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- added MF6_RELATIVETOFLOOR flag.
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211d293002
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3 changed files with 33 additions and 13 deletions
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@ -332,6 +332,7 @@ enum
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MF6_INTRYMOVE = 0x10000000, // Executing P_TryMove
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MF6_NOTAUTOAIMED = 0x20000000, // Do not subject actor to player autoaim.
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MF6_NOTONAUTOMAP = 0x40000000, // will not be shown on automap with the 'scanner' powerup.
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MF6_RELATIVETOFLOOR = 0x80000000, // [RC] Make flying actors be affected by lifts.
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// --- mobj.renderflags ---
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@ -5047,6 +5047,15 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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P_CheckFakeFloorTriggers (thing, oldz);
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}
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}
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else if ((thing->z != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
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{
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fixed_t oldz = thing->z;
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if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
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{
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thing->z = thing->z - oldfloorz + thing->floorz;
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P_CheckFakeFloorTriggers (thing, oldz);
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}
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}
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}
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//=============================================================================
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@ -5058,6 +5067,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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{
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fixed_t oldfloorz = thing->floorz;
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fixed_t oldz = thing->z;
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P_AdjustFloorCeil (thing, cpos);
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@ -5072,22 +5082,30 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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return; // do not move bridge things
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}
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intersectors.Clear ();
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fixed_t oldz = thing->z;
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thing->z = thing->floorz;
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switch (P_PushUp (thing, cpos))
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}
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else
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{
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if((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
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{
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default:
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P_CheckFakeFloorTriggers (thing, oldz);
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break;
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case 1:
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P_DoCrunch (thing, cpos);
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P_CheckFakeFloorTriggers (thing, oldz);
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break;
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case 2:
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P_DoCrunch (thing, cpos);
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thing->z = oldz;
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break;
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intersectors.Clear ();
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thing->z = thing->z - oldfloorz + thing->floorz;
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}
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else return;
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}
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switch (P_PushUp (thing, cpos))
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{
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default:
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P_CheckFakeFloorTriggers (thing, oldz);
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break;
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case 1:
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P_DoCrunch (thing, cpos);
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P_CheckFakeFloorTriggers (thing, oldz);
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break;
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case 2:
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P_DoCrunch (thing, cpos);
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thing->z = oldz;
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break;
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}
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}
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@ -235,6 +235,7 @@ static FFlagDef ActorFlags[]=
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DEFINE_FLAG(MF6, POISONALWAYS, AActor, flags6),
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DEFINE_FLAG(MF6, NOTAUTOAIMED, AActor, flags6),
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DEFINE_FLAG(MF6, NOTONAUTOMAP, AActor, flags6),
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DEFINE_FLAG(MF6, RELATIVETOFLOOR, AActor, flags6),
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// Effect flags
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DEFINE_FLAG(FX, VISIBILITYPULSE, AActor, effects),
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