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Transfer flat-based damage (P_PlayerOnSpecialFlat) to 3D floors.
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3 changed files with 17 additions and 9 deletions
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@ -41,6 +41,7 @@
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#include "w_wad.h"
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#include "sc_man.h"
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#include "g_level.h"
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#include "p_terrain.h"
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#include "r_data/colormaps.h"
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#ifdef _3DFLOORS
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@ -341,8 +342,15 @@ void P_PlayerOnSpecial3DFloor(player_t* player)
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(player->mo->z + player->mo->height) < rover->bottom.plane->ZatPoint(player->mo->x, player->mo->y))
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continue;
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}
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if (rover->model->special || rover->model->damage) P_PlayerInSpecialSector(player, rover->model);
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// Apply sector specials
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if (rover->model->special || rover->model->damage)
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P_PlayerInSpecialSector(player, rover->model);
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// Apply flat specials (using the ceiling!)
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P_PlayerOnSpecialFlat(
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player, TerrainTypes[rover->model->GetTexture(sector_t::ceiling)]);
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break;
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}
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}
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@ -718,12 +718,6 @@ void P_GiveSecret(AActor *actor, bool printmessage, bool playsound, int sectornu
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void P_PlayerOnSpecialFlat (player_t *player, int floorType)
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{
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if (player->mo->z > player->mo->Sector->floorplane.ZatPoint (
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player->mo->x, player->mo->y) &&
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!player->mo->waterlevel)
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{ // Player is not touching the floor
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return;
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}
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if (Terrains[floorType].DamageAmount &&
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!(level.time & Terrains[floorType].DamageTimeMask))
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{
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@ -2535,7 +2535,13 @@ void P_PlayerThink (player_t *player)
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{
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P_PlayerInSpecialSector (player);
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}
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P_PlayerOnSpecialFlat (player, P_GetThingFloorType (player->mo));
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if (player->mo->z <= player->mo->Sector->floorplane.ZatPoint(
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player->mo->x, player->mo->y) ||
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player->mo->waterlevel)
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{
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// Player must be touching the floor
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P_PlayerOnSpecialFlat(player, P_GetThingFloorType(player->mo));
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}
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if (player->mo->velz <= -player->mo->FallingScreamMinSpeed &&
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player->mo->velz >= -player->mo->FallingScreamMaxSpeed && !player->morphTics &&
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player->mo->waterlevel == 0)
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