446 lines
10 KiB
C++
446 lines
10 KiB
C++
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#include "DoomDef.h"
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#include "P_local.h"
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#include "soundst.h"
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//==================================================================
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//==================================================================
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//
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// FLOORS
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//
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//==================================================================
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//==================================================================
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//==================================================================
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//
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// Move a plane (floor or ceiling) and check for crushing
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//
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//==================================================================
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result_e T_MovePlane(sector_t *sector,fixed_t speed,
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fixed_t dest,boolean crush,int floorOrCeiling,int direction)
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{
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boolean flag;
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fixed_t lastpos;
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switch(floorOrCeiling)
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{
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case 0: // FLOOR
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switch(direction)
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{
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case -1: // DOWN
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if (sector->floorheight - speed < dest)
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{
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lastpos = sector->floorheight;
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sector->floorheight = dest;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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sector->floorheight =lastpos;
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P_ChangeSector(sector,crush);
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//return crushed;
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}
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return pastdest;
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}
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else
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{
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lastpos = sector->floorheight;
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sector->floorheight -= speed;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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sector->floorheight = lastpos;
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P_ChangeSector(sector,crush);
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return crushed;
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}
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}
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break;
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case 1: // UP
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if (sector->floorheight + speed > dest)
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{
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lastpos = sector->floorheight;
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sector->floorheight = dest;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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sector->floorheight = lastpos;
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P_ChangeSector(sector,crush);
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//return crushed;
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}
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return pastdest;
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}
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else // COULD GET CRUSHED
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{
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lastpos = sector->floorheight;
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sector->floorheight += speed;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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if (crush == true)
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return crushed;
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sector->floorheight = lastpos;
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P_ChangeSector(sector,crush);
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return crushed;
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}
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}
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break;
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}
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break;
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case 1: // CEILING
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switch(direction)
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{
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case -1: // DOWN
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if (sector->ceilingheight - speed < dest)
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight = dest;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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sector->ceilingheight = lastpos;
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P_ChangeSector(sector,crush);
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//return crushed;
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}
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return pastdest;
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}
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else // COULD GET CRUSHED
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight -= speed;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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if (crush == true)
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return crushed;
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sector->ceilingheight = lastpos;
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P_ChangeSector(sector,crush);
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return crushed;
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}
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}
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break;
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case 1: // UP
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if (sector->ceilingheight + speed > dest)
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight = dest;
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flag = P_ChangeSector(sector,crush);
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if (flag == true)
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{
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sector->ceilingheight = lastpos;
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P_ChangeSector(sector,crush);
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//return crushed;
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}
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return pastdest;
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}
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else
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{
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lastpos = sector->ceilingheight;
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sector->ceilingheight += speed;
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flag = P_ChangeSector(sector,crush);
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#if 0
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if (flag == true)
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{
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sector->ceilingheight = lastpos;
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P_ChangeSector(sector,crush);
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return crushed;
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}
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#endif
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}
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break;
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}
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break;
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}
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return ok;
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}
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//==================================================================
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//
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// MOVE A FLOOR TO IT'S DESTINATION (UP OR DOWN)
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//
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//==================================================================
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void T_MoveFloor(floormove_t *floor)
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{
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result_e res;
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res = T_MovePlane(floor->sector,floor->speed,
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floor->floordestheight,floor->crush,0,floor->direction);
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if(!(leveltime&7))
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{
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S_StartSound((mobj_t *)&floor->sector->soundorg, sfx_dormov);
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}
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if (res == pastdest)
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{
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floor->sector->specialdata = NULL;
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if(floor->type == raiseBuildStep)
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{
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S_StartSound((mobj_t *)&floor->sector->soundorg, sfx_pstop);
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}
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if (floor->direction == 1)
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switch(floor->type)
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{
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case donutRaise:
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floor->sector->special = floor->newspecial;
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floor->sector->floorpic = floor->texture;
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default:
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break;
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}
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else if (floor->direction == -1)
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switch(floor->type)
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{
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case lowerAndChange:
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floor->sector->special = floor->newspecial;
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floor->sector->floorpic = floor->texture;
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default:
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break;
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}
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P_RemoveThinker(&floor->thinker);
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}
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}
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//==================================================================
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//
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// HANDLE FLOOR TYPES
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//
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//==================================================================
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int EV_DoFloor(line_t *line,floor_e floortype)
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{
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int secnum;
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int rtn;
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int i;
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sector_t *sec;
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floormove_t *floor;
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secnum = -1;
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rtn = 0;
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = §ors[secnum];
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// ALREADY MOVING? IF SO, KEEP GOING...
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if (sec->specialdata)
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continue;
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//
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// new floor thinker
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//
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rtn = 1;
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floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
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P_AddThinker (&floor->thinker);
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sec->specialdata = floor;
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floor->thinker.function = T_MoveFloor;
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floor->type = floortype;
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floor->crush = false;
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switch(floortype)
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{
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case lowerFloor:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindHighestFloorSurrounding(sec);
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break;
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case lowerFloorToLowest:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindLowestFloorSurrounding(sec);
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break;
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case turboLower:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED * 4;
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floor->floordestheight = (8*FRACUNIT) +
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P_FindHighestFloorSurrounding(sec);
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break;
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case raiseFloorCrush:
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floor->crush = true;
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case raiseFloor:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindLowestCeilingSurrounding(sec);
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if (floor->floordestheight > sec->ceilingheight)
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floor->floordestheight = sec->ceilingheight;
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floor->floordestheight -= (8*FRACUNIT)*
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(floortype == raiseFloorCrush);
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break;
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case raiseFloorToNearest:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindNextHighestFloor(sec,sec->floorheight);
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break;
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case raiseFloor24:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = floor->sector->floorheight +
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24 * FRACUNIT;
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break;
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case raiseFloor24AndChange:
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = floor->sector->floorheight +
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24 * FRACUNIT;
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sec->floorpic = line->frontsector->floorpic;
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sec->special = line->frontsector->special;
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break;
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case raiseToTexture:
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{
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int minsize = MAXINT;
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side_t *side;
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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for (i = 0; i < sec->linecount; i++)
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if (twoSided (secnum, i) )
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{
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side = getSide(secnum,i,0);
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if (side->bottomtexture >= 0)
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if (textureheight[side->bottomtexture] <
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minsize)
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minsize =
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textureheight[side->bottomtexture];
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side = getSide(secnum,i,1);
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if (side->bottomtexture >= 0)
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if (textureheight[side->bottomtexture] <
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minsize)
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minsize =
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textureheight[side->bottomtexture];
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}
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floor->floordestheight = floor->sector->floorheight +
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minsize;
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}
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break;
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case lowerAndChange:
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floor->direction = -1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight =
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P_FindLowestFloorSurrounding(sec);
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floor->texture = sec->floorpic;
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for (i = 0; i < sec->linecount; i++)
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if ( twoSided(secnum, i) )
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{
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if (getSide(secnum,i,0)->sector-sectors == secnum)
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{
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sec = getSector(secnum,i,1);
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floor->texture = sec->floorpic;
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floor->newspecial = sec->special;
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break;
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}
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else
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{
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sec = getSector(secnum,i,0);
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floor->texture = sec->floorpic;
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floor->newspecial = sec->special;
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break;
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}
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}
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default:
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break;
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}
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}
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return rtn;
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}
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//==================================================================
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//
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// BUILD A STAIRCASE!
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//
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//==================================================================
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int EV_BuildStairs(line_t *line, fixed_t stepDelta)
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{
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int secnum;
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int height;
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int i;
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int newsecnum;
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int texture;
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int ok;
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int rtn;
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sector_t *sec, *tsec;
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floormove_t *floor;
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secnum = -1;
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rtn = 0;
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while ((secnum = P_FindSectorFromLineTag(line,secnum)) >= 0)
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{
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sec = §ors[secnum];
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// ALREADY MOVING? IF SO, KEEP GOING...
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if (sec->specialdata)
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continue;
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//
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// new floor thinker
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//
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rtn = 1;
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height = sec->floorheight+stepDelta;
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floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
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P_AddThinker (&floor->thinker);
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sec->specialdata = floor;
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floor->thinker.function = T_MoveFloor;
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floor->type = raiseBuildStep;
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = height;
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texture = sec->floorpic;
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//
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// Find next sector to raise
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// 1. Find 2-sided line with same sector side[0]
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// 2. Other side is the next sector to raise
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//
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do
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{
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ok = 0;
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for (i = 0;i < sec->linecount;i++)
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{
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if ( !((sec->lines[i])->flags & ML_TWOSIDED) )
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continue;
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tsec = (sec->lines[i])->frontsector;
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newsecnum = tsec-sectors;
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if (secnum != newsecnum)
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continue;
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tsec = (sec->lines[i])->backsector;
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newsecnum = tsec - sectors;
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if (tsec->floorpic != texture)
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continue;
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height += stepDelta;
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if (tsec->specialdata)
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continue;
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sec = tsec;
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secnum = newsecnum;
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floor = Z_Malloc (sizeof(*floor), PU_LEVSPEC, 0);
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P_AddThinker (&floor->thinker);
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sec->specialdata = floor;
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floor->thinker.function = T_MoveFloor;
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floor->type = raiseBuildStep;
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floor->direction = 1;
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floor->sector = sec;
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floor->speed = FLOORSPEED;
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floor->floordestheight = height;
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ok = 1;
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break;
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}
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} while(ok);
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}
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return(rtn);
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}
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