tr1/objects/door: fix flipmap door initialization

Resolves #1948.
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lahm86 2024-11-24 21:26:25 +00:00 committed by Marcin Kurczewski
parent 0356175e5b
commit 8262b6da3d
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2 changed files with 2 additions and 1 deletions

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@ -1,4 +1,5 @@
## [Unreleased](https://github.com/LostArtefacts/TRX/compare/tr1-4.6...develop) - ××××-××-××
- fixed invisible walls being present in front of some doors (#1948, regression from 4.6)
## [4.6](https://github.com/LostArtefacts/TRX/compare/tr1-4.5.1...tr1-4.6) - 2024-11-18
- added support for wading, similar to TR2+ (#1537)

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@ -163,7 +163,7 @@ void Door_Initialise(int16_t item_num)
door->d1flip.sector = NULL;
} else {
r = Room_Get(r->flipped_room);
M_Initialise(r, item, dz, dz, &door->d1flip);
M_Initialise(r, item, dx, dz, &door->d1flip);
}
room_num = door->d1.sector->portal_room.wall;