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https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2025-01-27 11:40:52 +00:00
Holy shit. I spent two hours staring at how garbage this code was and didn't even realise it was #ifdef'd out behind a define not even mentioned in doomdef.h. It's not actually used anywhere (superseded entirely by the much nicer, much more relevant P_NewVertexSlope()... out with you, ancient, foul demons who should've been SPRINGCLEANed long ago.
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2 changed files with 0 additions and 275 deletions
255
src/p_slopes.c
255
src/p_slopes.c
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@ -624,261 +624,6 @@ pslope_t *P_SlopeById(UINT16 id)
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return ret;
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}
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#ifdef SPRINGCLEAN
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#include "byteptr.h"
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#include "p_setup.h"
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#include "p_local.h"
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//==========================================================================
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//
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// P_SetSlopesFromVertexHeights
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//
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//==========================================================================
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void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum)
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{
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mapthing_t *mt;
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boolean vt_found = false;
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size_t i, j, k, l, q;
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//size_t i;
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//mapthing_t *mt;
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char *data;
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char *datastart;
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// SRB2CBTODO: WHAT IS (5 * sizeof (short))?! It = 10
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// anything else seems to make a map not load properly,
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// but this hard-coded value MUST have some reason for being what it is
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size_t snummapthings = W_LumpLength(lumpnum) / (5 * sizeof (short));
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mapthing_t *smapthings = Z_Calloc(snummapthings * sizeof (*smapthings), PU_LEVEL, NULL);
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fixed_t x, y;
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sector_t *sector;
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// Spawn axis points first so they are
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// at the front of the list for fast searching.
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data = datastart = W_CacheLumpNum(lumpnum, PU_LEVEL);
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mt = smapthings;
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for (i = 0; i < snummapthings; i++, mt++)
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{
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mt->x = READINT16(data);
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mt->y = READINT16(data);
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mt->angle = READINT16(data);
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mt->type = READINT16(data);
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mt->options = READINT16(data);
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// mt->z hasn't been set yet!
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//mt->extrainfo = (byte)(mt->type >> 12); // slope things are special, they have a bigger range of types
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//mt->type &= 4095; // SRB2CBTODO: WHAT IS THIS???? Mobj type limits?!!!!
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x = mt->x*FRACUNIT;
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y = mt->y*FRACUNIT;
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sector = R_PointInSubsector(x, y)->sector;
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// Z for objects
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#ifdef ESLOPE
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if (sector->f_slope)
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mt->z = (short)(P_GetZAt(sector->f_slope, x, y)>>FRACBITS);
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else
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#endif
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mt->z = (short)(sector->floorheight>>FRACBITS);
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mt->z = mt->z + (mt->options >> ZSHIFT);
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if (mt->type == THING_VertexFloorZ || mt->type == THING_VertexCeilingZ) // THING_VertexFloorZ
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{
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for(l = 0; l < numvertexes; l++)
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{
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if (vertexes[l].x == mt->x*FRACUNIT && vertexes[l].y == mt->y*FRACUNIT)
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{
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if (mt->type == THING_VertexFloorZ)
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{
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vertexes[l].z = mt->z*FRACUNIT;
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//I_Error("Z value: %i", vertexes[l].z/FRACUNIT);
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}
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else
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{
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vertexes[l].z = mt->z*FRACUNIT; // celing floor
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}
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vt_found = true;
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}
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}
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//mt->type = 0; // VPHYSICS: Dynamic slopes
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if (vt_found)
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{
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for (k = 0; k < numsectors; k++)
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{
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sector_t *sec = §ors[k];
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if (sec->linecount != 3) continue; // only works with triangular sectors
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v3float_t vt1, vt2, vt3; // cross = ret->normalf
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v3float_t vec1, vec2;
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int vi1, vi2, vi3;
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vi1 = (int)(sec->lines[0]->v1 - vertexes);
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vi2 = (int)(sec->lines[0]->v2 - vertexes);
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vi3 = (sec->lines[1]->v1 == sec->lines[0]->v1 || sec->lines[1]->v1 == sec->lines[0]->v2)?
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(int)(sec->lines[1]->v2 - vertexes) : (int)(sec->lines[1]->v1 - vertexes);
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//if (vertexes[vi1].z)
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// I_Error("OSNAP %i", vertexes[vi1].z/FRACUNIT);
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//if (vertexes[vi2].z)
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// I_Error("OSNAP %i", vertexes[vi2].z/FRACUNIT);
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//if (vertexes[vi3].z)
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// I_Error("OSNAP %i", vertexes[vi3].z/FRACUNIT);
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//I_Error("%i, %i", mt->z*FRACUNIT, vertexes[vi1].z);
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//I_Error("%i, %i, %i", mt->x, mt->y, mt->z);
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//P_SpawnMobj(mt->x*FRACUNIT, mt->y*FRACUNIT, mt->z*FRACUNIT, MT_RING);
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// TODO: Make sure not to spawn in the same place 2x! (we need an object in every vertex of the
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// triangle sector to setup the real vertex slopes
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// Check for the vertexes of all sectors
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for(q = 0; q < numvertexes; q++)
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{
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if (vertexes[q].x == mt->x*FRACUNIT && vertexes[q].y == mt->y*FRACUNIT)
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{
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//I_Error("yeah %i", vertexes[q].z);
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P_SpawnMobj(vertexes[q].x, vertexes[q].y, vertexes[q].z, MT_RING);
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#if 0
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if ((mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)
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&& !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
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&& !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z))
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P_SpawnMobj(vertexes[vi1].x, vertexes[vi1].y, vertexes[vi1].z, MT_RING);
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else if ((mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
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&& !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z)
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&& !(mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z))
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P_SpawnMobj(vertexes[vi2].x, vertexes[vi2].y, vertexes[vi2].z, MT_BOUNCETV);
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else if ((mt->y*FRACUNIT == vertexes[vi3].y && mt->x*FRACUNIT == vertexes[vi3].x && mt->z*FRACUNIT == vertexes[vi3].z)
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&& !(mt->y*FRACUNIT == vertexes[vi2].y && mt->x*FRACUNIT == vertexes[vi2].x && mt->z*FRACUNIT == vertexes[vi2].z)
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&& !(mt->y*FRACUNIT == vertexes[vi1].y && mt->x*FRACUNIT == vertexes[vi1].x && mt->z*FRACUNIT == vertexes[vi1].z))
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P_SpawnMobj(vertexes[vi3].x, vertexes[vi3].y, vertexes[vi3].z, MT_GFZFLOWER1);
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else
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#endif
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continue;
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}
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}
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vt1.x = FIXED_TO_FLOAT(vertexes[vi1].x);
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vt1.y = FIXED_TO_FLOAT(vertexes[vi1].y);
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vt2.x = FIXED_TO_FLOAT(vertexes[vi2].x);
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vt2.y = FIXED_TO_FLOAT(vertexes[vi2].y);
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vt3.x = FIXED_TO_FLOAT(vertexes[vi3].x);
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vt3.y = FIXED_TO_FLOAT(vertexes[vi3].y);
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for(j = 0; j < 2; j++)
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{
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fixed_t z3;
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//I_Error("Lo hicimos");
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vt1.z = mt->z;//FIXED_TO_FLOAT(j==0 ? sec->floorheight : sec->ceilingheight);
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vt2.z = mt->z;//FIXED_TO_FLOAT(j==0? sec->floorheight : sec->ceilingheight);
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z3 = mt->z;//j==0? sec->floorheight : sec->ceilingheight; // Destination height
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vt3.z = FIXED_TO_FLOAT(z3);
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if (P_PointOnLineSide(vertexes[vi3].x, vertexes[vi3].y, sec->lines[0]) == 0)
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{
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vec1.x = vt2.x - vt3.x;
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vec1.y = vt2.y - vt3.y;
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vec1.z = vt2.z - vt3.z;
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vec2.x = vt1.x - vt3.x;
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vec2.y = vt1.y - vt3.y;
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vec2.z = vt1.z - vt3.z;
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}
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else
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{
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vec1.x = vt1.x - vt3.x;
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vec1.y = vt1.y - vt3.y;
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vec1.z = vt1.z - vt3.z;
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vec2.x = vt2.x - vt3.x;
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vec2.y = vt2.y - vt3.y;
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vec2.z = vt2.z - vt3.z;
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}
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pslope_t *ret = Z_Malloc(sizeof(pslope_t), PU_LEVEL, NULL);
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memset(ret, 0, sizeof(*ret));
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{
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M_CrossProduct3f(&ret->normalf, &vec1, &vec2);
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// Cross product length
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float len = (float)sqrt(ret->normalf.x * ret->normalf.x +
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ret->normalf.y * ret->normalf.y +
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ret->normalf.z * ret->normalf.z);
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if (len == 0)
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{
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// Only happens when all vertices in this sector are on the same line.
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// Let's just ignore this case.
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//CONS_Printf("Slope thing at (%d,%d) lies directly on its target line.\n", (int)(x>>16), (int)(y>>16));
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return;
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}
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// cross/len
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ret->normalf.x /= len;
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ret->normalf.y /= len;
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ret->normalf.z /= len;
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// ZDoom cross = ret->normalf
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// Fix backward normals
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if ((ret->normalf.z < 0 && j == 0) || (ret->normalf.z > 0 && j == 1))
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{
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// cross = -cross
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ret->normalf.x = -ret->normalf.x;
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ret->normalf.y = -ret->normalf.x;
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ret->normalf.z = -ret->normalf.x;
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}
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}
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secplane_t *srcplane = Z_Calloc(sizeof(*srcplane), PU_LEVEL, NULL);
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srcplane->a = FLOAT_TO_FIXED (ret->normalf.x);
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srcplane->b = FLOAT_TO_FIXED (ret->normalf.y);
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srcplane->c = FLOAT_TO_FIXED (ret->normalf.z);
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//srcplane->ic = FixedDiv(FRACUNIT, srcplane->c);
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srcplane->d = -TMulScale16 (srcplane->a, vertexes[vi3].x,
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srcplane->b, vertexes[vi3].y,
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srcplane->c, z3);
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if (j == 0)
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{
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sec->f_slope = ret;
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sec->f_slope->secplane = *srcplane;
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}
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else if (j == 1)
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{
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sec->c_slope = ret;
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sec->c_slope->secplane = *srcplane;
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}
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}
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}
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}
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}
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}
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Z_Free(datastart);
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}
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#endif
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// Reset the dynamic slopes pointer, and read all of the fancy schmancy slopes
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void P_ResetDynamicSlopes(void) {
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size_t i;
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@ -21,26 +21,6 @@ void P_RunDynamicSlopes(void);
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// sectors.
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void P_SpawnSlope_Line(int linenum);
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#ifdef SPRINGCLEAN
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// Loads just map objects that make slopes,
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// terrain affecting objects have to be spawned first
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void P_SetSlopesFromVertexHeights(lumpnum_t lumpnum);
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typedef enum
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{
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THING_SlopeFloorPointLine = 9500,
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THING_SlopeCeilingPointLine = 9501,
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THING_SetFloorSlope = 9502,
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THING_SetCeilingSlope = 9503,
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THING_CopyFloorPlane = 9510,
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THING_CopyCeilingPlane = 9511,
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THING_VavoomFloor=1500,
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THING_VavoomCeiling=1501,
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THING_VertexFloorZ=1504,
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THING_VertexCeilingZ=1505,
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} slopething_e;
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#endif
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//
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// P_CopySectorSlope
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//
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