SVN r51 (trunk)
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fa7987005e
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36e37becb5
14 changed files with 167 additions and 41 deletions
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@ -93,6 +93,8 @@ fixed_t tmceilingz;
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fixed_t tmdropoffz;
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int tmfloorpic;
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sector_t *tmfloorsector;
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int tmceilingpic;
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sector_t *tmceilingsector;
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static fixed_t tmfbbox[4];
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static AActor *tmfthing;
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@ -101,6 +103,8 @@ fixed_t tmfceilingz;
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fixed_t tmfdropoffz;
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fixed_t tmffloorpic;
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sector_t *tmffloorsector;
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fixed_t tmfceilingpic;
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sector_t *tmfceilingsector;
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//Added by MC: So bot will know what kind of sector it's entering.
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sector_t* tmsector;
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@ -122,6 +126,7 @@ AActor *BlockingMobj;
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msecnode_t* sector_list = NULL; // phares 3/16/98
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extern sector_t *openbottomsec;
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extern sector_t *opentopsec;
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bool DoRipping;
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AActor *LastRipped;
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@ -228,6 +233,8 @@ void P_FindFloorCeiling (AActor *actor)
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tmfceilingz = sec->ceilingplane.ZatPoint (x, y);
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tmffloorpic = sec->floorpic;
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tmffloorsector = sec;
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tmfceilingpic = sec->ceilingpic;
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tmfceilingsector = sec;
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tmfthing = actor;
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validcount++;
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@ -338,6 +345,8 @@ BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefr
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tmfceilingz = newsubsec->sector->ceilingplane.ZatPoint (x, y);
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tmffloorpic = newsubsec->sector->floorpic;
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tmffloorsector = newsubsec->sector;
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tmfceilingpic = newsubsec->sector->ceilingpic;
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tmfceilingsector = newsubsec->sector;
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tmfthing = tmthing;
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validcount++;
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@ -367,6 +376,8 @@ BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefr
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fixed_t saveceilingz = tmfceilingz;
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sector_t *savesector = tmffloorsector;
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int savepic = tmffloorpic;
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sector_t *savecsector = tmffloorsector;
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int savecpic = tmffloorpic;
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fixed_t savedropoff = tmfdropoffz;
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for (bx=xl ; bx<=xh ; bx++)
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@ -386,6 +397,8 @@ BOOL P_TeleportMove (AActor *thing, fixed_t x, fixed_t y, fixed_t z, BOOL telefr
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thing->ceilingz = saveceilingz;
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thing->floorsector = savesector;
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thing->floorpic = savepic;
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thing->ceilingsector = savecsector;
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thing->ceilingpic = savecpic;
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thing->dropoffz = savedropoff; // killough 11/98
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if (thing->flags2 & MF2_FLOORCLIP)
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@ -765,6 +778,8 @@ BOOL PIT_CheckLine (line_t *ld)
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if (opentop < tmceilingz)
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{
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tmceilingz = opentop;
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tmceilingsector = opentopsec;
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tmceilingpic = opentopsec->ceilingpic;
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ceilingline = ld;
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BlockingLine = ld;
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}
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@ -773,6 +788,7 @@ BOOL PIT_CheckLine (line_t *ld)
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{
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tmfloorz = openbottom;
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tmfloorsector = openbottomsec;
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tmfloorpic = openbottomsec->floorpic;
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BlockingLine = ld;
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}
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@ -1265,6 +1281,8 @@ BOOL P_CheckPosition (AActor *thing, fixed_t x, fixed_t y)
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tmceilingz = newsubsec->sector->ceilingplane.ZatPoint (x, y);
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tmfloorpic = newsubsec->sector->floorpic;
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tmfloorsector = newsubsec->sector;
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tmceilingpic = newsubsec->sector->ceilingpic;
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tmceilingsector = newsubsec->sector;
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//Added by MC: Fill the tmsector.
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tmsector = newsubsec->sector;
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@ -1710,6 +1728,8 @@ BOOL P_TryMove (AActor *thing, fixed_t x, fixed_t y,
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thing->dropoffz = tmdropoffz; // killough 11/98: keep track of dropoffs
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thing->floorpic = tmfloorpic;
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thing->floorsector = tmfloorsector;
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thing->ceilingpic = tmceilingpic;
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thing->ceilingsector = tmceilingsector;
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thing->x = x;
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thing->y = y;
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@ -2983,6 +3003,8 @@ void P_RailAttack (AActor *source, int damage, int offset)
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fixed_t savefloor, saveceil, savedropoff;
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int savefloorpic;
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sector_t *savefloorsec;
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int saveceilingpic;
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sector_t *saveceilingsec;
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savex = source->x;
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savey = source->y;
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@ -2992,6 +3014,8 @@ void P_RailAttack (AActor *source, int damage, int offset)
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savedropoff = source->dropoffz;
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savefloorpic = source->floorpic;
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savefloorsec = source->floorsector;
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saveceilingpic = source->ceilingpic;
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saveceilingsec = source->ceilingsector;
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source->SetOrigin (trace.X, trace.Y, trace.Z);
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P_HitWater (source, trace.Sector);
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@ -3002,6 +3026,8 @@ void P_RailAttack (AActor *source, int damage, int offset)
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source->dropoffz = savedropoff;
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source->floorpic = savefloorpic;
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source->floorsector = savefloorsec;
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source->ceilingpic = saveceilingpic;
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source->ceilingsector = saveceilingsec;
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}
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if (trace.CrossedWater)
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{
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@ -3605,6 +3631,8 @@ BOOL P_AdjustFloorCeil (AActor *thing)
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thing->dropoffz = tmdropoffz; // killough 11/98: remember dropoffs
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thing->floorpic = tmfloorpic;
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thing->floorsector = tmfloorsector;
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thing->ceilingpic = tmceilingpic;
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thing->ceilingsector = tmceilingsector;
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return isgood;
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}
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