mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-11 23:32:02 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
072db7920d
2 changed files with 113 additions and 12 deletions
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@ -3529,7 +3529,8 @@ enum
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APROP_ReactionTime = 37,
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APROP_ReactionTime = 37,
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APROP_MeleeRange = 38,
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APROP_MeleeRange = 38,
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APROP_ViewHeight = 39,
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APROP_ViewHeight = 39,
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APROP_AttackZOffset = 40
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APROP_AttackZOffset = 40,
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APROP_StencilColor = 41
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};
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};
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// These are needed for ACS's APROP_RenderStyle
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// These are needed for ACS's APROP_RenderStyle
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@ -3755,6 +3756,10 @@ void DLevelScript::DoSetActorProperty (AActor *actor, int property, int value)
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static_cast<APlayerPawn *>(actor)->AttackZOffset = value;
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static_cast<APlayerPawn *>(actor)->AttackZOffset = value;
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break;
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break;
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case APROP_StencilColor:
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actor->SetShade(value);
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break;
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default:
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default:
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// do nothing.
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// do nothing.
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break;
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break;
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@ -3852,6 +3857,7 @@ int DLevelScript::GetActorProperty (int tid, int property, const SDWORD *stack,
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case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound, stack, stackdepth);
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case APROP_ActiveSound: return GlobalACSStrings.AddString(actor->ActiveSound, stack, stackdepth);
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case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
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case APROP_Species: return GlobalACSStrings.AddString(actor->GetSpecies(), stack, stackdepth);
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case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
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case APROP_NameTag: return GlobalACSStrings.AddString(actor->GetTag(), stack, stackdepth);
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case APROP_StencilColor:return actor->fillcolor;
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default: return 0;
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default: return 0;
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}
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}
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@ -3898,6 +3904,7 @@ int DLevelScript::CheckActorProperty (int tid, int property, int value)
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case APROP_MeleeRange:
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case APROP_MeleeRange:
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case APROP_ViewHeight:
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case APROP_ViewHeight:
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case APROP_AttackZOffset:
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case APROP_AttackZOffset:
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case APROP_StencilColor:
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return (GetActorProperty(tid, property, NULL, 0) == value);
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return (GetActorProperty(tid, property, NULL, 0) == value);
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// Boolean values need to compare to a binary version of value
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// Boolean values need to compare to a binary version of value
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@ -7874,14 +7881,22 @@ scriptwait:
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case PCD_GETSECTORCEILINGZ:
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case PCD_GETSECTORCEILINGZ:
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// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
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// Arguments are (tag, x, y). If you don't use slopes, then (x, y) don't
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// really matter and can be left as (0, 0) if you like.
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// really matter and can be left as (0, 0) if you like.
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// [Dusk] If tag = 0, then this returns the z height at whatever sector
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// is in x, y.
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{
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{
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int secnum = P_FindSectorFromTag (STACK(3), -1);
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int tag = STACK(3);
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int secnum;
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fixed_t x = STACK(2) << FRACBITS;
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fixed_t y = STACK(1) << FRACBITS;
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fixed_t z = 0;
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fixed_t z = 0;
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if (tag != 0)
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secnum = P_FindSectorFromTag (tag, -1);
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else
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secnum = P_PointInSector (x, y) - sectors;
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if (secnum >= 0)
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if (secnum >= 0)
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{
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{
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fixed_t x = STACK(2) << FRACBITS;
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fixed_t y = STACK(1) << FRACBITS;
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if (pcd == PCD_GETSECTORFLOORZ)
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if (pcd == PCD_GETSECTORFLOORZ)
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{
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{
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z = sectors[secnum].floorplane.ZatPoint (x, y);
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z = sectors[secnum].floorplane.ZatPoint (x, y);
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100
src/p_user.cpp
100
src/p_user.cpp
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@ -65,6 +65,8 @@ CVAR (Bool, cl_noprediction, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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static player_t PredictionPlayerBackup;
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static player_t PredictionPlayerBackup;
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static BYTE PredictionActorBackup[sizeof(AActor)];
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static BYTE PredictionActorBackup[sizeof(AActor)];
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static TArray<sector_t *> PredictionTouchingSectorsBackup;
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static TArray<sector_t *> PredictionTouchingSectorsBackup;
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static TArray<AActor *> PredictionSectorListBackup;
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static TArray<msecnode_t *> PredictionSector_sprev_Backup;
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// [GRB] Custom player classes
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// [GRB] Custom player classes
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TArray<FPlayerClass> PlayerClasses;
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TArray<FPlayerClass> PlayerClasses;
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@ -2661,15 +2663,41 @@ void P_PredictPlayer (player_t *player)
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player->cheats |= CF_PREDICTING;
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player->cheats |= CF_PREDICTING;
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// The ordering of the touching_sectorlist needs to remain unchanged
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// The ordering of the touching_sectorlist needs to remain unchanged
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// Also store a copy of all previous sector_thinglist nodes
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msecnode_t *mnode = act->touching_sectorlist;
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msecnode_t *mnode = act->touching_sectorlist;
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msecnode_t *snode;
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PredictionSector_sprev_Backup.Clear();
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PredictionTouchingSectorsBackup.Clear ();
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PredictionTouchingSectorsBackup.Clear ();
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while (mnode != NULL)
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while (mnode != NULL)
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{
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{
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PredictionTouchingSectorsBackup.Push (mnode->m_sector);
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PredictionTouchingSectorsBackup.Push (mnode->m_sector);
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for (snode = mnode->m_sector->touching_thinglist; snode; snode = snode->m_snext)
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{
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if (snode->m_thing == act)
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{
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PredictionSector_sprev_Backup.Push(snode->m_sprev);
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break;
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}
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}
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mnode = mnode->m_tnext;
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mnode = mnode->m_tnext;
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}
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}
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// Keep an ordered list off all actors in the linked sector.
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PredictionSectorListBackup.Clear();
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if (!(act->flags & MF_NOSECTOR))
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{
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AActor *link = act->Sector->thinglist;
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while (link != NULL)
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{
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PredictionSectorListBackup.Push(link);
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link = link->snext;
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}
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}
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// Blockmap ordering also needs to stay the same, so unlink the block nodes
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// Blockmap ordering also needs to stay the same, so unlink the block nodes
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// without releasing them. (They will be used again in P_UnpredictPlayer).
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// without releasing them. (They will be used again in P_UnpredictPlayer).
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FBlockNode *block = act->BlockNode;
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FBlockNode *block = act->BlockNode;
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@ -2701,6 +2729,7 @@ void P_UnPredictPlayer ()
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if (player->cheats & CF_PREDICTING)
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if (player->cheats & CF_PREDICTING)
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{
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{
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unsigned int i;
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AActor *act = player->mo;
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AActor *act = player->mo;
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AActor *savedcamera = player->camera;
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AActor *savedcamera = player->camera;
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@ -2710,23 +2739,80 @@ void P_UnPredictPlayer ()
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// could cause it to change during prediction.
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// could cause it to change during prediction.
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player->camera = savedcamera;
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player->camera = savedcamera;
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act->UnlinkFromWorld ();
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act->UnlinkFromWorld();
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memcpy (&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x-(BYTE *)act));
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memcpy(&act->x, PredictionActorBackup, sizeof(AActor)-((BYTE *)&act->x - (BYTE *)act));
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// Make the sector_list match the player's touching_sectorlist before it got predicted.
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// Make the sector_list match the player's touching_sectorlist before it got predicted.
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P_DelSeclist (sector_list);
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P_DelSeclist(sector_list);
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sector_list = NULL;
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sector_list = NULL;
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for (unsigned int i = PredictionTouchingSectorsBackup.Size (); i-- > 0; )
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for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
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{
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{
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sector_list = P_AddSecnode (PredictionTouchingSectorsBackup[i], act, sector_list);
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sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
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}
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}
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// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
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// The blockmap ordering needs to remain unchanged, too. Right now, act has the right
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// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
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// pointers, so temporarily set its MF_NOBLOCKMAP flag so that LinkToWorld() does not
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// mess with them.
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// mess with them.
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{
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DWORD keepflags = act->flags;
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act->flags |= MF_NOBLOCKMAP;
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act->flags |= MF_NOBLOCKMAP;
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act->LinkToWorld ();
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act->LinkToWorld();
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act->flags &= ~MF_NOBLOCKMAP;
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act->flags = keepflags;
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}
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// Restore sector links.
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if (!(act->flags & MF_NOSECTOR))
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{
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sector_t *sec = act->Sector;
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AActor *me, *next;
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AActor **link;// , **prev;
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// The thinglist is just a pointer chain. We are restoring the exact same things, so we can NULL the head safely
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sec->thinglist = NULL;
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for (i = PredictionSectorListBackup.Size(); i-- > 0;)
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{
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me = PredictionSectorListBackup[i];
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link = &sec->thinglist;
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next = *link;
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if ((me->snext = next))
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next->sprev = &me->snext;
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me->sprev = link;
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*link = me;
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}
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msecnode_t *snode;
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// Restore sector thinglist order
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for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
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{
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// If we were already the head node, then nothing needs to change
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if (PredictionSector_sprev_Backup[i] == NULL)
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continue;
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for (snode = PredictionTouchingSectorsBackup[i]->touching_thinglist; snode; snode = snode->m_snext)
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{
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if (snode->m_thing == act)
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{
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if (snode->m_sprev)
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snode->m_sprev->m_snext = snode->m_snext;
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else
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snode->m_sector->touching_thinglist = snode->m_snext;
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if (snode->m_snext)
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snode->m_snext->m_sprev = snode->m_sprev;
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snode->m_sprev = PredictionSector_sprev_Backup[i];
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// At the moment, we don't exist in the list anymore, but we do know what our previous node is, so we set its current m_snext->m_sprev to us.
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if (snode->m_sprev->m_snext)
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snode->m_sprev->m_snext->m_sprev = snode;
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snode->m_snext = snode->m_sprev->m_snext;
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snode->m_sprev->m_snext = snode;
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break;
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}
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}
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}
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}
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// Now fix the pointers in the blocknode chain
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// Now fix the pointers in the blocknode chain
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FBlockNode *block = act->BlockNode;
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FBlockNode *block = act->BlockNode;
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