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Add data to slope struct that will be useful later
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1 changed files with 13 additions and 2 deletions
15
src/r_defs.h
15
src/r_defs.h
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@ -233,11 +233,19 @@ typedef struct secplane_t
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fixed_t a, b, c, d, ic;
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fixed_t a, b, c, d, ic;
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} secplane_t;
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} secplane_t;
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// Kalaron Slopes
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// Slopes
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#ifdef ESLOPE
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#ifdef ESLOPE
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typedef enum {
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SL_NOPHYSICS = 1, // Don't do momentum adjustment with this slope
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SL_NODYNAMIC = 1<<1, // Slope will never need to move during the level, so don't fuss with recalculating it
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SL_ANCHORVERTEX = 1<<2, // Slope is using a Slope Vertex Thing to anchor its position
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SL_VERTEXSLOPE = 1<<3, // Slope is built from three Slope Vertex Things
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} slopeflags_t;
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typedef struct pslope_s
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typedef struct pslope_s
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{
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{
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UINT16 id; // The number of the slope, mostly used for netgame syncing purposes
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// --- Information used in clipping/projection ---
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// --- Information used in clipping/projection ---
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// Origin vector for the plane
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// Origin vector for the plane
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vector3_t o;
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vector3_t o;
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@ -262,7 +270,10 @@ typedef struct pslope_s
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struct line_s *sourceline; // The line that generated the slope
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struct line_s *sourceline; // The line that generated the slope
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fixed_t extent; // Distance value used for recalculating zdelta
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fixed_t extent; // Distance value used for recalculating zdelta
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UINT8 refpos; // 1=front floor 2=front ceiling 3=back floor 4=back ceiling (used for dynamic sloping) 0=disabled
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UINT8 refpos; // 1=front floor 2=front ceiling 3=back floor 4=back ceiling (used for dynamic sloping)
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UINT8 flags; // Slope options
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struct mobj_s **vertices; // List should be three long for slopes made by vertex things, or one long for slopes using one vertex thing to anchor
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struct pslope_s *next; // Make a linked list of dynamic slopes, for easy reference later
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struct pslope_s *next; // Make a linked list of dynamic slopes, for easy reference later
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} pslope_t;
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} pslope_t;
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