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- floatified AddFlow
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parent
029e0f6fa4
commit
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4 changed files with 8 additions and 10 deletions
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@ -178,8 +178,8 @@ void AddFlash(sectortype* pSector, const DVector3& pos, int val);
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void SetTorch(int nPlayer, int bTorchOnOff);
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void UndoFlashes();
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void DoLights();
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void AddFlow(sectortype* pSect, int nSpeed, int b, int ang = -1);
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void AddFlow(walltype* pWall, int nSpeed, int b, int ang = -1);
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void AddFlow(sectortype* pSect, int nSpeed, int b, DAngle ang = -minAngle);
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void AddFlow(walltype* pWall, int nSpeed, int b);
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void BuildFlash(int nPlayer, int nVal);
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void AddGlow(sectortype* pSector, int nVal);
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void AddFlicker(sectortype* pSector, int nVal);
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@ -245,8 +245,6 @@ Collision CheckCloseRange(int nPlayer, DVector3& pos, sectortype* *ppSector)
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{
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auto pActor = PlayerList[nPlayer].pActor;
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int ang = pActor->int_ang();
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HitInfo hit{};
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hitscan(pos, *ppSector, DVector3(pActor->spr.angle.ToVector() * 1024, 0 ), hit, CLIPMASK1);
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@ -634,7 +634,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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}
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case 88:
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{
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AddFlow(pActor->sector(), nSpeed, 0, pActor->int_ang());
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AddFlow(pActor->sector(), nSpeed, 0, pActor->spr.angle);
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DeleteActor(pActor);
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return;
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@ -649,7 +649,7 @@ void ProcessSpriteTag(DExhumedActor* pActor, int nLotag, int nHitag)
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}
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case 78:
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{
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AddFlow(pActor->sector(), nSpeed, 1, pActor->int_ang());
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AddFlow(pActor->sector(), nSpeed, 1, pActor->spr.angle);
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auto pSector = pActor->sector();
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pSector->Flag |= 0x8000;
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@ -617,7 +617,7 @@ void DoFlickers()
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}
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}
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void AddFlow(sectortype* pSector, int nSpeed, int b, int nAngle)
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void AddFlow(sectortype* pSector, int nSpeed, int b, DAngle nAngle)
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{
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if (nFlowCount >= kMaxFlows || b >= 2)
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return;
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@ -627,8 +627,8 @@ void AddFlow(sectortype* pSector, int nSpeed, int b, int nAngle)
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int nPic = pSector->floorpicnum;
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sFlowInfo[nFlow].angcos = float(-cos(nAngle * BAngRadian) * nSpeed);
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sFlowInfo[nFlow].angsin = float(sin(nAngle * BAngRadian) * nSpeed);
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sFlowInfo[nFlow].angcos = float(-nAngle.Cos() * nSpeed);
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sFlowInfo[nFlow].angsin = float(nAngle.Sin() * nSpeed);
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sFlowInfo[nFlow].pSector = pSector;
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StartInterpolation(pSector, b ? Interp_Sect_CeilingPanX : Interp_Sect_FloorPanX);
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@ -638,7 +638,7 @@ void AddFlow(sectortype* pSector, int nSpeed, int b, int nAngle)
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}
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void AddFlow(walltype* pWall, int nSpeed, int b, int nAngle)
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void AddFlow(walltype* pWall, int nSpeed, int b)
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{
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if (nFlowCount >= kMaxFlows || b < 2)
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return;
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