* the temporary checking arrays are now static
* the array that gets the returned values only starts allocating memory when the third touched sector group is found. The most common cases (no touched portal and one touched portal) can be handled without accessing the heap.
- did some streamlining of AActor::LinkToSector:
* there's only now version of this function that can handle everything
* moved the FIXMAPTHINGPOS stuff into a separate function.
* removed LinkToWorldForMapThing and put all special handling this function did into P_PointInSectorBuggy.
This was to resolve some circular dependencies with the portal code.
The most notable changees:
* FTextureID was moved from textures.h to doomtype.h because it is frequently needed in files that don't want to do anything with actual textures.
* split off the parts from p_maputl into a separate header.
* consolidated all blockmap related data into p_blockmap.h
* split off the polyobject parts into po_man.h
Note about A_SkelMissile: The direct change of the missile's position was changed to use SetOrigin. If this is later supposed to be portal-aware, such direct coordinate changes are a no-go to ensure that everything is properly maintained.
This contains some advance work for handling line-to-line portals in A_PainShootSkull.
This function is special because it performs a map check itself instead of using one of the common functions from p_map.cpp, like most of the rest of the game code.
This commit is just preparation for upcoming changes to completely encapsulate the coordinate info in AActor because I'm going to have to work with an altered version of actor.h that cannot be committed without breaking the engine.
With this file present in the repo before work is started the changes can be committed piece by piece.
'ceilingterrain' is needed because the top of 3D-floors refers to the model sector's ceiling, so in order to give a 3D floor a terrain it must be assignable to the sector's ceiling.
Note that although it is basically the same property, its actual function bears no relevance to its use in Eternity.
- Added 'threshold' and 'defthreshold' to DECORATE expression exposure.
- ChaseThreshold sets the default threshold for how long a monster must chase one target before it can switch targets. Default is 100, must not be negative.
- A_SetChaseThreshold can be used to alter the current or default threshold of an actor <pointer>.
- Changing current threshold has no effect on what the default will be once it hits 0 and something makes it infight with another.
- This only affects damage calculations being received by the end result. If the original damage was not a million or more, from the start, it will not hurt invulnerable-flagged or kill buddha-flagged monsters.
- Fixed: Damage was inconsistent by the time the function checked for player cheats/invulnerability and (monster and player) buddha, yet monster invulnerability checked the original damage prior to factor processing. This means a damage source that intended to damage another below the threshold could accidentally increase with a powerdamage multiplier or the recipient with a weakness for it, resulting in invulnerability/buddha foiling. Now, checks for telefrag damage using the raw original value on player godmode, player/monster invulnerability and buddha.
Introduce AActor::TakeInventory, which unifies DoTakeInv from ACS and DoTakeInventory from Decorate, and AInventory::DepleteOrDestroy, which is extracted from the DoTakeInv core function, and use both where they're needed.
I don't know if the differences between DoTakeInv and DoTakeInventory were intentional, so I kept both behaviors.