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game: use defines for DOOR_ANIMATED and DOOR_ANIMATED_FAST
Based on: * https://github.com/id-Software/quake2-rerelease-dll/blob/main/rerelease/g_func.cpp
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d08500643d
commit
75b05838a1
1 changed files with 7 additions and 4 deletions
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@ -43,10 +43,13 @@
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#define DOOR_REVERSE 2
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#define DOOR_CRUSHER 4
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#define DOOR_NOMONSTER 8
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#define DOOR_ANIMATED 16
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#define DOOR_TOGGLE 32
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#define DOOR_ANIMATED_FAST 64
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#define DOOR_X_AXIS 64
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#define DOOR_Y_AXIS 128
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#define DOOR_INACTIVE 8192
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#define DOOR_SAFE_OPEN 0x20000
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#define AccelerationDistance(target, rate) (target * ((target / rate) + 1) / 2)
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@ -1715,7 +1718,7 @@ SP_func_rotating(edict_t *ent)
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ent->use(ent, NULL, NULL);
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}
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if (ent->spawnflags & 64)
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if (ent->spawnflags & DOOR_ANIMATED_FAST)
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{
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ent->s.effects |= EF_ANIM_ALL;
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}
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@ -2709,12 +2712,12 @@ SP_func_door(edict_t *ent)
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VectorCopy(ent->pos2, ent->moveinfo.end_origin);
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VectorCopy(ent->s.angles, ent->moveinfo.end_angles);
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if (ent->spawnflags & 16)
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if (ent->spawnflags & DOOR_ANIMATED)
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{
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ent->s.effects |= EF_ANIM_ALL;
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}
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if (ent->spawnflags & 64)
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if (ent->spawnflags & DOOR_ANIMATED_FAST)
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{
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ent->s.effects |= EF_ANIM_ALLFAST;
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}
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@ -2916,7 +2919,7 @@ SP_func_door_rotating(edict_t *ent)
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VectorCopy(ent->s.origin, ent->moveinfo.end_origin);
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VectorCopy(ent->pos2, ent->moveinfo.end_angles);
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if (ent->spawnflags & 16)
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if (ent->spawnflags & DOOR_ANIMATED)
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{
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ent->s.effects |= EF_ANIM_ALL;
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}
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