- Changed all thing coordinates that were stored as shorts into fixed_t.
- Separated mapthing2_t into mapthinghexen_t and the internal FMapThing so that it is easier to add new features in the UDMF map format. - Added some initial code to read UDMF maps. SVN r956 (trunk)
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80aebe9044
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19 changed files with 340 additions and 170 deletions
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@ -332,8 +332,8 @@ void A_RestoreSpecialPosition (AActor *self)
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fixed_t _x, _y;
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sector_t *sec;
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_x = self->SpawnPoint[0] << FRACBITS;
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_y = self->SpawnPoint[1] << FRACBITS;
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_x = self->SpawnPoint[0];
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_y = self->SpawnPoint[1];
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sec = P_PointInSector (_x, _y);
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self->SetOrigin (_x, _y, sec->floorplane.ZatPoint (_x, _y));
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@ -341,7 +341,7 @@ void A_RestoreSpecialPosition (AActor *self)
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if (self->flags & MF_SPAWNCEILING)
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{
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self->z = self->ceilingz - self->height - (self->SpawnPoint[2] << FRACBITS);
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self->z = self->ceilingz - self->height - self->SpawnPoint[2];
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}
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else if (self->flags2 & MF2_SPAWNFLOAT)
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{
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@ -358,7 +358,7 @@ void A_RestoreSpecialPosition (AActor *self)
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}
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else
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{
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self->z = (self->SpawnPoint[2] << FRACBITS) + self->floorz;
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self->z = self->SpawnPoint[2] + self->floorz;
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if (self->flags2 & MF2_FLOATBOB)
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{
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self->z += FloatBobOffsets[(self->FloatBobPhase + level.maptime) & 63];
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