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https://git.do.srb2.org/KartKrew/Kart-Public.git
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Well, we don't need "experimental" slopes anymore either
Not when we have properly working ones!
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6aa708b5af
commit
5a38088623
5 changed files with 2 additions and 57 deletions
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@ -427,9 +427,6 @@ extern const char *compdate, *comptime, *comprevision, *compbranch;
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/// \note obsoleted by cv_maxportals
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//#define PORTAL_LIMIT 8
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/// Fun experimental slope stuff!
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//#define SLOPENESS
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/// Kalaron/Eternity Engine slope code (SRB2CB ported)
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#define ESLOPE
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@ -36,9 +36,7 @@ typedef struct
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{
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float x;
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float y;
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//#ifdef SLOPENESS
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float z;
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//#endif
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} polyvertex_t;
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#ifdef _MSC_VER
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@ -539,6 +539,8 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
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static FOutVector *planeVerts = NULL;
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static UINT16 numAllocedPlaneVerts = 0;
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(void)sector;
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// no convex poly were generated for this subsector
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if (!xsub->planepoly)
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return;
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@ -678,25 +680,6 @@ static void HWR_RenderPlane(sector_t *sector, extrasubsector_t *xsub, fixed_t fi
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v3d->x = pv->x;
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v3d->y = height;
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v3d->z = pv->y;
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#ifdef SLOPENESS
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if (sector && sector->special == 65535)
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{
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size_t q;
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for (q = 0; q < sector->linecount; q++)
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{
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if (v3d->x == sector->lines[q]->v1->x>>FRACBITS)
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{
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if (v3d->z == sector->lines[q]->v1->y>>FRACBITS)
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{
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v3d->y += sector->lines[q]->v1->z>>FRACBITS;
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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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#else
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(void)sector;
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#endif
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}
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// only useful for flat coloured triangles
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25
src/p_spec.c
25
src/p_spec.c
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@ -6028,31 +6028,6 @@ void P_SpawnSpecials(INT32 fromnetsave)
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P_AddRaiseThinker(lines[i].frontsector, &lines[i]);
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break;
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#ifdef SLOPENESS
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case 999:
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sec = sides[*lines[i].sidenum].sector-sectors;
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for (s = -1; (s = P_FindSectorFromLineTag(lines + i, s)) >= 0 ;)
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{
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size_t counting;
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sectors[s].floorangle = ANGLE_45;
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for (counting = 0; counting < sectors[s].linecount/2; counting++)
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{
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sectors[s].lines[counting]->v1->z = sectors[sec].floorheight;
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CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
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}
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for (counting = sectors[s].linecount/2; counting < sectors[s].linecount; counting++)
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{
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sectors[s].lines[counting]->v1->z = sectors[sec].ceilingheight;
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CONS_Debug(DBG_GAMELOGIC, "Set it to %d\n", sectors[s].lines[counting]->v1->z>>FRACBITS);
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}
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sectors[s].special = 65535;
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CONS_Debug(DBG_GAMELOGIC, "Found & Set slope!\n");
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}
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break;
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#endif
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case 200: // Double light effect
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P_AddFakeFloorsByLine(i, FF_EXISTS|FF_CUTSPRITES|FF_DOUBLESHADOW, secthinkers);
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break;
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@ -369,14 +369,6 @@ typedef struct sector_s
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double lineoutLength;
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#endif // ----- end special tricks -----
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// ZDoom C++ to Legacy C conversion (for slopes)
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// store floor and ceiling planes instead of heights
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//secplane_t floorplane, ceilingplane;
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#ifdef SLOPENESS
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//fixed_t floortexz, ceilingtexz; // [RH] used for wall texture mapping
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angle_t floorangle;
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#endif
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// This points to the master's floorheight, so it can be changed in realtime!
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fixed_t *gravity; // per-sector gravity
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boolean verticalflip; // If gravity < 0, then allow flipped physics
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