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- did some cleanup on FPathTraverse::PortalRelocate.
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5e7ecb3c44
commit
15b6c11748
2 changed files with 3 additions and 8 deletions
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@ -4755,16 +4755,9 @@ bool P_UseTraverse(AActor *usething, fixed_t startx, fixed_t starty, fixed_t end
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}
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continue;
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}
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if (in->d.line->isLinePortal())
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if (it.PortalRelocate(in, PT_ADDLINES | PT_ADDTHINGS, &xpos))
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{
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if (P_PointOnLineSide(xpos.x, xpos.y, in->d.line) == 0)
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{
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FLinePortal *port = in->d.line->getPortal();
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// Also translate the player origin, so that we can use that for checks further below and in P_CheckSwitchRange
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it.PortalRelocate(in, PT_ADDLINES | PT_ADDTHINGS, &xpos);
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}
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continue;
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}
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FLineOpening open;
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@ -1618,6 +1618,8 @@ void FPathTraverse::init (fixed_t x1, fixed_t y1, fixed_t x2, fixed_t y2, int fl
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bool FPathTraverse::PortalRelocate(intercept_t *in, int flags, fixedvec3 *optpos)
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{
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if (!in->isaline || !in->d.line->isLinePortal()) return false;
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if (P_PointOnLineSidePrecise(trace.x, trace.y, in->d.line) == 1) return false;
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fixed_t hitx = trace.x;
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fixed_t hity = trace.y;
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fixed_t endx = trace.x + trace.dx;
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