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https://github.com/DrBeef/Raze.git
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264 lines
7.6 KiB
C++
264 lines
7.6 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020 Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "interpolate.h"
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#include "xs_Float.h"
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#include "serializer.h"
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#include "gamecvars.h"
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struct Interpolation
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{
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double old, bak;
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int index;
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int type;
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DCoreActor* actor;
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};
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static TArray<Interpolation> interpolations;
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double Get(int index, DCoreActor* actor, int type)
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{
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switch(type)
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{
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case Interp_Sect_Floorz: return sector[index].floorz;
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case Interp_Sect_Ceilingz: return sector[index].ceilingz;
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case Interp_Sect_Floorheinum: return sector[index].floorheinum;
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case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
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case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
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case Interp_Sect_FloorPanY: return sector[index].floorypan_;
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case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
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case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
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case Interp_Wall_X: return wall[index].pos.X;
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case Interp_Wall_Y: return wall[index].pos.Y;
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case Interp_Wall_PanX: return wall[index].xpan_;
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case Interp_Wall_PanY: return wall[index].ypan_;
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case Interp_Sprite_Z: return !actor? 0 : actor->spr.pos.Z;
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default: return 0;
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}
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}
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void Set(int index, DCoreActor* actor, int type, double val)
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{
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double old;
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switch(type)
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{
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case Interp_Sect_Floorz: sector[index].setfloorz(val); break;
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case Interp_Sect_Ceilingz: sector[index].setceilingz(val); break;
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case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
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case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
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case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
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case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
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case Interp_Wall_X: old = wall[index].pos.X; wall[index].pos.X = val; if (wall[index].pos.X != old) wall[index].moved(); break;
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case Interp_Wall_Y: old = wall[index].pos.Y; wall[index].pos.Y = val; if (wall[index].pos.Y != old) wall[index].moved(); break;
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case Interp_Wall_PanX: wall[index].xpan_ = float(val); break;
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case Interp_Wall_PanY: wall[index].ypan_ = float(val); break;
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case Interp_Sprite_Z: if (actor) actor->spr.pos.Z = val; break;
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}
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}
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void StartInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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return;
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}
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int n = interpolations.Reserve(1);
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interpolations[n].index = index;
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interpolations[n].actor = nullptr;
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interpolations[n].type = type;
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interpolations[n].old = Get(index, nullptr, type);
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}
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void StopInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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{
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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return;
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}
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}
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}
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void StartInterpolation(DCoreActor* actor, int type)
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{
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assert(type == Interp_Sprite_Z);
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].actor == actor && interpolations[i].type == type)
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return;
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}
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int n = interpolations.Reserve(1);
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interpolations[n].index = -1;
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interpolations[n].actor = actor;
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interpolations[n].type = type;
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interpolations[n].old = Get(-1, actor, type);
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}
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void StopInterpolation(DCoreActor* actor, int type)
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{
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assert(type == Interp_Sprite_Z);
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].actor == actor && interpolations[i].type == type)
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{
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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return;
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}
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}
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}
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void UpdateInterpolations()
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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interpolations[i].old = Get(interpolations[i].index, interpolations[i].actor, interpolations[i].type);
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}
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}
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void DoInterpolations(double interpfrac)
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{
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if (!cl_interpolate) return;
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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double bak;
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interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].actor, interpolations[i].type);
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double old = interpolations[i].old;
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if (interpolations[i].type < Interp_Pan_First || fabs(bak-old) < 128.)
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{
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Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, old + (bak - old) * interpfrac);
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}
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else
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{
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// with the panning types we need to check for potential wraparound.
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if (bak < old) bak += 256.;
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else old += 256;
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double cur = old + (bak - old) * interpfrac;
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if (cur >= 256.) cur -= 256.;
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Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, cur);
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}
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}
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}
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void RestoreInterpolations()
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{
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if (!cl_interpolate) return;
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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Set(interpolations[i].index, interpolations[i].actor, interpolations[i].type, interpolations[i].bak);
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}
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}
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void ClearInterpolations()
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{
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interpolations.Clear();
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}
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void ClearMovementInterpolations()
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{
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// This clears all movement interpolations. Needed for Blood which destroys its interpolations each frame.
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for (unsigned i = 0; i < interpolations.Size();)
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{
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switch (interpolations[i].type)
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{
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case Interp_Sect_Floorz:
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case Interp_Sect_Ceilingz:
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case Interp_Sect_Floorheinum:
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case Interp_Sect_Ceilingheinum:
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case Interp_Wall_X:
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case Interp_Wall_Y:
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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break;
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default:
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i++;
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break;
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}
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}
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}
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void setsectinterpolate(sectortype* sect)
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{
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for (auto&wal : sect->walls)
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{
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StartInterpolation(&wal, Interp_Wall_X);
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StartInterpolation(&wal, Interp_Wall_Y);
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if (wal.twoSided())
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{
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auto nwal = wal.nextWall();
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StartInterpolation(nwal, Interp_Wall_X);
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StartInterpolation(nwal, Interp_Wall_Y);
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nwal = nwal->point2Wall();
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StartInterpolation(nwal, Interp_Wall_X);
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StartInterpolation(nwal, Interp_Wall_Y);
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}
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}
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}
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void clearsectinterpolate(sectortype* sect)
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{
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for (auto& wal : sect->walls)
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{
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StopInterpolation(&wal, Interp_Wall_X);
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StopInterpolation(&wal, Interp_Wall_Y);
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if (wal.twoSided())
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{
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StopInterpolation(wal.nextWall(), Interp_Wall_X);
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StopInterpolation(wal.nextWall(), Interp_Wall_Y);
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}
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}
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("index", w.index)
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("actor", w.actor)
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("type", w.type)
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.EndObject();
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}
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if (arc.isReading())
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{
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w.old = Get(w.index, w.actor, w.type);
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}
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return arc;
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}
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void SerializeInterpolations(FSerializer& arc)
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{
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arc("interpolations", interpolations);
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}
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