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Add a GZDoom-esque generalized FOF type.
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1 changed files with 80 additions and 0 deletions
80
src/p_spec.c
80
src/p_spec.c
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@ -118,6 +118,7 @@ static void P_AddBlockThinker(sector_t *sec, line_t *sourceline);
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static void P_AddFloatThinker(sector_t *sec, UINT16 tag, line_t *sourceline);
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//static void P_AddBridgeThinker(line_t *sourceline, sector_t *sec);
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static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinkerlist_t *secthinkers);
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static void P_AddFakeFloorsByLine2(size_t li);
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static void P_ProcessLineSpecial(line_t *line, mobj_t *mo, sector_t *callsec);
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static void Add_Friction(INT32 friction, INT32 movefactor, INT32 affectee, INT32 referrer);
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static void P_AddPlaneDisplaceThinker(INT32 type, fixed_t speed, INT32 control, INT32 affectee, UINT8 reverse);
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@ -6826,6 +6827,12 @@ void P_SpawnSpecials(boolean fromnetsave)
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I_Error("Custom FOF (tag %d) found without a linedef back side!", tag);
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break;
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case 260:
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if (udmf)
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P_AddFakeFloorsByLine2(i);
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break;
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case 300: // Linedef executor (combines with sector special 974/975) and commands
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case 302:
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case 303:
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@ -7124,6 +7131,79 @@ static void P_AddFakeFloorsByLine(size_t line, ffloortype_e ffloorflags, thinker
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P_AddFakeFloor(§ors[s], §ors[sec], li, ffloorflags, secthinkers);
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}
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static void P_AddFakeFloorsByLine2(size_t li)
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{
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INT32 s;
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line_t *line = lines + li;
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sector_t *control = sides[*line->sidenum].sector;
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mtag_t tag = line->args[0];
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UINT8 dtype = line->args[1] & 3;
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UINT8 dflags1 = line->args[1] - dtype;
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UINT8 dflags2 = line->args[2];
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UINT8 dopacity = line->args[3];
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boolean isfog = false;
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ffloortype_e ffloorflags = FF_EXISTS;
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if (dtype == 0)
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dtype = 1;
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if (dflags2 & 1) ffloorflags |= FF_NOSHADE; // Disable light effects (Means no shadowcast)
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if (dflags2 & 2) ffloorflags |= FF_DOUBLESHADOW; // Restrict light inside (Means doubleshadow)
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if (dflags2 & 4) isfog = true; // Fog effect (Explicitly render like a fog block)
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if (dflags1 & 4) ffloorflags |= FF_BOTHPLANES|FF_ALLSIDES; // Render-inside
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if (dflags1 & 16) ffloorflags |= FF_INVERTSIDES|FF_INVERTPLANES; // Invert visibility rules
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// Fog block
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if (isfog)
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ffloorflags |= FF_RENDERALL|FF_CUTEXTRA|FF_CUTSPRITES|FF_BOTHPLANES|FF_EXTRA|FF_FOG|FF_INVERTPLANES|FF_ALLSIDES|FF_INVERTSIDES;
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else
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{
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ffloorflags |= FF_RENDERALL;
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// Solid
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if (dtype == 1)
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ffloorflags |= FF_CUTSOLIDS|FF_SOLID|FF_CUTLEVEL;
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// Water
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else if (dtype == 2)
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ffloorflags |= FF_SWIMMABLE|FF_CUTEXTRA|FF_CUTSPRITES|FF_EXTRA|FF_RIPPLE;
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// Intangible
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else if (dtype == 3)
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ffloorflags |= FF_CUTEXTRA|FF_CUTSPRITES|FF_EXTRA;
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}
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// Non-opaque
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if (dopacity < 255)
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{
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// Invisible
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if (dopacity == 0)
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{
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// True invisible
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if (ffloorflags & FF_NOSHADE)
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ffloorflags &= ~(FF_RENDERALL|FF_CUTEXTRA|FF_CUTSPRITES|FF_EXTRA|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTLEVEL);
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// Shadow block
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else
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{
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ffloorflags |= FF_CUTSPRITES;
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ffloorflags &= ~(FF_RENDERALL|FF_CUTEXTRA|FF_EXTRA|FF_BOTHPLANES|FF_ALLSIDES|FF_CUTLEVEL);
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}
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}
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else
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{
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ffloorflags |= FF_TRANSLUCENT|FF_CUTEXTRA|FF_EXTRA;
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ffloorflags &= ~FF_CUTLEVEL;
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}
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}
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TAG_ITER_SECTORS(tag, s)
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{
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ffloor_t *ff = P_AddFakeFloor(§ors[s], control, line, ffloorflags, NULL);
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ff->alpha = dopacity;
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}
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}
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/*
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SoM: 3/8/2000: General scrolling functions.
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T_Scroll,
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