- Put more floor/ceiling properties in sector_t into a substructure and
added wrapper functions. SVN r1174 (trunk)
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29 changed files with 271 additions and 246 deletions
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@ -369,38 +369,38 @@ static void LoadSectors (sectortype *bsec)
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bsec->ceilingstat = WORD(bsec->ceilingstat);
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bsec->floorstat = WORD(bsec->floorstat);
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sec->floortexz = -(LittleLong(bsec->floorz) << 8);
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sec->floorplane.d = -sec->floortexz;
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sec->SetPlaneTexZ(sector_t::floor, -(LittleLong(bsec->floorz) << 8));
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sec->floorplane.d = -sec->GetPlaneTexZ(sector_t::floor);
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sec->floorplane.c = FRACUNIT;
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sec->floorplane.ic = FRACUNIT;
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mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->floorpicnum));
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sec->floorpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
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sec->SetTexture(sector_t::floor, TexMan.GetTexture (tnam, FTexture::TEX_Build));
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sec->SetXScale(sector_t::floor, (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT);
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sec->SetYScale(sector_t::floor, (bsec->floorstat & 8) ? FRACUNIT*2 : FRACUNIT);
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sec->SetXOffset(sector_t::floor, (bsec->floorxpanning << FRACBITS) + (32 << FRACBITS));
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sec->SetYOffset(sector_t::floor, bsec->floorypanning << FRACBITS);
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sec->FloorLight = SHADE2LIGHT (bsec->floorshade);
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sec->FloorFlags = SECF_ABSLIGHTING;
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sec->SetPlaneLight(sector_t::floor, SHADE2LIGHT (bsec->floorshade));
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sec->ChangeFlags(sector_t::floor, 0, SECF_ABSLIGHTING);
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sec->ceilingtexz = -(LittleLong(bsec->ceilingz) << 8);
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sec->ceilingplane.d = sec->ceilingtexz;
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sec->SetPlaneTexZ(sector_t::ceiling, -(LittleLong(bsec->ceilingz) << 8));
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sec->ceilingplane.d = sec->GetPlaneTexZ(sector_t::ceiling);
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sec->ceilingplane.c = -FRACUNIT;
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sec->ceilingplane.ic = -FRACUNIT;
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mysnprintf (tnam, countof(tnam), "BTIL%04d", LittleShort(bsec->ceilingpicnum));
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sec->ceilingpic = TexMan.GetTexture (tnam, FTexture::TEX_Build);
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sec->SetTexture(sector_t::ceiling, TexMan.GetTexture (tnam, FTexture::TEX_Build));
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if (bsec->ceilingstat & 1)
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{
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sky1texture = sky2texture = sec->ceilingpic;
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sec->ceilingpic = skyflatnum;
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sky1texture = sky2texture = sec->GetTexture(sector_t::ceiling);
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sec->SetTexture(sector_t::ceiling, skyflatnum);
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}
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sec->SetXScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT);
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sec->SetYScale(sector_t::ceiling, (bsec->ceilingstat & 8) ? FRACUNIT*2 : FRACUNIT);
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sec->SetXOffset(sector_t::ceiling, (bsec->ceilingxpanning << FRACBITS) + (32 << FRACBITS));
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sec->SetYOffset(sector_t::ceiling, bsec->ceilingypanning << FRACBITS);
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sec->CeilingLight = SHADE2LIGHT (bsec->ceilingshade);
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sec->CeilingFlags = SECF_ABSLIGHTING;
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sec->SetPlaneLight(sector_t::ceiling, SHADE2LIGHT (bsec->ceilingshade));
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sec->ChangeFlags(sector_t::ceiling, 0, SECF_ABSLIGHTING);
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sec->lightlevel = (sec->FloorLight + sec->CeilingLight) / 2;
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sec->lightlevel = (sec->GetPlaneLight(sector_t::floor) + sec->GetPlaneLight(sector_t::ceiling)) / 2;
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sec->seqType = -1;
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sec->nextsec = -1;
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