mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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342 lines
7 KiB
C++
342 lines
7 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "globaldata.h"
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#include "z_zone.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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// Data.
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#include "sounds.h"
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//
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// CEILINGS
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//
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//
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// T_MoveCeiling
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//
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void T_MoveCeiling (ceiling_t* ceiling)
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{
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result_e res;
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switch(ceiling->direction)
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{
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case 0:
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// IN STASIS
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break;
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case 1:
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// UP
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res = T_MovePlane(ceiling->sector,
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ceiling->speed,
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ceiling->topheight,
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false,1,ceiling->direction);
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if (!(::g->leveltime&7))
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{
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switch(ceiling->type)
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{
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case silentCrushAndRaise:
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break;
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default:
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S_StartSound( &ceiling->sector->soundorg,
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sfx_stnmov);
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// ?
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break;
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}
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}
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if (res == pastdest)
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{
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switch(ceiling->type)
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{
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case raiseToHighest:
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P_RemoveActiveCeiling(ceiling);
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break;
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case silentCrushAndRaise:
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S_StartSound( &ceiling->sector->soundorg,
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sfx_pstop);
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case fastCrushAndRaise:
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case crushAndRaise:
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ceiling->direction = -1;
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break;
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default:
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break;
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}
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}
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break;
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case -1:
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// DOWN
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res = T_MovePlane(ceiling->sector,
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ceiling->speed,
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ceiling->bottomheight,
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ceiling->crush,1,ceiling->direction);
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if (!(::g->leveltime&7))
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{
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switch(ceiling->type)
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{
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case silentCrushAndRaise: break;
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default:
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S_StartSound( &ceiling->sector->soundorg,
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sfx_stnmov);
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}
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}
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if (res == pastdest)
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{
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switch(ceiling->type)
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{
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case silentCrushAndRaise:
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S_StartSound( &ceiling->sector->soundorg,
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sfx_pstop);
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case crushAndRaise:
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ceiling->speed = CEILSPEED;
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case fastCrushAndRaise:
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ceiling->direction = 1;
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break;
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case lowerAndCrush:
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case lowerToFloor:
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P_RemoveActiveCeiling(ceiling);
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break;
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default:
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break;
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}
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}
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else // ( res != pastdest )
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{
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if (res == crushed)
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{
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switch(ceiling->type)
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{
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case silentCrushAndRaise:
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case crushAndRaise:
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case lowerAndCrush:
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ceiling->speed = CEILSPEED / 8;
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break;
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default:
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break;
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}
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}
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}
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break;
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}
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}
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//
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// EV_DoCeiling
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// Move a ceiling up/down and all around!
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//
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int
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EV_DoCeiling
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( line_t* line,
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ceiling_e type )
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{
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int secnum;
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int rtn;
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sector_t* sec;
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ceiling_t* ceiling;
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secnum = -1;
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rtn = 0;
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// Reactivate in-stasis ceilings...for certain types.
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switch(type)
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{
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case fastCrushAndRaise:
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case silentCrushAndRaise:
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case crushAndRaise:
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P_ActivateInStasisCeiling(line);
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default:
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break;
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}
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = &::g->sectors[secnum];
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if (sec->specialdata)
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continue;
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// new door thinker
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rtn = 1;
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ceiling = (ceiling_t*)DoomLib::Z_Malloc(sizeof(*ceiling), PU_LEVEL, 0);
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P_AddThinker (&ceiling->thinker);
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sec->specialdata = ceiling;
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ceiling->thinker.function.acp1 = (actionf_p1)T_MoveCeiling;
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ceiling->sector = sec;
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ceiling->crush = false;
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switch(type)
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{
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case fastCrushAndRaise:
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ceiling->crush = true;
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ceiling->topheight = sec->ceilingheight;
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ceiling->bottomheight = sec->floorheight + (8*FRACUNIT);
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ceiling->direction = -1;
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ceiling->speed = CEILSPEED * 2;
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break;
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case silentCrushAndRaise:
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case crushAndRaise:
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ceiling->crush = true;
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ceiling->topheight = sec->ceilingheight;
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case lowerAndCrush:
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case lowerToFloor:
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ceiling->bottomheight = sec->floorheight;
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if (type != lowerToFloor)
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ceiling->bottomheight += 8*FRACUNIT;
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ceiling->direction = -1;
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ceiling->speed = CEILSPEED;
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break;
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case raiseToHighest:
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ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
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ceiling->direction = 1;
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ceiling->speed = CEILSPEED;
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break;
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}
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ceiling->tag = sec->tag;
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ceiling->type = type;
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P_AddActiveCeiling(ceiling);
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}
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return rtn;
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}
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//
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// Add an active ceiling
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//
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void P_AddActiveCeiling(ceiling_t* c)
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{
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int i;
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for (i = 0; i < MAXCEILINGS;i++)
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{
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if (::g->activeceilings[i] == NULL)
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{
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::g->activeceilings[i] = c;
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return;
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}
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}
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}
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//
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// Remove a ceiling's thinker
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//
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void P_RemoveActiveCeiling(ceiling_t* c)
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{
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int i;
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for (i = 0;i < MAXCEILINGS;i++)
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{
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if (::g->activeceilings[i] == c)
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{
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::g->activeceilings[i]->sector->specialdata = NULL;
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P_RemoveThinker (&::g->activeceilings[i]->thinker);
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::g->activeceilings[i] = NULL;
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break;
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}
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}
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}
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//
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// Restart a ceiling that's in-stasis
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//
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void P_ActivateInStasisCeiling(line_t* line)
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{
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int i;
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for (i = 0;i < MAXCEILINGS;i++)
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{
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if (::g->activeceilings[i]
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&& (::g->activeceilings[i]->tag == line->tag)
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&& (::g->activeceilings[i]->direction == 0))
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{
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::g->activeceilings[i]->direction = ::g->activeceilings[i]->olddirection;
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::g->activeceilings[i]->thinker.function.acp1
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= (actionf_p1)T_MoveCeiling;
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}
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}
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}
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//
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// EV_CeilingCrushStop
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// Stop a ceiling from crushing!
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//
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int EV_CeilingCrushStop(line_t *line)
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{
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int i;
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int rtn;
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rtn = 0;
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for (i = 0;i < MAXCEILINGS;i++)
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{
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if (::g->activeceilings[i]
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&& (::g->activeceilings[i]->tag == line->tag)
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&& (::g->activeceilings[i]->direction != 0))
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{
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::g->activeceilings[i]->olddirection = ::g->activeceilings[i]->direction;
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::g->activeceilings[i]->thinker.function.acv = (actionf_v)NULL;
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::g->activeceilings[i]->direction = 0; // in-stasis
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rtn = 1;
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}
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}
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return rtn;
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}
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