypoint_t *th)
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po->lines[0]->backsector->floorheight += momz;
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po->lines[0]->backsector->floorheight += momz;
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po->lines[0]->backsector->ceilingheight += momz;
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po->lines[0]->backsector->ceilingheight += momz;
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// Sal: Remember to check your sectors!
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// Sal: Remember to check your sectors!
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//P_CheckSector(po->lines[0]->frontsector, (boolean)(po->damage));
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// Monster Iestyn: we only need to bother with the back sector, now that P_CheckSector automatically checks the blockmap
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// updating objects in the front one too just added teleporting to ground bugs
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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P_CheckSector(po->lines[0]->backsector, (boolean)(po->damage));
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}
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}
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}
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}
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