- adapted AActor to use TFlags
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830a7ee003
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ca012bc9be
17 changed files with 127 additions and 92 deletions
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@ -97,7 +97,7 @@ bool P_Thing_Spawn (int tid, AActor *source, int type, angle_t angle, bool fog,
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if (mobj != NULL)
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{
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DWORD oldFlags2 = mobj->flags2;
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ActorFlags2 oldFlags2 = mobj->flags2;
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mobj->flags2 |= MF2_PASSMOBJ;
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if (P_TestMobjLocation (mobj))
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{
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@ -440,7 +440,7 @@ bool P_Thing_Raise(AActor *thing, AActor *raiser)
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// [RH] Check against real height and radius
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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int oldflags = thing->flags;
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ActorFlags oldflags = thing->flags;
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thing->flags |= MF_SOLID;
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thing->height = info->height; // [RH] Use real height
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@ -479,7 +479,7 @@ bool P_Thing_CanRaise(AActor *thing)
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AActor *info = thing->GetDefault();
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// Check against real height and radius
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int oldflags = thing->flags;
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ActorFlags oldflags = thing->flags;
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fixed_t oldheight = thing->height;
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fixed_t oldradius = thing->radius;
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