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Make the firelines fudging more "streamlined"
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parent
3923039a1b
commit
4b10177e46
2 changed files with 8 additions and 7 deletions
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@ -1320,19 +1320,15 @@ void P_LoadSegs (MapData * map)
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if (delta_angle >= 1.)
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if (delta_angle >= 1.)
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{
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{
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double dis = (li->v2->fPos() - li->v1->fPos()).Length();
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double dis = (li->v2->fPos() - li->v1->fPos()).Length();
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DVector2 delta = seg_angle.ToVector();
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DVector2 delta = seg_angle.ToVector(dis);
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if ((vnum2 > vnum1) && (vertchanged[vnum2] == 0))
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if ((vnum2 > vnum1) && (vertchanged[vnum2] == 0))
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{
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{
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li->v2->set(
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li->v2->set(li->v1->fPos() + delta);
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li->v1->fX() + dis * delta.X,
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li->v1->fY() + dis * delta.Y);
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vertchanged[vnum2] = 1; // this was changed
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vertchanged[vnum2] = 1; // this was changed
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}
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}
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else if (vertchanged[vnum1] == 0)
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else if (vertchanged[vnum1] == 0)
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{
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{
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li->v1->set(
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li->v1->set(li->v2->fPos() - delta);
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li->v2->fX() - dis * delta.X,
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li->v2->fY() - dis * delta.Y);
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vertchanged[vnum1] = 1; // this was changed
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vertchanged[vnum1] = 1; // this was changed
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}
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}
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}
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}
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@ -118,6 +118,11 @@ public:
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p.Y = y;
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p.Y = y;
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}
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}
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void set(const DVector2 &pos)
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{
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p = pos;
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}
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double fX() const
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double fX() const
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{
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{
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return p.X;
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return p.X;
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