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- more direct native functions for sector utilities.
This commit is contained in:
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e3c13fe193
commit
62efe11a85
8 changed files with 128 additions and 127 deletions
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@ -264,7 +264,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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targheight = FindHighestCeilingSurrounding (sec, &spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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@ -300,13 +300,13 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot) + height;
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targheight = FindHighestFloorSurrounding (sec, &spot) + height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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targheight = FindHighestFloorSurrounding (sec, &spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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@ -326,25 +326,25 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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targheight = FindNextLowestCeiling (sec, &spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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targheight = FindNextHighestCeiling (sec, &spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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targheight = FindLowestCeilingSurrounding (sec, &spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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targheight = FindLowestCeilingSurrounding (sec, &spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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@ -362,7 +362,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilLowerToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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targheight = FindHighestCeilingSurrounding (sec, &spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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@ -359,7 +359,7 @@ DDoor::DDoor (sector_t *sec, EVlDoor type, double speed, int delay, int lightTag
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{
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case doorClose:
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m_Direction = -1;
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height = sec->FindLowestCeilingSurrounding (&spot);
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height = FindLowestCeilingSurrounding (sec, &spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
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DoorSound (false);
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break;
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@ -367,7 +367,7 @@ DDoor::DDoor (sector_t *sec, EVlDoor type, double speed, int delay, int lightTag
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case doorOpen:
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case doorRaise:
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m_Direction = 1;
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height = sec->FindLowestCeilingSurrounding (&spot);
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height = FindLowestCeilingSurrounding (sec, &spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
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if (m_TopDist != sec->ceilingplane.fD())
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DoorSound (true);
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@ -381,7 +381,7 @@ DDoor::DDoor (sector_t *sec, EVlDoor type, double speed, int delay, int lightTag
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case doorWaitRaise:
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m_Direction = 2;
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height = sec->FindLowestCeilingSurrounding (&spot);
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height = FindLowestCeilingSurrounding (sec, &spot);
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m_TopDist = sec->ceilingplane.PointToDist (spot, height - 4);
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break;
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@ -300,7 +300,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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{
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case DFloor::floorLowerToHighest:
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floor->m_Direction = -1;
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newheight = sec->FindHighestFloorSurrounding(&spot);
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newheight = FindHighestFloorSurrounding(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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// [RH] DOOM's turboLower type did this. I've just extended it
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// to be applicable to all LowerToHighest types.
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@ -310,14 +310,14 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorLowerToLowest:
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floor->m_Direction = -1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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newheight = FindLowestFloorSurrounding(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToNearest:
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//jff 02/03/30 support lowering floor to next lowest floor
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floor->m_Direction = -1;
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newheight = sec->FindNextLowestFloor(&spot);
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newheight = FindNextLowestFloor(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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@ -347,7 +347,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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height = 8;
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case DFloor::floorRaiseToLowestCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingSurrounding(&spot) - height;
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newheight = FindLowestCeilingSurrounding(sec, &spot) - height;
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ceilingheight = FindLowestCeilingPoint(sec, &spot2);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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if (sec->floorplane.ZatPointDist(spot2, floor->m_FloorDestDist) > ceilingheight)
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@ -356,19 +356,19 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorRaiseToHighest:
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floor->m_Direction = 1;
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newheight = sec->FindHighestFloorSurrounding(&spot);
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newheight = FindHighestFloorSurrounding(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToNearest:
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floor->m_Direction = 1;
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newheight = sec->FindNextHighestFloor(&spot);
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newheight = FindNextHighestFloor(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorRaiseToLowest:
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floor->m_Direction = 1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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newheight = FindLowestFloorSurrounding(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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@ -386,7 +386,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorLowerToLowestCeiling:
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingSurrounding(&spot);
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newheight = FindLowestCeilingSurrounding(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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@ -431,7 +431,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorLowerAndChange:
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floor->m_Direction = -1;
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newheight = sec->FindLowestFloorSurrounding(&spot);
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newheight = FindLowestFloorSurrounding(sec, &spot);
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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floor->m_Texture = sec->GetTexture(sector_t::floor);
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// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
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@ -1037,7 +1037,7 @@ bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
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// elevator down to next floor
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case DElevator::elevateDown:
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elevator->m_Direction = -1;
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newheight = sec->FindNextLowestFloor (&spot);
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newheight = FindNextLowestFloor (sec, &spot);
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elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
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newheight += sec->ceilingplane.ZatPoint(spot) - sec->floorplane.ZatPoint(spot);
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elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
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@ -1046,7 +1046,7 @@ bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
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// elevator up to next floor
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case DElevator::elevateUp:
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elevator->m_Direction = 1;
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newheight = sec->FindNextHighestFloor (&spot);
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newheight = FindNextHighestFloor (sec, &spot);
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elevator->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
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newheight += sec->ceilingplane.ZatPoint(spot) - sec->floorplane.ZatPoint(spot);
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elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (spot, newheight);
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@ -157,7 +157,7 @@ DPillar::DPillar (sector_t *sector, EPillar type, double speed,
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// surrounding sectors
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if (floordist == 0)
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{
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newheight = sector->FindLowestFloorSurrounding (&spot);
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newheight = FindLowestFloorSurrounding (sector, &spot);
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m_FloorTarget = sector->floorplane.PointToDist (spot, newheight);
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floordist = sector->floorplane.ZatPoint (spot) - newheight;
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}
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@ -168,7 +168,7 @@ DPillar::DPillar (sector_t *sector, EPillar type, double speed,
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}
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if (ceilingdist == 0)
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{
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newheight = sector->FindHighestCeilingSurrounding (&spot);
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newheight = FindHighestCeilingSurrounding (sector, &spot);
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m_CeilingTarget = sector->ceilingplane.PointToDist (spot, newheight);
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ceilingdist = newheight - sector->ceilingplane.ZatPoint (spot);
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}
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@ -279,7 +279,7 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
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{
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case DPlat::platRaiseAndStay:
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case DPlat::platRaiseAndStayLockout:
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newheight = sec->FindNextHighestFloor (&spot);
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newheight = FindNextHighestFloor (sec, &spot);
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Low = sec->floorplane.fD();
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plat->m_Status = DPlat::up;
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@ -306,7 +306,7 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
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case DPlat::platDownWaitUpStay:
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case DPlat::platDownWaitUpStayStone:
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newheight = sec->FindLowestFloorSurrounding (&spot) + lip;
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newheight = FindLowestFloorSurrounding (sec, &spot) + lip;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_Low < sec->floorplane.fD())
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@ -318,13 +318,13 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
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break;
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case DPlat::platUpNearestWaitDownStay:
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newheight = sec->FindNextHighestFloor (&spot);
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newheight = FindNextHighestFloor (sec, &spot);
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// Intentional fall-through
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case DPlat::platUpWaitDownStay:
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if (type == DPlat::platUpWaitDownStay)
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{
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newheight = sec->FindHighestFloorSurrounding (&spot);
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newheight = FindHighestFloorSurrounding (sec, &spot);
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}
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Low = sec->floorplane.fD();
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@ -337,13 +337,13 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
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break;
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case DPlat::platPerpetualRaise:
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newheight = sec->FindLowestFloorSurrounding (&spot) + lip;
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newheight = FindLowestFloorSurrounding (sec, &spot) + lip;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_Low < sec->floorplane.fD())
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plat->m_Low = sec->floorplane.fD();
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newheight = sec->FindHighestFloorSurrounding (&spot);
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newheight = FindHighestFloorSurrounding (sec, &spot);
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plat->m_High = sec->floorplane.PointToDist (spot, newheight);
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if (plat->m_High > sec->floorplane.fD())
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@ -366,7 +366,7 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
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break;
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case DPlat::platDownToNearestFloor:
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newheight = sec->FindNextLowestFloor (&spot) + lip;
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newheight = FindNextLowestFloor (sec, &spot) + lip;
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_Status = DPlat::down;
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plat->m_High = sec->floorplane.fD();
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@ -374,7 +374,7 @@ bool EV_DoPlat (int tag, line_t *line, DPlat::EPlatType type, double height,
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break;
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case DPlat::platDownToLowestCeiling:
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newheight = sec->FindLowestCeilingSurrounding (&spot);
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newheight = FindLowestCeilingSurrounding (sec, &spot);
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plat->m_Low = sec->floorplane.PointToDist (spot, newheight);
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plat->m_High = sec->floorplane.fD();
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@ -104,37 +104,37 @@ DEFINE_ACTION_FUNCTION(_Sector, NextSpecialSector)
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// P_FindLowestFloorSurrounding()
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// FIND LOWEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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double sector_t::FindLowestFloorSurrounding (vertex_t **v) const
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double FindLowestFloorSurrounding (const sector_t *sector, vertex_t **v)
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{
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sector_t *other;
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double floor;
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double ofloor;
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vertex_t *spot;
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if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor);
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = Lines[0]->v1;
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floor = floorplane.ZatPoint(spot);
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spot = sector->Lines[0]->v1;
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floor = sector->floorplane.ZatPoint(spot);
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for (auto check : Lines)
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, this)))
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if (NULL != (other = getNextSector (check, sector)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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if (ofloor < floor && ofloor < floorplane.ZatPoint (check->v1))
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if (ofloor < floor && ofloor < sector->floorplane.ZatPoint (check->v1))
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{
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floor = ofloor;
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spot = check->v1;
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}
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ofloor = other->floorplane.ZatPoint (check->v2);
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if (ofloor < floor && ofloor < floorplane.ZatPoint (check->v2))
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if (ofloor < floor && ofloor < sector->floorplane.ZatPoint (check->v2))
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{
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floor = ofloor;
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spot = check->v2;
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}
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}
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}
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if (v != NULL)
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if (v != nullptr)
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*v = spot;
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return floor;
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}
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@ -143,21 +143,21 @@ double sector_t::FindLowestFloorSurrounding (vertex_t **v) const
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// P_FindHighestFloorSurrounding()
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// FIND HIGHEST FLOOR HEIGHT IN SURROUNDING SECTORS
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//
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double sector_t::FindHighestFloorSurrounding (vertex_t **v) const
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double FindHighestFloorSurrounding (const sector_t *sector, vertex_t **v)
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{
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sector_t *other;
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double floor;
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double ofloor;
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vertex_t *spot;
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if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor);
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = Lines[0]->v1;
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spot = sector->Lines[0]->v1;
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floor = -FLT_MAX;
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for (auto check : Lines)
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for (auto check : sector->Lines)
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{
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if (NULL != (other = getNextSector (check, this)))
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if (NULL != (other = getNextSector (check, sector)))
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{
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ofloor = other->floorplane.ZatPoint (check->v1);
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if (ofloor > floor)
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@ -173,7 +173,7 @@ double sector_t::FindHighestFloorSurrounding (vertex_t **v) const
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}
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}
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}
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if (v != NULL)
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if (v != nullptr)
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*v = spot;
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return floor;
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}
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@ -188,7 +188,7 @@ double sector_t::FindHighestFloorSurrounding (vertex_t **v) const
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//
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// Rewritten by Lee Killough to avoid fixed array and to be faster
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//
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double sector_t::FindNextHighestFloor (vertex_t **v) const
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double FindNextHighestFloor (const sector_t *sector, vertex_t **v)
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{
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double height;
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double heightdiff;
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@ -196,27 +196,27 @@ double sector_t::FindNextHighestFloor (vertex_t **v) const
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sector_t *other;
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vertex_t *spot;
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if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor);
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if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
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spot = Lines[0]->v1;
|
||||
height = floorplane.ZatPoint(spot);
|
||||
spot = sector->Lines[0]->v1;
|
||||
height = sector->floorplane.ZatPoint(spot);
|
||||
heightdiff = FLT_MAX;
|
||||
|
||||
for (auto check : Lines)
|
||||
for (auto check : sector->Lines)
|
||||
{
|
||||
if (NULL != (other = getNextSector (check, this)))
|
||||
if (NULL != (other = getNextSector (check, sector)))
|
||||
{
|
||||
ofloor = other->floorplane.ZatPoint (check->v1);
|
||||
floor = floorplane.ZatPoint (check->v1);
|
||||
if (ofloor > floor && ofloor - floor < heightdiff && !IsLinked(other, false))
|
||||
floor = sector->floorplane.ZatPoint (check->v1);
|
||||
if (ofloor > floor && ofloor - floor < heightdiff && !sector->IsLinked(other, false))
|
||||
{
|
||||
heightdiff = ofloor - floor;
|
||||
height = ofloor;
|
||||
spot = check->v1;
|
||||
}
|
||||
ofloor = other->floorplane.ZatPoint (check->v2);
|
||||
floor = floorplane.ZatPoint (check->v2);
|
||||
if (ofloor > floor && ofloor - floor < heightdiff && !IsLinked(other, false))
|
||||
floor = sector->floorplane.ZatPoint (check->v2);
|
||||
if (ofloor > floor && ofloor - floor < heightdiff && !sector->IsLinked(other, false))
|
||||
{
|
||||
heightdiff = ofloor - floor;
|
||||
height = ofloor;
|
||||
|
@ -224,7 +224,7 @@ double sector_t::FindNextHighestFloor (vertex_t **v) const
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v != NULL)
|
||||
if (v != nullptr)
|
||||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
@ -240,7 +240,7 @@ double sector_t::FindNextHighestFloor (vertex_t **v) const
|
|||
//
|
||||
// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
|
||||
//
|
||||
double sector_t::FindNextLowestFloor (vertex_t **v) const
|
||||
double FindNextLowestFloor (const sector_t *sector, vertex_t **v)
|
||||
{
|
||||
double height;
|
||||
double heightdiff;
|
||||
|
@ -248,27 +248,27 @@ double sector_t::FindNextLowestFloor (vertex_t **v) const
|
|||
sector_t *other;
|
||||
vertex_t *spot;
|
||||
|
||||
if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor);
|
||||
if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
|
||||
|
||||
spot = Lines[0]->v1;
|
||||
height = floorplane.ZatPoint (spot);
|
||||
spot = sector->Lines[0]->v1;
|
||||
height = sector->floorplane.ZatPoint (spot);
|
||||
heightdiff = FLT_MAX;
|
||||
|
||||
for (auto check : Lines)
|
||||
for (auto check : sector->Lines)
|
||||
{
|
||||
if (NULL != (other = getNextSector (check, this)))
|
||||
if (NULL != (other = getNextSector (check, sector)))
|
||||
{
|
||||
ofloor = other->floorplane.ZatPoint (check->v1);
|
||||
floor = floorplane.ZatPoint (check->v1);
|
||||
if (ofloor < floor && floor - ofloor < heightdiff && !IsLinked(other, false))
|
||||
floor = sector->floorplane.ZatPoint (check->v1);
|
||||
if (ofloor < floor && floor - ofloor < heightdiff && !sector->IsLinked(other, false))
|
||||
{
|
||||
heightdiff = floor - ofloor;
|
||||
height = ofloor;
|
||||
spot = check->v1;
|
||||
}
|
||||
ofloor = other->floorplane.ZatPoint (check->v2);
|
||||
floor = floorplane.ZatPoint(check->v2);
|
||||
if (ofloor < floor && floor - ofloor < heightdiff && !IsLinked(other, false))
|
||||
floor = sector->floorplane.ZatPoint(check->v2);
|
||||
if (ofloor < floor && floor - ofloor < heightdiff && !sector->IsLinked(other, false))
|
||||
{
|
||||
heightdiff = floor - ofloor;
|
||||
height = ofloor;
|
||||
|
@ -276,7 +276,7 @@ double sector_t::FindNextLowestFloor (vertex_t **v) const
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v != NULL)
|
||||
if (v != nullptr)
|
||||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
@ -292,7 +292,7 @@ double sector_t::FindNextLowestFloor (vertex_t **v) const
|
|||
//
|
||||
// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
|
||||
//
|
||||
double sector_t::FindNextLowestCeiling (vertex_t **v) const
|
||||
double FindNextLowestCeiling (const sector_t *sector, vertex_t **v)
|
||||
{
|
||||
double height;
|
||||
double heightdiff;
|
||||
|
@ -300,27 +300,27 @@ double sector_t::FindNextLowestCeiling (vertex_t **v) const
|
|||
sector_t *other;
|
||||
vertex_t *spot;
|
||||
|
||||
if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::floor);
|
||||
if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::floor);
|
||||
|
||||
spot = Lines[0]->v1;
|
||||
height = ceilingplane.ZatPoint(spot);
|
||||
spot = sector->Lines[0]->v1;
|
||||
height = sector->ceilingplane.ZatPoint(spot);
|
||||
heightdiff = FLT_MAX;
|
||||
|
||||
for (auto check : Lines)
|
||||
for (auto check : sector->Lines)
|
||||
{
|
||||
if (NULL != (other = getNextSector (check, this)))
|
||||
if (NULL != (other = getNextSector (check, sector)))
|
||||
{
|
||||
oceil = other->ceilingplane.ZatPoint(check->v1);
|
||||
ceil = ceilingplane.ZatPoint(check->v1);
|
||||
if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true))
|
||||
ceil = sector->ceilingplane.ZatPoint(check->v1);
|
||||
if (oceil < ceil && ceil - oceil < heightdiff && !sector->IsLinked(other, true))
|
||||
{
|
||||
heightdiff = ceil - oceil;
|
||||
height = oceil;
|
||||
spot = check->v1;
|
||||
}
|
||||
oceil = other->ceilingplane.ZatPoint(check->v2);
|
||||
ceil = ceilingplane.ZatPoint(check->v2);
|
||||
if (oceil < ceil && ceil - oceil < heightdiff && !IsLinked(other, true))
|
||||
ceil = sector->ceilingplane.ZatPoint(check->v2);
|
||||
if (oceil < ceil && ceil - oceil < heightdiff && !sector->IsLinked(other, true))
|
||||
{
|
||||
heightdiff = ceil - oceil;
|
||||
height = oceil;
|
||||
|
@ -328,7 +328,7 @@ double sector_t::FindNextLowestCeiling (vertex_t **v) const
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v != NULL)
|
||||
if (v != nullptr)
|
||||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
@ -344,7 +344,7 @@ double sector_t::FindNextLowestCeiling (vertex_t **v) const
|
|||
//
|
||||
// jff 02/03/98 Twiddled Lee's P_FindNextHighestFloor to make this
|
||||
//
|
||||
double sector_t::FindNextHighestCeiling (vertex_t **v) const
|
||||
double FindNextHighestCeiling (const sector_t *sector, vertex_t **v)
|
||||
{
|
||||
double height;
|
||||
double heightdiff;
|
||||
|
@ -352,27 +352,27 @@ double sector_t::FindNextHighestCeiling (vertex_t **v) const
|
|||
sector_t *other;
|
||||
vertex_t *spot;
|
||||
|
||||
if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::ceiling);
|
||||
if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
||||
spot = Lines[0]->v1;
|
||||
height = ceilingplane.ZatPoint(spot);
|
||||
spot = sector->Lines[0]->v1;
|
||||
height = sector->ceilingplane.ZatPoint(spot);
|
||||
heightdiff = FLT_MAX;
|
||||
|
||||
for (auto check : Lines)
|
||||
for (auto check : sector->Lines)
|
||||
{
|
||||
if (NULL != (other = getNextSector (check, this)))
|
||||
if (NULL != (other = getNextSector (check, sector)))
|
||||
{
|
||||
oceil = other->ceilingplane.ZatPoint(check->v1);
|
||||
ceil = ceilingplane.ZatPoint(check->v1);
|
||||
if (oceil > ceil && oceil - ceil < heightdiff && !IsLinked(other, true))
|
||||
ceil = sector->ceilingplane.ZatPoint(check->v1);
|
||||
if (oceil > ceil && oceil - ceil < heightdiff && !sector->IsLinked(other, true))
|
||||
{
|
||||
heightdiff = oceil - ceil;
|
||||
height = oceil;
|
||||
spot = check->v1;
|
||||
}
|
||||
oceil = other->ceilingplane.ZatPoint(check->v2);
|
||||
ceil = ceilingplane.ZatPoint(check->v2);
|
||||
if (oceil > ceil && oceil - ceil < heightdiff && !IsLinked(other, true))
|
||||
ceil = sector->ceilingplane.ZatPoint(check->v2);
|
||||
if (oceil > ceil && oceil - ceil < heightdiff && !sector->IsLinked(other, true))
|
||||
{
|
||||
heightdiff = oceil - ceil;
|
||||
height = oceil;
|
||||
|
@ -380,7 +380,7 @@ double sector_t::FindNextHighestCeiling (vertex_t **v) const
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v != NULL)
|
||||
if (v != nullptr)
|
||||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
@ -389,21 +389,21 @@ double sector_t::FindNextHighestCeiling (vertex_t **v) const
|
|||
//
|
||||
// FIND LOWEST CEILING IN THE SURROUNDING SECTORS
|
||||
//
|
||||
double sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
|
||||
double FindLowestCeilingSurrounding (const sector_t *sector, vertex_t **v)
|
||||
{
|
||||
double height;
|
||||
double oceil;
|
||||
sector_t *other;
|
||||
vertex_t *spot;
|
||||
|
||||
if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::ceiling);
|
||||
if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
||||
spot = Lines[0]->v1;
|
||||
spot = sector->Lines[0]->v1;
|
||||
height = FLT_MAX;
|
||||
|
||||
for (auto check : Lines)
|
||||
for (auto check : sector->Lines)
|
||||
{
|
||||
if (NULL != (other = getNextSector (check, this)))
|
||||
if (NULL != (other = getNextSector (check, sector)))
|
||||
{
|
||||
oceil = other->ceilingplane.ZatPoint(check->v1);
|
||||
if (oceil < height)
|
||||
|
@ -419,7 +419,7 @@ double sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v != NULL)
|
||||
if (v != nullptr)
|
||||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
@ -428,21 +428,21 @@ double sector_t::FindLowestCeilingSurrounding (vertex_t **v) const
|
|||
//
|
||||
// FIND HIGHEST CEILING IN THE SURROUNDING SECTORS
|
||||
//
|
||||
double sector_t::FindHighestCeilingSurrounding (vertex_t **v) const
|
||||
double FindHighestCeilingSurrounding (const sector_t *sector, vertex_t **v)
|
||||
{
|
||||
double height;
|
||||
double oceil;
|
||||
sector_t *other;
|
||||
vertex_t *spot;
|
||||
|
||||
if (Lines.Size() == 0) return GetPlaneTexZ(sector_t::ceiling);
|
||||
if (sector->Lines.Size() == 0) return sector->GetPlaneTexZ(sector_t::ceiling);
|
||||
|
||||
spot = Lines[0]->v1;
|
||||
spot = sector->Lines[0]->v1;
|
||||
height = -FLT_MAX;
|
||||
|
||||
for (auto check : Lines)
|
||||
for (auto check : sector->Lines)
|
||||
{
|
||||
if (NULL != (other = getNextSector (check, this)))
|
||||
if (NULL != (other = getNextSector (check, sector)))
|
||||
{
|
||||
oceil = other->ceilingplane.ZatPoint(check->v1);
|
||||
if (oceil > height)
|
||||
|
@ -458,7 +458,7 @@ double sector_t::FindHighestCeilingSurrounding (vertex_t **v) const
|
|||
}
|
||||
}
|
||||
}
|
||||
if (v != NULL)
|
||||
if (v != nullptr)
|
||||
*v = spot;
|
||||
return height;
|
||||
}
|
||||
|
|
17
src/r_defs.h
17
src/r_defs.h
|
@ -622,14 +622,7 @@ public:
|
|||
}
|
||||
|
||||
bool IsLinked(sector_t *other, bool ceiling) const;
|
||||
double FindLowestFloorSurrounding(vertex_t **v) const;
|
||||
double FindHighestFloorSurrounding(vertex_t **v) const;
|
||||
double FindNextHighestFloor(vertex_t **v) const;
|
||||
double FindNextLowestFloor(vertex_t **v) const;
|
||||
double FindLowestCeilingSurrounding(vertex_t **v) const; // jff 2/04/98
|
||||
double FindHighestCeilingSurrounding(vertex_t **v) const; // jff 2/04/98
|
||||
double FindNextLowestCeiling(vertex_t **v) const; // jff 2/04/98
|
||||
double FindNextHighestCeiling(vertex_t **v) const; // jff 2/04/98
|
||||
|
||||
int FindMinSurroundingLight (int max) const;
|
||||
sector_t *NextSpecialSector (int type, sector_t *prev) const; // [RH]
|
||||
double FindHighestFloorPoint(vertex_t **v) const;
|
||||
|
@ -1597,6 +1590,14 @@ inline void FColormap::CopyFrom3DLight(lightlist_t *light)
|
|||
}
|
||||
}
|
||||
|
||||
double FindLowestFloorSurrounding(const sector_t *sec, vertex_t **v);
|
||||
double FindHighestFloorSurrounding(const sector_t *sec, vertex_t **v);
|
||||
double FindNextHighestFloor(const sector_t *sec, vertex_t **v);
|
||||
double FindNextLowestFloor(const sector_t *sec, vertex_t **v);
|
||||
double FindLowestCeilingSurrounding(const sector_t *sec, vertex_t **v); // jff 2/04/98
|
||||
double FindHighestCeilingSurrounding(const sector_t *sec, vertex_t **v); // jff 2/04/98
|
||||
double FindNextLowestCeiling(const sector_t *sec, vertex_t **v); // jff 2/04/98
|
||||
double FindNextHighestCeiling(const sector_t *sec, vertex_t **v); // jff 2/04/98
|
||||
|
||||
double FindShortestTextureAround(sector_t *sector); // jff 2/04/98
|
||||
double FindShortestUpperAround(sector_t *sector); // jff 2/04/98
|
||||
|
|
|
@ -28,82 +28,82 @@
|
|||
#include "p_local.h"
|
||||
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindLowestFloorSurrounding)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindLowestFloorSurrounding, FindLowestFloorSurrounding)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindLowestFloorSurrounding(&v);
|
||||
double h = FindLowestFloorSurrounding(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindHighestFloorSurrounding)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindHighestFloorSurrounding, FindHighestFloorSurrounding)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindHighestFloorSurrounding(&v);
|
||||
double h = FindHighestFloorSurrounding(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestFloor)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextHighestFloor, FindNextHighestFloor)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindNextHighestFloor(&v);
|
||||
double h = FindNextHighestFloor(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestFloor)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextLowestFloor, FindNextLowestFloor)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindNextLowestFloor(&v);
|
||||
double h = FindNextLowestFloor(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindNextLowestCeiling)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextLowestCeiling, FindNextLowestCeiling)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindNextLowestCeiling(&v);
|
||||
double h = FindNextLowestCeiling(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindNextHighestCeiling)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindNextHighestCeiling, FindNextHighestCeiling)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindNextHighestCeiling(&v);
|
||||
double h = FindNextHighestCeiling(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindLowestCeilingSurrounding)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindLowestCeilingSurrounding, FindLowestCeilingSurrounding)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindLowestCeilingSurrounding(&v);
|
||||
double h = FindLowestCeilingSurrounding(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
}
|
||||
|
||||
DEFINE_ACTION_FUNCTION(_Sector, FindHighestCeilingSurrounding)
|
||||
DEFINE_ACTION_FUNCTION_NATIVE(_Sector, FindHighestCeilingSurrounding, FindHighestCeilingSurrounding)
|
||||
{
|
||||
PARAM_SELF_STRUCT_PROLOGUE(sector_t);
|
||||
vertex_t *v;
|
||||
double h = self->FindHighestCeilingSurrounding(&v);
|
||||
double h = FindHighestCeilingSurrounding(self, &v);
|
||||
if (numret > 0) ret[0].SetFloat(h);
|
||||
if (numret > 1) ret[1].SetPointer(v);
|
||||
return numret;
|
||||
|
|
Loading…
Reference in a new issue