Commit graph

9847 commits

Author SHA1 Message Date
Christoph Oelckers
88b660a70d - removed compat.h entirely, all that was left was redundant #includes. 2021-12-26 23:10:07 +01:00
Christoph Oelckers
91cdd82c8a - removed all #include "compat.h" except the one in build.h
Still all compiles fine.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
6db1ba47c2 - SW: fixed some savegame issues:
* the saveable tables were initialized too late when reading in the actors.
* the abort messages for the saveables did not show. We need to use I_FatalError here, plus some actor list modifications to make this work.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
ae622274bd - SW: clear pointer holding variables in TerminateLevel.
Some survive the level transition and would point to invalid data.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
a4ff7e5bd4 - SW: added some null checks to the SO interpolation code.
It looks like this was able to access deleted sprites - by only checking for the index this never registered as a problem, but with pointers it does.
2021-12-26 23:10:07 +01:00
Christoph Oelckers
a23d2ae656 - fixed OOB access in pushmove.
The backwards search loop starts at one element behind the data it is supposed to check. If this is the last wall in the map it accesses undefined memory.

This tripped the range check in TArray for wall[].
2021-12-26 23:10:06 +01:00
Mitchell Richters
4562a0ca97 - SW: Add some nullptr checks to some inlines to prevent noclip crashes. 2021-12-26 23:10:06 +01:00
Mitchell Richters
3b099e09cd - SW: Tidy some ‘newsect’ may be used uninitialized warnings from GCC. 2021-12-26 23:10:06 +01:00
Mitchell Richters
9e51f911ab - Blood: Clear writing to an object of type ‘class TObjPtr<Blood::DBloodActor*>’ with ‘private’ member ‘TObjPtr<Blood::DBloodActor*>::<anonymous>’ warning under GCC. 2021-12-26 23:10:06 +01:00
Mitchell Richters
2f567bdb74 - Exhumed: Fix two signed/unsigned comparison warnings in PlayFX2().
* Lines in question:
** 606 | if (chan->SoundID == nSound + 1)
** 621 | if (chan->SoundID == nSound + 1)
* All data sent to `PlayFX2()` and functions that wrap `PlayFX2()` are signed values, so keep signed all the way through.
2021-12-26 23:10:06 +01:00
Mitchell Richters
a4d165a84e - Tidy some specified bound equals destination size warnings from GCC. 2021-12-26 23:10:05 +01:00
Christoph Oelckers
b89bba5ed1 - Duke: DDukeActor::setActiveCrane must also clear ownerActor.
Apparently something in the crane code can cause a condition where this wasn't cleared before grabbing a player.
Formerly these two were the same variable but had to be separated.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
9e94573ae3 - free the current level before taking down other things on exit.
Nor doing so can cause memory corruption when the object hierarchy gets deleted later which may still reference some stale data.
2021-12-26 23:10:05 +01:00
Christoph Oelckers
d8ccfa1a5f - cleaned up nextsectorneighborz, added a safe variant and use this in all places where the sector pointer is not validated. 2021-12-26 23:10:05 +01:00
Mitchell Richters
18bd2e4d07 - SW: Destroy actor in KillActor() after clearing the pointed to sprite, not before it.
* No idea if it matters but it seems logical that this is how it should be.
2021-12-26 23:10:05 +01:00
Mitchell Richters
65a55d3589 - SW: Tidy up function declarations where return type was on its own line. 2021-12-26 23:10:05 +01:00
Mitchell Richters
1ee1c0c920 Revert "- fixed: updatesectorneighborz may not return -1."
This reverts commit c074b0995648a4057c516e5646f5fe7a11719317.

* The commit notes talk about `updatesectorneighborz()`, but the change is applied to `nextsectorneighborz()`. Further to this, `nextsectorneighborz()` is only called from some ptr wrappers in `build.h` and they both test against `-1` return values.

```
inline sectortype* nextsectorneighborzptr(int16_t sectnum, int32_t refz, int16_t topbottom, int16_t direction)
{
	auto sect = nextsectorneighborz(sectnum, refz, topbottom, direction);
	return sect == -1? nullptr : &sector[sect];
}

inline sectortype* nextsectorneighborzptr(sectortype* sectp, int32_t refz, int16_t topbottom, int16_t direction)
{
	auto sect = nextsectorneighborz(sector.IndexOf(sectp), refz, topbottom, direction);
	return sect == -1? nullptr : &sector[sect];
}
```

* Also fixes broken Duke elevators and possibly a whole raft of issues.
2021-12-26 23:10:04 +01:00
Mitchell Richters
953c7e4ed6 - Blood: Fix some collision issues found following refactoring.
* Originating from 9a2ca3f392e29fe8df4167c271a7b04ab5e8959c "- use refactored Collision struct and clipmove in Blood, too.".
2021-12-26 23:10:04 +01:00
Christoph Oelckers
7b14aacdf4 - match alignment of NPOT flat textures to the software renderer
Tested in RR E1L4, sector 224+40, probably needs more checking in other places as well to confirm that it is correct there as well.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
b4a968841a - missing null check in Blood's map loader. 2021-12-26 23:10:04 +01:00
Christoph Oelckers
5e09a43e91 - added auto-patcher for overlapping wall ranges.
This is for cases where the proper sector can be found by looking at the walls' point2 links.
2021-12-26 23:10:04 +01:00
Christoph Oelckers
fee8df8a1b - fix range check for nextwall in map loader 2021-12-26 23:10:03 +01:00
Christoph Oelckers
177e84881e - added a warning for multiple sectors referencing the same walls.
RR E3L1 contains such a setup, for example.
2021-12-26 23:10:03 +01:00
Mitchell Richters
14b8eda436 - Get rid of some now irrelevant comments. 2021-12-26 23:10:03 +01:00
Christoph Oelckers
106ec53d1f - disabled sector splitter for now because it's broken and useless.
The entire section format needs to be redone for better triangulation so fixing this messy code is pointless.
2021-12-26 23:10:03 +01:00
Christoph Oelckers
8e2d324e85 - fixed: updatesectorneighborz may not return -1.
This value gets never validated by any caller and isn't really what is wanted in this situation.
2021-12-26 23:10:03 +01:00
Christoph Oelckers
74da3e5fa7 - added savegame support for the new actor management. 2021-12-26 23:10:03 +01:00
Mitchell Richters
2dda3ee505 - Tidy up some GCC warnings about ininitialised variables, memsetting non-trivial types and some others. 2021-12-26 23:10:02 +01:00
Mitchell Richters
38842994e0 - Remove the constructors from TObjPtr class.
They're not used in Raze and were preventing build issues under POSIX environment as you can't use constructor objects in anonymous aggregate types (unnamed structs, etc).
2021-12-26 23:10:02 +01:00
Christoph Oelckers
b8c4354691 - got rid of the MAX... constants and adjusted all places still using them. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
1a3b9f8ac0 - made several arrays holding sector related data dynamic. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
2a07159c8d - removed some unused and obsolete content from engine files. 2021-12-26 23:10:02 +01:00
Christoph Oelckers
923a2b6a79 - unlimit the number of sectors/walls for real.
All remaining 16 bit values storing indices have been widened to 32 bit.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
838bed7800 - final cleanup of sectnum related stuff.
Made sure that remaining uses of sector indices are safe to be kept and deleted a few redundant functions.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
6d432fca0a - made spritetype::sectnum a pointer. 2021-12-26 23:10:01 +01:00
Christoph Oelckers
6a43a270fa - use sectno() access function where we really need a sector index. 2021-12-26 23:10:01 +01:00
Christoph Oelckers
2d913982da - changed map loader to work without relying on spritetype::sectnum.
All access to this field is done through access functions now.
2021-12-26 23:10:01 +01:00
Christoph Oelckers
8ee5d1b0d7 - activated the garbage collector
This finally gets rid of all static storage for actors - so no more indices ever! :)
2021-12-26 23:10:00 +01:00
Christoph Oelckers
0dd756fa32 - added GC handling for all backend pointers in the map data.
GC is not active yet!
2021-12-26 23:10:00 +01:00
Christoph Oelckers
db240ea2b0 - GC support in SW.
- SW GC WIP
2021-12-26 23:10:00 +01:00
Christoph Oelckers
6cb260d916 - SW GC preparation commit noise. 2021-12-26 23:10:00 +01:00
Christoph Oelckers
1d371b8cbf - clear some data on init. 2021-12-26 23:09:59 +01:00
Christoph Oelckers
8dde6a3074 - Added GC support to Exhumed 2021-12-26 23:09:59 +01:00
Christoph Oelckers
138690d34e - do not use auto to make local copies of TObjPtr's.
This will just copy the object without performing the read barrier on the source data which is not what we want here.
For these assignments the type must be explicit.
2021-12-26 23:09:59 +01:00
Christoph Oelckers
38c8f2a3b8 - the last 16 bit limits in the new renderer. 2021-12-26 23:09:59 +01:00
Christoph Oelckers
16a8746971 - GC setup for Blood. 2021-12-26 23:09:58 +01:00
Christoph Oelckers
fa62b20d76 - GC setup for Duke. 2021-12-26 23:09:58 +01:00
Christoph Oelckers
5d09748af9 - Duke: added some null pointer checks. 2021-12-26 23:09:58 +01:00
Christoph Oelckers
42e4e9288f - deleted GetSpriteIndex.
It's not needed anymore.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
382689e0a7 - moved the FireProj struct into DDukeActor to avoid the rather expensive TMap code.
Later this can be moved to a dedicated subclass.
2021-12-26 23:09:58 +01:00
Christoph Oelckers
30786360bb - derive spritetype and tspritetype from a common base class to consolidate their common content. 2021-12-26 23:09:57 +01:00
Christoph Oelckers
b0ecf7e87b - unlimit the wall index in sections. 2021-12-26 23:09:57 +01:00
Christoph Oelckers
a2e280e188 - use wallsofsector in 4 more places.
# Conflicts:
#	source/build/src/polymost.cpp
2021-12-26 23:09:57 +01:00
Christoph Oelckers
588f88c9cc - migrated the actors to DObjects.
No GC yet, only the classes have been altered and some GC-related features been added.
Full switchover will require adding GC support to all data in the game.
2021-12-26 23:09:57 +01:00
Christoph Oelckers
8606045689 - Duke: made gamevars type safe and capable of managing actor pointers.
Also a few unrelated changes needed to make it compile again.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
d088ab05a9 - eliminate storage of actors in the sector's hitag for some of Duke's sector effectors.
Also demoted Blood's upperLink and lowerLink to DCoreActor pointers and use static_cast for access to avoid savegame problems. The core code cannot safely serialize a DBloodActor anymore.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
122a1f009d - moved gamevar storage to player and actor objects respectively.
For actors this eliminates the need to for sprite indices which was the intended goal. It also properly associates the gamevars with their owners.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
fa05cfbaf1 - use a real pointer in DSWActor for owner tracking. 2021-12-26 23:09:56 +01:00
Christoph Oelckers
ca10495d7c - Blood: back up player state before ending the level, not just before loading the new one.
The latter is too late, the player's actor data may already be stale and invalid here.
2021-12-26 23:09:56 +01:00
Christoph Oelckers
8a2385dd89 - actor clearing cleaned up.
We still need this until we can get rid of the static arrays...
2021-12-26 23:09:55 +01:00
Christoph Oelckers
c4d23188d5 - removed HitInfoBase::setFromEngine.
This value format no longer exists anywhere.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
cf9d733994 - deleted insertAllSprites. 2021-12-26 23:09:55 +01:00
Christoph Oelckers
d3b1e34d78 - moved sprite[], spriteext[] and spritesmooth[] into DCoreActor.
Also removed the last remaining sprite pointer in saveable data.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
4cecb6f955 - removed the old actor savegame code and instead implemented a virtual Serialize function.
This isn't hooked up yet, currently savegames are non-functional. They will come back once the global actor arrays are no longer relevant for maintenance.
2021-12-26 23:09:55 +01:00
Christoph Oelckers
e79cd8d87f - don't store sprite indices in walltype::portalnum 2021-12-26 23:09:54 +01:00
Christoph Oelckers
f855b1020f - actor lists refactored.
No more shorts, no more static arrays.
This was one of the biggest blockers for unlimiting the engine.
2021-12-26 23:09:54 +01:00
Christoph Oelckers
87ac9bee44 - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.

# Conflicts:
#	source/build/src/polymost.cpp
2021-12-26 23:09:54 +01:00
Christoph Oelckers
eaff9e359f - refactored the owner index in tspritetype.
This is now a separate type from spritetype which contains an actor pointer instead so that sprite display can be handled without requiring a static sprite array.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
793dd032b0 - getzrange cleanup. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
bcc532d36f - eliminated the getzrange wrapper. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
2541425b9d - getzrange is free of hack values, too. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
9d85859a80 - finally got rid of the 16 bit hack return value of clipmove. 2021-12-26 23:09:53 +01:00
Christoph Oelckers
d34a5179f1 - sprite cleanup in clip code.
Just using already available data instead of the indices.
2021-12-26 23:09:53 +01:00
Christoph Oelckers
19236b2526 - removed compatibility handling for the oldest level from hitscan.
This stuff isn't even slope aware so the only legitimate reason for keeping it would be demo playback.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
183f554733 - hitscan cleanup.
Also removed a bit of leftover TROR code.
2021-12-26 23:09:52 +01:00
Christoph Oelckers
8c90f48b61 - cleanup of neartag, plus direct return of a HitInfoBase struct. 2021-12-26 23:09:52 +01:00
Christoph Oelckers
e13a275cfc - got rid of the sole linear sprite iterator in Exhumed and deleted the iterator code entirely. 2021-12-26 23:09:52 +01:00
Christoph Oelckers
8c298de114 - Duke: replaced DukeLinearSpriteIterator and explicit loops over the sprite[] array. 2021-12-26 23:09:52 +01:00
Christoph Oelckers
6600f55543 - separate map loading from actor spawning for the other games, too.
It still uses the horribly messed up original spawn logic, though.
2021-12-26 23:09:51 +01:00
Christoph Oelckers
a3493048e7 - refactoring of spawn code to prepare for the other games.
Map hacks do not work in this commit!
2021-12-26 23:09:51 +01:00
Christoph Oelckers
ec888c097c - Blood: separated actor spawning from map loading. 2021-12-26 23:09:51 +01:00
Christoph Oelckers
e543c70439 - replacement of BloodLinearSpriteIterator
Preparation for eliminating sprite[]. This array can later be created by the actual spawn function.
2021-12-26 23:09:51 +01:00
Mitchell Richters
0c6e55d1b8 - Silence all the -Wuninitialized and -Wmaybe-uninitialized warnings relating to HitInfo objects passed through to functions by reference. 2021-12-26 23:09:50 +01:00
Mitch Richters
c6774d5efd - Duke/RR: Re-add micro-movement cancellation for RR's vehicles that was dropped in 466bc84697. 2021-12-26 23:09:50 +01:00
Christoph Oelckers
379c4f1a60 - merged the cansee wrapper into the actual function and added sector validation. 2021-12-26 23:09:50 +01:00
Christoph Oelckers
363d062685 - minor sanity check improvements. 2021-12-26 23:09:50 +01:00
Mitch Richters
12a0f587a3 - SW: Add nullptr check inside WarpSectorInfo() to prevent crashes while noclipping through level. 2021-12-26 23:09:50 +01:00
Mitch Richters
10e28b8a53 - SW: Add nullptr check inside ActorTrackDecide() for walltype's nextSector() to prevent crashes while noclipping through level. 2021-12-26 23:09:49 +01:00
Mitch Richters
5085dcd866 - SW: Add nullptr check inside DoPlayerHorizon() for canslopetilt to prevent crashes while noclipping through level. 2021-12-26 23:09:49 +01:00
Christoph Oelckers
e223466f4a - removed Interp_Sprite_Z.
This was redundant and interfered with the reworked automatic sprite interpolation.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
2654a19cfd - got rid of setspritez(x) and moved the implementation to SetActor(Z) without referencing the sprite array. 2021-12-26 23:09:49 +01:00
Christoph Oelckers
6773fa2189 - removed unused InitLists function.
# Conflicts:
#	source/build/src/engine.cpp
2021-12-26 23:09:49 +01:00
Christoph Oelckers
58cd933d74 - pass sprite array to map hack parser as parameter.
This will later allow it to work on temporaries.
2021-12-26 23:09:49 +01:00
Christoph Oelckers
5dfc79bdbe - MarkSectorSeen 2021-12-26 23:09:48 +01:00
Christoph Oelckers
f9b1164747 - use point2Wall wherever possible. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
83cf2f3baf -more index stuff. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
ee1b574830 - engine stuff 2021-12-26 23:09:48 +01:00
Christoph Oelckers
b663b8ea26 - wallptr reduction. 2021-12-26 23:09:48 +01:00
Christoph Oelckers
eb0f91e26b - pass sector pointer to render_camtex. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
a22634f228 - sectnum reduction. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
4c13f24357 - rename FBunch's sectnum because it complicated searching for other stuff. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
ed659df9d8 - pass sector pointer to Polymost's SectorVisibility function. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
34373e9c70 - fixed use of wrong indexing function. 2021-12-26 23:09:47 +01:00
Christoph Oelckers
73243f95bb - make Blood's burn source a pointer. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
3a44f168e0 - Blood: Fix DeleteSprite 2021-12-26 23:09:46 +01:00
Christoph Oelckers
9213eae606 - deleted unused functions. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
a59173ac31 - SW: fixed DeleteNoSoundOwner still checking for sprites as sound origins. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
0a9792ac28 - adapted SW's sound system to actors. 2021-12-26 23:09:46 +01:00
Christoph Oelckers
221d9fe28e - adapted Duke's and Exhumed's sound code to directly work with actors.
This was already wrapped so all that needed to be done was removing the wrapper.
2021-12-26 23:09:46 +01:00
Christoph Oelckers
97b19a5cb1 - adapted Blood's sound engine to using actors.
Note: Savegames won't work on this commit for the other games!
2021-12-26 23:09:45 +01:00
Christoph Oelckers
75b36cbd1c - Duke: made player.i a real pointer
How could I overlook this one.
2021-12-26 23:09:45 +01:00
Christoph Oelckers
d33ae89c4a - minor backend cleanup. 2021-12-26 23:09:45 +01:00
Christoph Oelckers
befc4572e9 - minimal backend array removal. 2021-12-26 23:09:45 +01:00
Christoph Oelckers
6cecd85cf6 - removed the deprecated interfaces from coreactor.h 2021-12-26 23:09:44 +01:00
Christoph Oelckers
b7a5ea8ef6 - moved some common utilities into the backend. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
bbb860ccf3 - consolidate the iterators in the backend.
Using a template class that can adapt to the game specific types.
2021-12-26 23:09:44 +01:00
Christoph Oelckers
12f6b05cbe - use access functions, all done by search & replace. 2021-12-26 23:09:44 +01:00
Christoph Oelckers
6748a39c8f - deprecate the sector index variant of pushmove 2021-12-26 23:09:43 +01:00
Christoph Oelckers
2aefe4398b - sector[tspr->sectnum] globally replaced. 2021-12-26 23:09:43 +01:00
Christoph Oelckers
02ef323086 - SW: handle getzrangepoint 2021-12-26 23:09:43 +01:00
Christoph Oelckers
53be5d1622 - use a sector pointer in FAFgetzrange. 2021-12-26 23:09:43 +01:00
Christoph Oelckers
70d7e81f4f - adapted getzrange to the new interface.
This was mainly removing game side solutions in favor of a common one in the backend.
2021-12-26 23:09:42 +01:00
Christoph Oelckers
729076b79d - adapted neartag in SW and Exhumed. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
91e2391911 - adapted neartag in Duke. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
1840ab0d05 - deal with a few ->sectnum's in SW. 2021-12-26 23:09:42 +01:00
Christoph Oelckers
321608e5ac - made cursectnum et. al. real pointers. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
f19f656dd9 - deal with SW's Warp functions. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
10d0ea29ce - renamed some sectnum variables. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
ef6bc9db56 - do the remaining clipmove calls. 2021-12-26 23:09:41 +01:00
Christoph Oelckers
bdbb3b4004 - handled the main actor movement functions. 2021-12-26 23:09:40 +01:00
Christoph Oelckers
afd05add96 - adapted several clipmove calls in SW. 2021-12-26 23:09:40 +01:00
Christoph Oelckers
c0b0b00f96 fixed collision access. 2021-12-26 23:09:09 +01:00
Christoph Oelckers
30f36e4871 - use backend's collision struct in SW. 2021-12-26 23:08:58 +01:00
Christoph Oelckers
b3bbf8932e - same procedure for Exhumed. 2021-12-26 23:08:58 +01:00
Christoph Oelckers
8ce34c7772 - use refactored Collision struct and clipmove in Blood, too. 2021-12-26 23:08:57 +01:00
Christoph Oelckers
4788c7ba5e - made Collision derive from a common base class and refactored clipmove to a single engine-side entry point.
Done for Doom so far.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
96b9572905 - moved parts of the HitInfo subclasses into the backend.
All the game code now needs to do is a single 'using' statement.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
a5ccd2ccd2 - adapted FAFhitscan to the new backend API.
Lots of search & replace to change the names of the HitInfo struct, no manual edits outside of FAFhitscan.
2021-12-26 23:08:57 +01:00
Christoph Oelckers
3f43f48b57 - adapted all SW hitscan calls outside of FAFhitscan. 2021-12-26 23:08:56 +01:00
Christoph Oelckers
4bfb03b6b3 - adapted hitscan calls in Exhumed. 2021-12-26 23:08:56 +01:00
Christoph Oelckers
10dce7dd2d - adapted all hitscan calls in Duke/RR. 2021-12-26 23:08:56 +01:00
Christoph Oelckers
129ce0aea8 - migrated Blood's hitscan calls and its global gHitInfo struct. 2021-12-26 23:08:56 +01:00
Christoph Oelckers
9380819e4e - initialize actorArray for all games.
- the foundation for an actor aware backend.
2021-12-26 23:08:56 +01:00
Christoph Oelckers
52c80f187a - added coreactor.h 2021-12-26 23:08:55 +01:00
Christoph Oelckers
e526686d1e - the really final ones. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
7dd2f79676 - the final ones before moving to the backend. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
33d2d80c42 - sector references in remote, some cursectnum replacements. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
104e80e34a - NEAR_TAG_LIST, also deleted useless OperateWall code. 2021-12-26 23:08:55 +01:00
Christoph Oelckers
b7cfb07245 - all sectnums that can trivially be replaced.
Most of the rest is in backend calling code and should be done while cleaning up the backend API.
2021-12-26 23:08:54 +01:00
Christoph Oelckers
19f8458f01 - FindCeilingView, FindFloorView and related things. 2021-12-26 23:08:54 +01:00