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tr1|tr2/objects/door: reset sector tilt on closed doors #1959

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Nov 27, 2024
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1 change: 1 addition & 0 deletions docs/tr1/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -24,6 +24,7 @@
Swedish, Turkish and possibly more.

Importantly, Asian and Arabic languages remain unsupported at the moment.
- fixed a potential invisible wall issue in custom levels with non-portal doors and certain geometry (#1958, regression from 4.3)

## [4.6.1](https://github.com/LostArtefacts/TRX/compare/tr1-4.6...tr1-4.6.1) - 2024-11-25
- added ability to disable saves completely by setting the save slot to 0 (#1954)
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2 changes: 2 additions & 0 deletions src/tr1/game/objects/general/door.c
Original file line number Diff line number Diff line change
Expand Up @@ -97,6 +97,8 @@ static void M_Shut(DOORPOS_DATA *const d)
sector->box = NO_BOX;
sector->floor.height = NO_HEIGHT;
sector->ceiling.height = NO_HEIGHT;
sector->floor.tilt = 0;
sector->ceiling.tilt = 0;
sector->portal_room.sky = NO_ROOM;
sector->portal_room.pit = NO_ROOM;
sector->portal_room.wall = NO_ROOM;
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2 changes: 2 additions & 0 deletions src/tr2/game/objects/general/door.c
Original file line number Diff line number Diff line change
Expand Up @@ -67,6 +67,8 @@ void __cdecl Door_Shut(DOORPOS_DATA *const d)
sector->box = NO_BOX;
sector->ceiling.height = NO_HEIGHT;
sector->floor.height = NO_HEIGHT;
sector->floor.tilt = 0;
sector->ceiling.tilt = 0;
sector->portal_room.sky = NO_ROOM_NEG;
sector->portal_room.pit = NO_ROOM_NEG;
sector->portal_room.wall = NO_ROOM;
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