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Removed seemingly redundant (and incorrect) mapthing Z load code.
The proper code seems to sit inside P_SpawnMapThing() and the SpawnHoop functions. Time will tell if I've actually commited an atrocity.
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1 changed files with 2 additions and 13 deletions
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@ -1009,7 +1009,6 @@ void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum)
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static void P_PrepareRawThings(UINT8 *data, size_t i)
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{
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mapthing_t *mt;
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sector_t *mtsector;
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nummapthings = i / (5 * sizeof (INT16));
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mapthings = Z_Calloc(nummapthings * sizeof (*mapthings), PU_LEVEL, NULL);
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@ -1018,13 +1017,8 @@ static void P_PrepareRawThings(UINT8 *data, size_t i)
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{
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mt->x = READINT16(data);
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mt->y = READINT16(data);
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// Z for objects
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mtsector = R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)->sector;
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mt->z = (INT16)(
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#ifdef ESLOPE
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mtsector->f_slope ? P_GetZAt(mtsector->f_slope, mt->x << FRACBITS, mt->y << FRACBITS) :
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#endif
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mtsector->floorheight)>>FRACBITS;
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mt->z = 0;
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mt->angle = READINT16(data);
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mt->type = READUINT16(data);
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mt->options = READUINT16(data);
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@ -1137,11 +1131,6 @@ static void P_LoadThings(boolean loademblems)
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|| mt->type == 1705 || mt->type == 1713) // hoops
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{
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mt->mobj = NULL;
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// Z for objects Tails 05-26-2002
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mt->z = (INT16)(R_PointInSubsector(mt->x << FRACBITS, mt->y << FRACBITS)
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->sector->floorheight>>FRACBITS);
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P_SpawnHoopsAndRings(mt, false);
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}
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}
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