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Rename more linedef flags
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2bef8da42f
commit
fcb69b9c2f
4 changed files with 28 additions and 28 deletions
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@ -1146,7 +1146,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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// PEGGING
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if (gl_linedef->flags & ML_DONTPEGTOP)
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texturevpegtop = 0;
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else if (gl_linedef->flags & ML_EFFECT1)
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else if (gl_linedef->flags & ML_SKEWTD)
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texturevpegtop = worldhigh + textureheight[gl_sidedef->toptexture] - worldtop;
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else
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texturevpegtop = gl_backsector->ceilingheight + textureheight[gl_sidedef->toptexture] - gl_frontsector->ceilingheight;
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@ -1162,7 +1162,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
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// Adjust t value for sloped walls
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if (!(gl_linedef->flags & ML_EFFECT1))
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if (!(gl_linedef->flags & ML_SKEWTD))
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{
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// Unskewed
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wallVerts[3].t -= (worldtop - gl_frontsector->ceilingheight) * grTex->scaleY;
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@ -1212,7 +1212,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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// PEGGING
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if (!(gl_linedef->flags & ML_DONTPEGBOTTOM))
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texturevpegbottom = 0;
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else if (gl_linedef->flags & ML_EFFECT1)
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else if (gl_linedef->flags & ML_SKEWTD)
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texturevpegbottom = worldbottom - worldlow;
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else
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texturevpegbottom = gl_frontsector->floorheight - gl_backsector->floorheight;
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@ -1228,7 +1228,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
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// Adjust t value for sloped walls
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if (!(gl_linedef->flags & ML_EFFECT1))
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if (!(gl_linedef->flags & ML_SKEWTD))
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{
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// Unskewed
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wallVerts[0].t -= (worldbottom - gl_frontsector->floorheight) * grTex->scaleY;
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@ -1286,7 +1286,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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if (gl_sidedef->repeatcnt)
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repeats = 1 + gl_sidedef->repeatcnt;
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else if (gl_linedef->flags & ML_EFFECT5)
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else if (gl_linedef->flags & ML_WRAPMIDTEX)
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{
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fixed_t high, low;
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@ -1328,9 +1328,9 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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popenbottom = max(worldbottom, worldlow);
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}
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if (gl_linedef->flags & ML_EFFECT2)
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if (gl_linedef->flags & ML_NOSKEW)
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{
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if (gl_linedef->flags & ML_EFFECT3)
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if (gl_linedef->flags & ML_MIDPEG)
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{
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polybottom = max(front->floorheight, back->floorheight) + gl_sidedef->rowoffset;
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polytop = polybottom + textureheight[gl_midtexture]*repeats;
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@ -1341,7 +1341,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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polybottom = polytop - textureheight[gl_midtexture]*repeats;
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}
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}
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else if (gl_linedef->flags & ML_EFFECT3)
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else if (gl_linedef->flags & ML_MIDPEG)
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{
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polybottom = popenbottom + gl_sidedef->rowoffset;
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polytop = polybottom + textureheight[gl_midtexture]*repeats;
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@ -1371,7 +1371,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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{
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// PEGGING
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if (gl_linedef->flags & ML_EFFECT3)
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if (gl_linedef->flags & ML_MIDPEG)
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texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom;
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else
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texturevpeg = polytop - h;
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@ -1394,9 +1394,9 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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{
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fixed_t midtextureslant;
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if (gl_linedef->flags & ML_EFFECT2)
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if (gl_linedef->flags & ML_NOSKEW)
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midtextureslant = 0;
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else if (gl_linedef->flags & ML_EFFECT3)
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else if (gl_linedef->flags & ML_MIDPEG)
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midtextureslant = worldlow < worldbottom
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? worldbottomslope-worldbottom
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: worldlowslope-worldlow;
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@ -1421,7 +1421,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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{
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// PEGGING
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if (gl_linedef->flags & ML_EFFECT3)
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if (gl_linedef->flags & ML_MIDPEG)
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texturevpeg = textureheight[gl_sidedef->midtexture]*repeats - h + polybottom;
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else
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texturevpeg = polytop - h;
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@ -1538,7 +1538,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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{
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fixed_t texturevpeg;
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// PEGGING
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if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_EFFECT2)) == (ML_DONTPEGBOTTOM|ML_EFFECT2))
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if ((gl_linedef->flags & (ML_DONTPEGBOTTOM|ML_NOSKEW)) == (ML_DONTPEGBOTTOM|ML_NOSKEW))
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texturevpeg = gl_frontsector->floorheight + textureheight[gl_sidedef->midtexture] - gl_frontsector->ceilingheight + gl_sidedef->rowoffset;
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else if (gl_linedef->flags & ML_DONTPEGBOTTOM)
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texturevpeg = worldbottom + textureheight[gl_sidedef->midtexture] - worldtop + gl_sidedef->rowoffset;
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@ -1554,7 +1554,7 @@ static void HWR_ProcessSeg(void) // Sort of like GLWall::Process in GZDoom
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wallVerts[2].s = wallVerts[1].s = cliphigh * grTex->scaleX;
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// Texture correction for slopes
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if (gl_linedef->flags & ML_EFFECT2) {
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if (gl_linedef->flags & ML_NOSKEW) {
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wallVerts[3].t += (gl_frontsector->ceilingheight - worldtop) * grTex->scaleY;
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wallVerts[2].t += (gl_frontsector->ceilingheight - worldtopslope) * grTex->scaleY;
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wallVerts[0].t += (gl_frontsector->floorheight - worldbottom) * grTex->scaleY;
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@ -375,7 +375,7 @@ INT32 EV_DoCrush(mtag_t tag, line_t *line, ceiling_e type)
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ceiling->topheight = P_FindHighestCeilingSurrounding(sec);
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ceiling->direction = 1;
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// Retain stupid behavior for backwards compatibility
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if (!udmf && !(line->flags & ML_EFFECT4))
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if (!udmf && !(line->flags & ML_MIDSOLID))
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ceiling->speed /= 2;
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else
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ceiling->speed = line->args[3] << (FRACBITS - 2);
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@ -1647,7 +1647,7 @@ static boolean P_ActivateLinedefExecutorsInSector(line_t *triggerline, mobj_t *a
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size_t linecnt = ctlsector->linecount;
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size_t i;
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if (triggerline->flags & ML_EFFECT5) // disregard order for efficiency
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if (triggerline->flags & ML_WRAPMIDTEX) // disregard order for efficiency
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{
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for (i = 0; i < linecnt; i++)
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P_ActivateLinedefExecutor(ctlsector->lines[i], actor, caller);
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@ -6812,9 +6812,9 @@ void P_SpawnSpecials(boolean fromnetsave)
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if (lines[i].args[4] & TMFB_ONLYBOTTOM)
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fflr->bustflags |= FB_ONLYBOTTOM;
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if (lines[i].flags & ML_EFFECT4)
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if (lines[i].flags & ML_MIDSOLID)
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fflr->bustflags |= FB_PUSHABLES;
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if (lines[i].flags & ML_EFFECT5)
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if (lines[i].flags & ML_WRAPMIDTEX)
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{
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fflr->bustflags |= FB_EXECUTOR;
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fflr->busttag = P_AproxDistance(lines[i].dx, lines[i].dy) >> FRACBITS;
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20
src/r_segs.c
20
src/r_segs.c
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@ -301,7 +301,7 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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if (ds->curline->sidedef->repeatcnt)
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repeats = 1 + ds->curline->sidedef->repeatcnt;
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else if (ldef->flags & ML_EFFECT5)
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else if (ldef->flags & ML_WRAPMIDTEX)
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{
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fixed_t high, low;
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@ -345,7 +345,7 @@ void R_RenderMaskedSegRange(drawseg_t *ds, INT32 x1, INT32 x2)
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{
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dc_texturemid = ds->maskedtextureheight[dc_x];
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if (curline->linedef->flags & ML_EFFECT3)
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if (curline->linedef->flags & ML_MIDPEG)
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dc_texturemid += (textureheight[texnum])*times + textureheight[texnum];
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else
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dc_texturemid -= (textureheight[texnum])*times;
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@ -1455,7 +1455,7 @@ static void R_RenderSegLoop (void)
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maskedtexturecol[rw_x] = (INT16)texturecolumn;
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if (maskedtextureheight != NULL) {
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maskedtextureheight[rw_x] = (curline->linedef->flags & ML_EFFECT3) ?
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maskedtextureheight[rw_x] = (curline->linedef->flags & ML_MIDPEG) ?
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max(rw_midtexturemid, rw_midtextureback) :
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min(rw_midtexturemid, rw_midtextureback);
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}
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@ -1766,7 +1766,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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texheight = textureheight[midtexture];
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// a single sided line is terminal, so it must mark ends
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markfloor = markceiling = true;
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if (linedef->flags & ML_EFFECT2) {
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if (linedef->flags & ML_NOSKEW) {
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if (linedef->flags & ML_DONTPEGBOTTOM)
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rw_midtexturemid = frontsector->floorheight + texheight - viewz;
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else
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@ -1991,7 +1991,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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toptexture = R_GetTextureNum(sidedef->toptexture);
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texheight = textureheight[toptexture];
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}
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if (!(linedef->flags & ML_EFFECT1)) { // Ignore slopes for lower/upper textures unless flag is checked
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if (!(linedef->flags & ML_SKEWTD)) { // Ignore slopes for lower/upper textures unless flag is checked
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if (linedef->flags & ML_DONTPEGTOP)
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rw_toptexturemid = frontsector->ceilingheight - viewz;
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else
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@ -2016,7 +2016,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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// bottom texture
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bottomtexture = R_GetTextureNum(sidedef->bottomtexture);
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if (!(linedef->flags & ML_EFFECT1)) { // Ignore slopes for lower/upper textures unless flag is checked
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if (!(linedef->flags & ML_SKEWTD)) { // Ignore slopes for lower/upper textures unless flag is checked
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if (linedef->flags & ML_DONTPEGBOTTOM)
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rw_bottomtexturemid = frontsector->floorheight - viewz;
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else
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@ -2247,7 +2247,7 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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if (curline->polyseg)
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{ // use REAL front and back floors please, so midtexture rendering isn't mucked up
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rw_midtextureslide = rw_midtexturebackslide = 0;
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if (linedef->flags & ML_EFFECT3)
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if (linedef->flags & ML_MIDPEG)
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rw_midtexturemid = rw_midtextureback = max(curline->frontsector->floorheight, curline->backsector->floorheight) - viewz;
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else
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rw_midtexturemid = rw_midtextureback = min(curline->frontsector->ceilingheight, curline->backsector->ceilingheight) - viewz;
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@ -2255,16 +2255,16 @@ void R_StoreWallRange(INT32 start, INT32 stop)
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else
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{
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// Set midtexture starting height
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if (linedef->flags & ML_EFFECT2)
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if (linedef->flags & ML_NOSKEW)
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{ // Ignore slopes when texturing
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rw_midtextureslide = rw_midtexturebackslide = 0;
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if (linedef->flags & ML_EFFECT3)
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if (linedef->flags & ML_MIDPEG)
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rw_midtexturemid = rw_midtextureback = max(frontsector->floorheight, backsector->floorheight) - viewz;
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else
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rw_midtexturemid = rw_midtextureback = min(frontsector->ceilingheight, backsector->ceilingheight) - viewz;
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}
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else if (linedef->flags & ML_EFFECT3)
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else if (linedef->flags & ML_MIDPEG)
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{
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rw_midtexturemid = worldbottom;
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rw_midtextureslide = floorfrontslide;
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