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Reuse SetDoorStateClosed in AddDoor

pull/5189/head
Anders Jenbo 4 years ago
parent
commit
52d9b69624
  1. 19
      Source/objects.cpp

19
Source/objects.cpp

@ -1201,6 +1201,7 @@ void SetDoorStateOpen(Object &door)
void SetDoorStateClosed(Object &door)
{
door._oVar4 = DOOR_CLOSED;
door._oMissFlag = false;
door._oSelFlag = 3;
@ -1227,7 +1228,6 @@ void SetDoorStateClosed(Object &door)
void AddDoor(Object &door)
{
door._oDoorFlag = true;
door._oVar4 = DOOR_CLOSED;
switch (door._otype) {
case OBJ_L1LDOOR:
@ -1240,24 +1240,11 @@ void AddDoor(Object &door)
door._oVar1 = dPiece[door.position.x][door.position.y] + 1;
door._oVar2 = dPiece[door.position.x - 1][door.position.y] + 1;
break;
case OBJ_L2LDOOR:
// If a catacombs door happens to overlap an arch then clear the arch tile to prevent weird rendering
dSpecial[door.position.x][door.position.y] = 0;
ObjSetMicro(door.position, 537);
break;
case OBJ_L2RDOOR:
dSpecial[door.position.x][door.position.y] = 0;
ObjSetMicro(door.position, 539);
break;
case OBJ_L3LDOOR:
ObjSetMicro(door.position, 530);
break;
case OBJ_L3RDOOR:
ObjSetMicro(door.position, 533);
break;
default:
break;
}
SetDoorStateClosed(door);
}
void AddSarcophagus(Object &sarcophagus)

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