- Added compat_badangles to simulate Doom's incorrect sine table: Player
spawning and teleporting will be offset by one fineangle so they cannot face directly in one of the cardinal directions. SVN r3308 (trunk)
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c23b918596
commit
e121bd7d92
10 changed files with 149 additions and 90 deletions
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@ -254,8 +254,8 @@ void level_info_t::Reset()
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aircontrol = 0.f;
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WarpTrans = 0;
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airsupply = 20;
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compatflags = 0;
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compatmask = 0;
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compatflags = compatflags2 = 0;
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compatmask = compatmask2 = 0;
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Translator = "";
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RedirectType = 0;
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RedirectMap[0] = 0;
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@ -1272,6 +1272,7 @@ MapFlagHandlers[] =
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{ "compat_light", MITYPE_COMPATFLAG, COMPATF_LIGHT, 0 },
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{ "compat_polyobj", MITYPE_COMPATFLAG, COMPATF_POLYOBJ, 0 },
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{ "compat_maskedmidtex", MITYPE_COMPATFLAG, COMPATF_MASKEDMIDTEX, 0 },
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{ "compat_badangles", MITYPE_COMPATFLAG, 0, COMPATF2_BADANGLES },
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{ "cd_start_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end1_track", MITYPE_EATNEXT, 0, 0 },
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{ "cd_end2_track", MITYPE_EATNEXT, 0, 0 },
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@ -1353,9 +1354,18 @@ void FMapInfoParser::ParseMapDefinition(level_info_t &info)
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if (sc.CheckNumber()) set = sc.Number;
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}
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if (set) info.compatflags |= handler->data1;
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else info.compatflags &= ~handler->data1;
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if (set)
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{
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info.compatflags |= handler->data1;
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info.compatflags2 |= handler->data2;
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}
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else
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{
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info.compatflags &= ~handler->data1;
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info.compatflags2 &= ~handler->data2;
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}
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info.compatmask |= handler->data1;
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info.compatmask2 |= handler->data2;
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}
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break;
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