- added a P_PointInSector function and replaced all calls to retrieve an
actor's sector in the game engine code with it. This way there's a clear distinction between renderer-specific and game-specific calls. SVN r638 (trunk)
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11 changed files with 47 additions and 30 deletions
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@ -3779,8 +3779,8 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
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// [RH] sound sequence overriders
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if (mthing->type >= 1400 && mthing->type < 1410)
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{
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R_PointInSubsector (mthing->x<<FRACBITS,
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mthing->y<<FRACBITS)->sector->seqType = mthing->type - 1400;
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P_PointInSector (mthing->x<<FRACBITS,
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mthing->y<<FRACBITS)->seqType = mthing->type - 1400;
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return;
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}
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else if (mthing->type == 1411)
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@ -3798,8 +3798,8 @@ void P_SpawnMapThing (mapthing2_t *mthing, int position)
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}
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else
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{
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R_PointInSubsector (mthing->x << FRACBITS,
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mthing->y << FRACBITS)->sector->seqType = type;
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P_PointInSector (mthing->x << FRACBITS,
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mthing->y << FRACBITS)->seqType = type;
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}
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return;
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}
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