* Disabled #define SECTORSPECIALSAFTERTHINK. This did not need to be done in next, since it could have subtle consequences which we'd rather not deal with in the hyperextended patch cycle as-is.

* Removed the adding of SF_TRIGGERSPECIAL_TOUCH for sectors with slopes in them. Too many undesired consequences, I'll handle them another way.
This commit is contained in:
toasterbabe 2016-12-06 21:49:59 +00:00
parent 3c8f5b4629
commit 77399b8fb9
2 changed files with 1 additions and 5 deletions

View File

@ -500,6 +500,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
/// Handle touching sector specials in P_PlayerAfterThink instead of P_PlayerThink.
/// \note Required for proper collision with moving sloped surfaces that have sector specials on them.
#define SECTORSPECIALSAFTERTHINK
//#define SECTORSPECIALSAFTERTHINK
#endif // __DOOMDEF__

View File

@ -281,7 +281,6 @@ void P_SpawnSlope_Line(int linenum)
if(frontfloor || frontceil)
{
line->frontsector->hasslope = true; // Tell the software renderer that we're sloped
line->frontsector->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
origin.z = line->backsector->floorheight;
direction.x = nx;
@ -408,7 +407,6 @@ void P_SpawnSlope_Line(int linenum)
if(backfloor || backceil)
{
line->backsector->hasslope = true; // Tell the software renderer that we're sloped
line->backsector->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
origin.z = line->frontsector->floorheight;
// Backsector
@ -601,7 +599,6 @@ void P_CopySectorSlope(line_t *line)
}
fsec->hasslope = true;
fsec->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
line->special = 0; // Linedef was use to set slopes, it finished its job, so now make it a normal linedef
}
@ -721,7 +718,6 @@ void P_ResetDynamicSlopes(void) {
*slopetoset = P_NewVertexSlope(lines[i].tag, lines[i].tag, lines[i].tag, flags);
sides[lines[i].sidenum[which]].sector->hasslope = true;
sides[lines[i].sidenum[which]].sector->flags |= SF_TRIGGERSPECIAL_TOUCH; // you're gonna want to get specials on contact
}
break;