- replaced ceilingz with a floating point variable, also in FCheckPosition.
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6e2421bd37
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25 changed files with 118 additions and 107 deletions
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@ -45,7 +45,7 @@
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struct sectortype
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{
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SWORD wallptr, wallnum;
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SDWORD ceilingz, floorz;
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SDWORD ceilingZ, floorZ;
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SWORD ceilingstat, floorstat;
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SWORD ceilingpicnum, ceilingheinum;
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SBYTE ceilingshade;
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@ -402,7 +402,7 @@ static void LoadSectors (sectortype *bsec)
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bsec->floorstat = WORD(bsec->floorstat);
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sec->e = §ors[0].e[i];
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sec->SetPlaneTexZ(sector_t::floor, -(LittleLong(bsec->floorz) << 8));
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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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@ -415,7 +415,7 @@ static void LoadSectors (sectortype *bsec)
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sec->SetPlaneLight(sector_t::floor, SHADE2LIGHT (bsec->floorshade));
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sec->ChangeFlags(sector_t::floor, 0, PLANEF_ABSLIGHTING);
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sec->SetPlaneTexZ(sector_t::ceiling, -(LittleLong(bsec->ceilingz) << 8));
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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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@ -647,13 +647,13 @@ static void LoadWalls (walltype *walls, int numwalls, sectortype *bsec)
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if ((bsec->floorstat & 2) && (bsec->floorheinum != 0))
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{ // floor is sloped
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slope.heinum = -LittleShort(bsec->floorheinum);
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slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorz;
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slope.z[0] = slope.z[1] = slope.z[2] = -bsec->floorZ;
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CalcPlane (slope, sectors[i].floorplane);
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}
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if ((bsec->ceilingstat & 2) && (bsec->ceilingheinum != 0))
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{ // ceiling is sloped
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slope.heinum = -LittleShort(bsec->ceilingheinum);
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slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingz;
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slope.z[0] = slope.z[1] = slope.z[2] = -bsec->ceilingZ;
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CalcPlane (slope, sectors[i].ceilingplane);
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}
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int linenum = int(intptr_t(sides[bsec->wallptr].linedef));
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@ -699,7 +699,7 @@ static int LoadSprites (spritetype *sprites, Xsprite *xsprites, int numsprites,
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mapthings[count].thingid = 0;
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mapthings[count].x = (sprites[i].x << 12);
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mapthings[count].y = -(sprites[i].y << 12);
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mapthings[count].z = (bsectors[sprites[i].sectnum].floorz - sprites[i].z) << 8;
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mapthings[count].z = (bsectors[sprites[i].sectnum].floorZ - sprites[i].z) << 8;
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mapthings[count].angle = (((2048-sprites[i].ang) & 2047) * 360) >> 11;
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mapthings[count].ClassFilter = 0xffff;
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mapthings[count].SkillFilter = 0xffff;
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