- give the hardware renderer's drawinfo its own level pointer
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0124cecc15
commit
ba114f6f23
33 changed files with 172 additions and 157 deletions
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@ -103,6 +103,7 @@
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static FRandom pr_playerinspecialsector ("PlayerInSpecialSector");
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EXTERN_CVAR(Bool, cl_predict_specials)
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EXTERN_CVAR(Bool, forcewater)
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// [RH] Check dmflags for noexit and respond accordingly
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bool FLevelLocals::CheckIfExitIsGood (AActor *self, level_info_t *info)
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@ -680,35 +681,10 @@ void P_UpdateSpecials (FLevelLocals *Level)
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}
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}
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//
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// SPECIAL SPAWNING
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//
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CUSTOM_CVAR (Bool, forcewater, false, CVAR_ARCHIVE|CVAR_SERVERINFO)
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{
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if (gamestate == GS_LEVEL)
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{
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auto Level = &level;
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for (auto &sec : Level->sectors)
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{
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sector_t *hsec = sec.GetHeightSec();
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if (hsec && !(hsec->MoreFlags & SECMF_UNDERWATER))
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{
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if (self)
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{
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hsec->MoreFlags |= SECMF_FORCEDUNDERWATER;
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}
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else
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{
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hsec->MoreFlags &= ~SECMF_FORCEDUNDERWATER;
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}
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}
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}
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}
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}
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IMPLEMENT_CLASS(DLightTransfer, false, false)
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void DLightTransfer::Serialize(FSerializer &arc)
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