func_water: Don't assign the toggle spawnflag. I don't know where that came from - this should fix sh_hdgibfactory

This commit is contained in:
Marco Cawthorne 2022-08-07 13:24:55 -07:00
parent 9e170795d5
commit 41d3f3b520
Signed by: eukara
GPG Key ID: CE2032F0A2882A22
2 changed files with 4 additions and 8 deletions

View File

@ -190,14 +190,11 @@ func_door::Arrived(void)
if (m_strSndMove)
sound(this, CHAN_WEAPON, "common/null.wav", 1.0f, ATTN_NORM);
if (m_flWait < 0) {
if ((m_flWait < 0.0f) || HasSpawnFlags(SF_MOV_TOGGLE) == true)
return;
}
if (!HasSpawnFlags(SF_MOV_TOGGLE)) {
think = MoveBack;
nextthink = (ltime + m_flWait);
}
think = MoveBack;
nextthink = (ltime + m_flWait);
}
void
@ -703,6 +700,5 @@ func_water(void)
door.SetSolid(SOLID_BSP);
door.SetSkin(CONTENT_WATER);
door.effects |= EF_FULLBRIGHT;
door.spawnflags |= SF_MOV_TOGGLE;
setorigin(door, door.origin); // relink. have to do this.
}

View File

@ -162,7 +162,7 @@ func_door_rotating::Arrived(void)
sound(this, CHAN_VOICE, "common/null.wav", 1.0f, ATTN_NORM);
}
if (HasSpawnFlags(SF_ROT_TOGGLE) || m_flWait < 0)
if ((m_flWait < 0.0f) || HasSpawnFlags(SF_ROT_TOGGLE) == true)
return;
think = Back;