Commit 55d3b5a2 authored by Richard Gobeille's avatar Richard Gobeille
Browse files

Duke3d: update SE enums

parent fbf4ab59
......@@ -7818,7 +7818,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_34_CONVEYOR2:
{
if (pData[4])
break;
......@@ -7960,7 +7960,7 @@ ACTOR_STATIC void G_MoveEffectors(void) //STATNUM 3
break;
case SE_26:
case SE_26_ESCALATOR:
{
int32_t p, nextj;
......
......@@ -3234,7 +3234,7 @@ int A_Spawn(int spriteNum, int tileNum)
case SE_14_SUBWAY_CAR: // Caboos
case SE_15_SLIDING_DOOR: // Subwaytype sliding door
case SE_16_REACTOR: // That rotating blocker reactor thing
case SE_26: // ESCELATOR
case SE_26_ESCALATOR: // ESCELATOR
case SE_30_TWO_WAY_TRAIN: // No rotational subways
if (pSprite->lotag == SE_0_ROTATING_SECTOR)
{
......@@ -3361,7 +3361,7 @@ int A_Spawn(int spriteNum, int tileNum)
}
else if (pSprite->lotag == SE_16_REACTOR)
T4(newSprite) = sector[sectNum].ceilingz;
else if (pSprite->lotag == SE_26)
else if (pSprite->lotag == SE_26_ESCALATOR)
{
T4(newSprite) = pSprite->x;
T5(newSprite) = pSprite->y;
......@@ -3395,7 +3395,7 @@ int A_Spawn(int spriteNum, int tileNum)
case SE_11_SWINGING_DOOR:
case SE_15_SLIDING_DOOR:
case SE_16_REACTOR:
case SE_26: Sect_SetInterpolation(sprite[newSprite].sectnum); break;
case SE_26_ESCALATOR: Sect_SetInterpolation(sprite[newSprite].sectnum); break;
}
changespritestat(newSprite, STAT_EFFECTOR);
......
......@@ -484,7 +484,7 @@ enum
SE_23_ONE_WAY_TELEPORT = 23,
SE_24_CONVEYOR = 24,
SE_25_PISTON = 25,
SE_26 = 26,
SE_26_ESCALATOR = 26,
SE_27_DEMO_CAM = 27,
SE_28_LIGHTNING = 28,
SE_29_WAVES = 29,
......@@ -492,7 +492,7 @@ enum
SE_31_FLOOR_RISE_FALL = 31,
SE_32_CEILING_RISE_FALL = 32,
SE_33_QUAKE_DEBRIS = 33,
SE_34 = 34, // XXX
SE_34_CONVEYOR2 = 34,
SE_35 = 35, // XXX
SE_36_PROJ_SHOOTER = 36,
SE_49_POINT_LIGHT = 49,
......
......@@ -117,7 +117,7 @@ void G_ResetInterpolations(void)
case SE_14_SUBWAY_CAR:
case SE_15_SLIDING_DOOR:
case SE_16_REACTOR:
case SE_26:
case SE_26_ESCALATOR:
case SE_30_TWO_WAY_TRAIN:
Sect_SetInterpolation(sprite[k].sectnum);
break;
......
......@@ -1470,7 +1470,7 @@ int P_ActivateSwitch(int playerNum, int wallOrSprite, int switchType)
break;
case SE_24_CONVEYOR:
case SE_34:
case SE_34_CONVEYOR2:
case SE_25_PISTON:
actor[spriteNum].t_data[4] = !actor[spriteNum].t_data[4];
P_DoQuote(actor[spriteNum].t_data[4] ? QUOTE_DEACTIVATED : QUOTE_ACTIVATED, g_player[playerNum].ps);
......
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