Commit afcadb32 by Zachariah WW.

Remove all instances of PF_CANBUSTFLOORS

parent cd4f755e
......@@ -156,7 +156,6 @@ typedef enum
PF_FORCESTRAFE = 1<<28, // Turning inputs are translated into strafing inputs
PF_CANCARRY = 1<<29, // Can carry another player?
PF_FINISHED = 1<<30, // The player finished the level. NOT the same as exiting
PF_CANBUSTFLOORS = 1<<31, // The player can bust floors on contact.
// up to 1<<31 is free
} pflags_t;
......
......@@ -9089,7 +9089,6 @@ static const char *const PLAYERFLAG_LIST[] = {
"FORCESTRAFE", // Translate turn inputs into strafe inputs
"CANCARRY", // Can carry?
"FINISHED",
"CANBUSTFLOORS", // Can bust floors?
NULL // stop loop here.
};
......
......@@ -2612,47 +2612,6 @@ static void P_CheckBustableBlocks(player_t *player)
if ((netgame || multiplayer) && player->spectator)
return;
// First iteration, check for floors we're touching directly (PF_CANBUSTFLOORS)
if (player->pflags & PF_CANBUSTFLOORS)
{
for (node = player->mo->touching_sectorlist; node; node = node->m_sectorlist_next)
{
ffloor_t *rover;
fixed_t topheight, bottomheight;
if (!node->m_sector)
break;
if (!node->m_sector->ffloors)
continue;
for (rover = node->m_sector->ffloors; rover; rover = rover->next)
{
// Make sure it's a bustable. (And that it actually exists!)
if (!(rover->flags & FF_EXISTS))
continue;
if (!(rover->flags & FF_BUSTUP))
continue;
topheight = P_GetFOFTopZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL) - player->mo->momz;
bottomheight = P_GetFOFBottomZ(player->mo, node->m_sector, rover, player->mo->x, player->mo->y, NULL) - player->mo->momz;
if (player->mo->z > topheight)
continue;
if (player->mo->z + player->mo->height < bottomheight)
continue;
EV_CrumbleChain(NULL, rover); // node->m_sector
// Run a linedef executor??
if (rover->master->flags & ML_EFFECT5)
P_LinedefExecute((INT16)(P_AproxDistance(rover->master->dx, rover->master->dy)>>FRACBITS), player->mo, node->m_sector);
}
}
}
oldx = player->mo->x;
oldy = player->mo->y;
......
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