------------------------------------------------------------------------ r3684 | helixhorned | 2013-04-15 03:48:22 -0700 (Mon, 15 Apr 2013) | 1 line gameexec.c: in VM_Fall(), comment out dead code, small indentation change. ------------------------------------------------------------------------ r3683 | helixhorned | 2013-04-15 03:48:20 -0700 (Mon, 15 Apr 2013) | 1 line TROR no-SE7 water: spawn splash, reuse calculated other sector number. ------------------------------------------------------------------------ r3682 | helixhorned | 2013-04-15 03:48:18 -0700 (Mon, 15 Apr 2013) | 7 lines Improve on the code that handles changing sectors of projectiles. - In the A_MoveSprite() code that transports projectiles due to an SE7 (introduced in r1450 / legacy ROR), only report "success" if the transportation succeeded. - Clear newly introduced internal SPRITE_DIDNOSE7WATER flag after checking it. ------------------------------------------------------------------------ r3681 | helixhorned | 2013-04-15 03:48:15 -0700 (Mon, 15 Apr 2013) | 4 lines In G_MoveStandables() CRACKx handling, fix oob access of DynamicTileMap[]. Also, in two cases, don't assign A_IncurDamage() result to a variable if it's not needed. ------------------------------------------------------------------------ r3680 | helixhorned | 2013-04-15 03:48:13 -0700 (Mon, 15 Apr 2013) | 10 lines Fix a couple of issues identified in the preceding commit. - In S_PlaySound(), move the sound index bound check above an indexing. - For A_CheckHitSprite(), and A_FindPlayer(), allow NULL second arg. - In A_ShootWithZvel(), make some one-letter vars be int32_t, making storing safeldist() results in them meaningful. - In MaybeTrainKillEnemies(), remove two redundant checks and move another one further up. - Comment that SIDEBOLT1 will never be translucent as was probably intended. - In G_MoveFX(), fix an always-true comparison. ------------------------------------------------------------------------ r3679 | helixhorned | 2013-04-15 03:48:09 -0700 (Mon, 15 Apr 2013) | 7 lines Clean up of mostly actors.c, but some other files along the way too. - Rewrite some sprites-of-{stat,sector} loops using the SPRITES_OF, SPRITES_OF_SECT and new SPRITES_OF_SECT_SAFE macros. - In passing, identify some problems and mark them with 'XXX', but don't attempt to fix them yet. - The usual readability improvements... ------------------------------------------------------------------------ r3678 | helixhorned | 2013-04-15 03:48:05 -0700 (Mon, 15 Apr 2013) | 5 lines TROR no-SE7 water: handle projectiles. Actually, the tweaked code in VM_Move() is not specific to projectiles, so other sprites now may pass no-SE7 water boundaries too, but it's most noticeable with projectiles. ------------------------------------------------------------------------ r3677 | helixhorned | 2013-04-15 03:48:00 -0700 (Mon, 15 Apr 2013) | 6 lines TROR no-SE7 water: allow boundary change only if other-side lotag is other one. That is, if submerging, the lower sector MUST have lotag 2. If emerging, the upper sector MUST have lotag 1. (Previously, emersion happened from ST 2 sectors unconditionally.) This means that the area where submersion or emersion can happen is now the same for the top and bottom parts. ------------------------------------------------------------------------