- merged automap branch into trunk.
SVN r2609 (trunk)
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9102200771
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9a4abe0915
47 changed files with 3355 additions and 609 deletions
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@ -4705,6 +4705,20 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
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// don't splash above the object
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if (checkabove && z > thing->z + (thing->height >> 1)) return false;
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#if 0 // needs some rethinking before activation
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// This avoids spawning splashes on invisible self referencing sectors.
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// For network consistency do this only in single player though because
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// it is not guaranteed that all players have GL nodes loaded.
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if (!multiplayer && thing->subsector->sector != thing->subsector->render_sector)
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{
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fixed_t zs = thing->subsector->sector->floorplane.ZatPoint(x, y);
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fixed_t zr = thing->subsector->render_sector->floorplane.ZatPoint(x, y);
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if (zs > zr && thing->z >= zs) return false;
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}
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#endif
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#ifdef _3DFLOORS
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for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
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{
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@ -4823,7 +4837,7 @@ bool P_HitFloor (AActor *thing)
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{
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thing->flags6 &= ~MF6_ARMED; // Disarm
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P_DamageMobj (thing, NULL, NULL, thing->health, NAME_Crush, DMG_FORCED); // kill object
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return true;
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return false;
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}
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if (thing->flags2 & MF2_FLOATBOB || thing->flags3 & MF3_DONTSPLASH)
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