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- the last remaining set_int_z calls in SW.
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6b06d37d14
commit
c7c9ab52ce
4 changed files with 9 additions and 9 deletions
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@ -634,9 +634,9 @@ void analyzesprites(tspriteArray& tsprites, int viewx, int viewy, int viewz, int
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// workaround for mines and floor decals beneath the floor
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if (tsp->picnum == BETTY_R0 || tsp->picnum == FLOORBLOOD1)
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{
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int32_t const florz = getflorzofslopeptr(tActor->sector(), tActor->int_pos().X, tActor->int_pos().Y);
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if (tActor->int_pos().Z > florz)
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tsp->set_int_z(florz);
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double const florz = getflorzofslopeptrf(tActor->sector(), tActor->spr.pos);
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if (tActor->spr.pos.Z > florz)
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tsp->pos.Z = florz;
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}
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if (r_shadows && (tActor->user.Flags & SPR_SHADOW))
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@ -334,7 +334,7 @@ void SpawnFloorSplash(DSWActor* actor)
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int DoBloodSpray(DSWActor* actor)
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{
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int cz,fz;
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double cz,fz;
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if (actor->user.Flags & (SPR_UNDERWATER))
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{
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@ -356,9 +356,9 @@ int DoBloodSpray(DSWActor* actor)
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getzsofslopeptr(actor->sector(), actor->spr.pos, &cz, &fz);
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// pretend like we hit a sector
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if (actor->int_pos().Z >= fz)
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if (actor->spr.pos.Z >= fz)
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{
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actor->set_int_z(fz);
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actor->spr.pos.Z = fz;
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SpawnFloorSplash(actor);
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KillActor(actor);
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return true;
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@ -247,7 +247,7 @@ void SpikeAlign(DSWActor* actor)
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void MoveSpritesWithSpike(sectortype* sect)
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{
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int cz,fz;
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double cz,fz;
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SWSectIterator it(sect);
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while (auto actor = it.Next())
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@ -259,7 +259,7 @@ void MoveSpritesWithSpike(sectortype* sect)
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continue;
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getzsofslopeptr(sect, actor->spr.pos, &cz, &fz);
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actor->set_int_z(fz);
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actor->spr.pos.Z = fz;
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}
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}
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@ -9731,7 +9731,7 @@ void SpawnBreakStaticFlames(DSWActor* actor)
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actorNew->user.Radius = 200;
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actorNew->user.floor_dist = actorNew->user.ceiling_dist = 0;
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actorNew->set_int_z(getflorzofslopeptr(actorNew->sector(), actorNew->int_pos().X, actorNew->int_pos().Y));
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actorNew->spr.pos.Z = getflorzofslopeptrf(actorNew->sector(), actorNew->spr.pos);
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PlaySound(DIGI_FIRE1,actorNew,v3df_dontpan|v3df_doppler);
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}
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