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Actor MoCue = target;
Sector s = MoCue.CurSector;
int tnum = s.GetTerrain(Sector.floor);
int temp = MoCue.floorterrain;
MoCue.floorterrain = tnum;
TerrainDef ter = MoCue.GetFloorTerrain();
MoCue.floorterrain = temp;
could easily be compressed down to something like:
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TerrainDef ter = s.GetTerrainDef(Sector.floor);
But figured I'd get some thoughts about it first, just in case if there's something that's being relied on any complex mechanism. If there's not, though, I could make a PR out of it relatively quickly.