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Some basic code hygiene: Remove references to the air bob code being "old" or "outdated"
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parent
0f3101ce40
commit
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1 changed files with 7 additions and 10 deletions
17
src/p_spec.c
17
src/p_spec.c
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@ -5984,8 +5984,6 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline)
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* to the lowest nearby height if not
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* to the lowest nearby height if not
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* there already.
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* there already.
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*
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*
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* Replaces the old "AirBob".
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*
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* \param sec Control sector.
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* \param sec Control sector.
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* \param actionsector Target sector.
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* \param actionsector Target sector.
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* \param sourceline Control linedef.
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* \param sourceline Control linedef.
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@ -6030,8 +6028,7 @@ static void P_AddRaiseThinker(sector_t *sec, line_t *sourceline)
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raise->sourceline = sourceline;
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raise->sourceline = sourceline;
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}
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}
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// Function to maintain backwards compatibility
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static void P_AddAirbob(sector_t *sec, line_t *sourceline, boolean noadjust, boolean dynamic)
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static void P_AddOldAirbob(sector_t *sec, line_t *sourceline, boolean noadjust, boolean dynamic)
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{
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{
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levelspecthink_t *airbob;
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levelspecthink_t *airbob;
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@ -6893,16 +6890,16 @@ void P_SpawnSpecials(INT32 fromnetsave)
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case 151: // Adjustable air bobbing platform
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case 151: // Adjustable air bobbing platform
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
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lines[i].flags |= ML_BLOCKMONSTERS;
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lines[i].flags |= ML_BLOCKMONSTERS;
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P_AddOldAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151), false);
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P_AddAirbob(lines[i].frontsector, lines + i, (lines[i].special != 151), false);
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break;
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break;
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case 152: // Adjustable air bobbing platform in reverse
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case 152: // Adjustable air bobbing platform in reverse
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
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P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
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P_AddAirbob(lines[i].frontsector, lines + i, true, false);
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break;
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break;
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case 153: // Dynamic Sinking Platform
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case 153: // Dynamic Sinking Platform
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL, secthinkers);
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lines[i].flags |= ML_BLOCKMONSTERS;
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lines[i].flags |= ML_BLOCKMONSTERS;
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P_AddOldAirbob(lines[i].frontsector, lines + i, false, true);
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P_AddAirbob(lines[i].frontsector, lines + i, false, true);
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break;
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break;
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case 160: // Float/bob platform
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case 160: // Float/bob platform
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@ -6953,14 +6950,14 @@ void P_SpawnSpecials(INT32 fromnetsave)
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case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits
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case 176: // Air bobbing platform that will crumble and bob on the water when it falls and hits
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_FLOATBOB|FF_CRUMBLE, secthinkers);
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lines[i].flags |= ML_BLOCKMONSTERS;
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lines[i].flags |= ML_BLOCKMONSTERS;
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P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
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P_AddAirbob(lines[i].frontsector, lines + i, true, false);
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break;
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break;
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case 177: // Air bobbing platform that will crumble and bob on
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case 177: // Air bobbing platform that will crumble and bob on
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// the water when it falls and hits, then never return
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// the water when it falls and hits, then never return
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_FLOATBOB|FF_CRUMBLE|FF_NORETURN, secthinkers);
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lines[i].flags |= ML_BLOCKMONSTERS;
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lines[i].flags |= ML_BLOCKMONSTERS;
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P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
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P_AddAirbob(lines[i].frontsector, lines + i, true, false);
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break;
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break;
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case 178: // Crumbling platform that will float when it hits water
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case 178: // Crumbling platform that will float when it hits water
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@ -6974,7 +6971,7 @@ void P_SpawnSpecials(INT32 fromnetsave)
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case 180: // Air bobbing platform that will crumble
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case 180: // Air bobbing platform that will crumble
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_SOLID|FF_RENDERALL|FF_CUTLEVEL|FF_CRUMBLE, secthinkers);
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lines[i].flags |= ML_BLOCKMONSTERS;
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lines[i].flags |= ML_BLOCKMONSTERS;
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P_AddOldAirbob(lines[i].frontsector, lines + i, true, false);
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P_AddAirbob(lines[i].frontsector, lines + i, true, false);
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break;
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break;
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case 190: // Rising Platform FOF (solid, opaque, shadows)
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case 190: // Rising Platform FOF (solid, opaque, shadows)
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