- 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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@ -1635,7 +1635,7 @@ explode:
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// explode a missile
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if (tm.ceilingline &&
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tm.ceilingline->backsector &&
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tm.ceilingline->backsector->ceilingpic == skyflatnum &&
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tm.ceilingline->backsector->GetTexture(sector_t::ceiling) == skyflatnum &&
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mo->z >= tm.ceilingline->backsector->ceilingplane.ZatPoint (mo->x, mo->y) && //killough
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!(mo->flags3 & MF3_SKYEXPLODE))
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{
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@ -3108,9 +3108,9 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->floorz = actor->Sector->floorplane.ZatPoint (ix, iy);
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actor->ceilingz = actor->Sector->ceilingplane.ZatPoint (ix, iy);
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actor->floorsector = actor->Sector;
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actor->floorpic = actor->floorsector->floorpic;
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actor->floorpic = actor->floorsector->GetTexture(sector_t::floor);
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actor->ceilingsector = actor->Sector;
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actor->ceilingpic = actor->ceilingsector->ceilingpic;
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actor->ceilingpic = actor->ceilingsector->GetTexture(sector_t::ceiling);
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// Check if there's something solid to stand on between the current position and the
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// current sector's floor.
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P_FindFloorCeiling(actor, true);
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@ -3124,9 +3124,9 @@ AActor *AActor::StaticSpawn (const PClass *type, fixed_t ix, fixed_t iy, fixed_t
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actor->floorz = FIXED_MIN;
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actor->dropoffz = FIXED_MIN;
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actor->ceilingz = FIXED_MAX;
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actor->floorpic = actor->Sector->floorpic;
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actor->floorpic = actor->Sector->GetTexture(sector_t::floor);
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actor->floorsector = actor->Sector;
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actor->ceilingpic = actor->Sector->ceilingpic;
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actor->ceilingpic = actor->Sector->GetTexture(sector_t::ceiling);
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actor->ceilingsector = actor->Sector;
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}
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@ -3363,7 +3363,7 @@ void AActor::AdjustFloorClip ()
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m->m_sector->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) &&
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m->m_sector->floorplane.ZatPoint (x, y) == z)
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{
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fixed_t clip = Terrains[TerrainTypes[m->m_sector->floorpic]].FootClip;
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fixed_t clip = Terrains[TerrainTypes[m->m_sector->GetTexture(sector_t::floor)]].FootClip;
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if (clip < shallowestclip)
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{
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shallowestclip = clip;
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@ -4182,7 +4182,7 @@ int P_GetThingFloorType (AActor *thing)
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}
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else
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{
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return TerrainTypes[thing->Sector->floorpic];
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return TerrainTypes[thing->Sector->GetTexture(sector_t::floor)];
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}
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}
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@ -4213,11 +4213,11 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t z)
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(sec->heightsec->MoreFlags & SECF_IGNOREHEIGHTSEC) ||
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!(sec->heightsec->MoreFlags & SECF_CLIPFAKEPLANES))
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{
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terrainnum = TerrainTypes[sec->floorpic];
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terrainnum = TerrainTypes[sec->GetTexture(sector_t::floor)];
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}
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else
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{
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terrainnum = TerrainTypes[sec->heightsec->floorpic];
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terrainnum = TerrainTypes[sec->heightsec->GetTexture(sector_t::floor)];
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}
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int splashnum = Terrains[terrainnum].Splash;
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