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- fixed some places in p_pillar.cpp where sector plane z's were calculated at (0, 0) which could cause overflows if the actual plane is too far away from the origin.
- renamed sector_t::soundorg in centerspot, changed the type to a fixedvec2 and removed the CenterSpot #define. Since this thing was used in lots of places that have nothing to do with sound the name made no sense. Having it as a fixed_t array also made it clumsy to use and the CenterSpot #define used a potentially dangerous type cast.
This commit is contained in:
parent
81cca69303
commit
58d3b04590
11 changed files with 63 additions and 61 deletions
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@ -1974,8 +1974,8 @@ void AM_drawSubsectors()
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}
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else
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{
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secx = FIXED2DBL(sec->soundorg[0]);
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secy = FIXED2DBL(sec->soundorg[1]);
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secx = FIXED2DBL(sec->centerspot.x);
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secy = FIXED2DBL(sec->centerspot.y);
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}
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seczb = floorplane->ZatPoint(secx, secy);
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seczt = sec->ceilingplane.ZatPoint(secx, secy);
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@ -1615,7 +1615,7 @@ void FParser::SF_FloorHeight(void)
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DFloorChanger * f = new DFloorChanger(§ors[i]);
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if (!f->Move(
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abs(dest - sectors[i].CenterFloor()),
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sectors[i].floorplane.PointToDist (CenterSpot(§ors[i]), dest),
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sectors[i].floorplane.PointToDist (sectors[i].centerspot, dest),
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crush? 10:-1,
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(dest > sectors[i].CenterFloor()) ? 1 : -1))
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{
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@ -1699,7 +1699,7 @@ void FParser::SF_MoveFloor(void)
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// Don't start a second thinker on the same floor
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if (sec->floordata) continue;
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new DMoveFloor(sec,sec->floorplane.PointToDist(CenterSpot(sec),destheight),
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new DMoveFloor(sec,sec->floorplane.PointToDist(sec->centerspot,destheight),
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destheight < sec->CenterFloor() ? -1:1,crush,platspeed);
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}
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}
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@ -1763,7 +1763,7 @@ void FParser::SF_CeilingHeight(void)
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DCeilingChanger * c = new DCeilingChanger(§ors[i]);
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if (!c->Move(
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abs(dest - sectors[i].CenterCeiling()),
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sectors[i].ceilingplane.PointToDist (CenterSpot(§ors[i]), dest),
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sectors[i].ceilingplane.PointToDist (sectors[i].centerspot, dest),
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crush? 10:-1,
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(dest > sectors[i].CenterCeiling()) ? 1 : -1))
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{
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@ -1807,8 +1807,7 @@ public:
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m_Silent = silent;
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m_Type = DCeiling::ceilLowerByValue; // doesn't really matter as long as it's no special value
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m_Tag=tag;
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vertex_t * spot=CenterSpot(sec);
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m_TopHeight=m_BottomHeight=sec->ceilingplane.PointToDist(spot,destheight);
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m_TopHeight=m_BottomHeight=sec->ceilingplane.PointToDist(sec->centerspot,destheight);
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m_Direction=destheight>sec->GetPlaneTexZ(sector_t::ceiling)? 1:-1;
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// Do not interpolate instant movement ceilings.
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@ -476,13 +476,13 @@ void P_Recalculate3DFloors(sector_t * sector)
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while (oldlist.Size())
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{
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pick=oldlist[0];
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fixed_t height=pick->top.plane->ZatPoint(CenterSpot(sector));
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fixed_t height=pick->top.plane->ZatPoint(sector->centerspot);
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// find highest starting ffloor - intersections are not supported!
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pickindex=0;
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for (j=1;j<oldlist.Size();j++)
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{
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fixed_t h2=oldlist[j]->top.plane->ZatPoint(CenterSpot(sector));
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fixed_t h2=oldlist[j]->top.plane->ZatPoint(sector->centerspot);
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if (h2>height)
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{
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@ -493,7 +493,7 @@ void P_Recalculate3DFloors(sector_t * sector)
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}
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oldlist.Delete(pickindex);
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fixed_t pick_bottom=pick->bottom.plane->ZatPoint(CenterSpot(sector));
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fixed_t pick_bottom=pick->bottom.plane->ZatPoint(sector->centerspot);
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if (pick->flags & FF_THISINSIDE)
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{
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@ -607,7 +607,7 @@ void P_Recalculate3DFloors(sector_t * sector)
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if ( !(rover->flags & FF_EXISTS) || rover->flags & FF_NOSHADE )
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continue;
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fixed_t ff_top=rover->top.plane->ZatPoint(CenterSpot(sector));
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fixed_t ff_top=rover->top.plane->ZatPoint(sector->centerspot);
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if (ff_top < minheight) break; // reached the floor
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if (ff_top < maxheight)
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{
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@ -622,7 +622,7 @@ void P_Recalculate3DFloors(sector_t * sector)
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}
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else
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{
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
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if (ff_bottom<maxheight)
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{
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// this segment begins over the ceiling and extends beyond it
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@ -648,7 +648,7 @@ void P_Recalculate3DFloors(sector_t * sector)
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if (rover->flags&FF_DOUBLESHADOW)
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{
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(CenterSpot(sector));
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fixed_t ff_bottom=rover->bottom.plane->ZatPoint(sector->centerspot);
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if(ff_bottom < maxheight && ff_bottom>minheight)
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{
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newlight.caster = rover;
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@ -736,11 +736,11 @@ lightlist_t * P_GetPlaneLight(sector_t * sector, secplane_t * plane, bool unders
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unsigned i;
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TArray<lightlist_t> &lightlist = sector->e->XFloor.lightlist;
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fixed_t planeheight=plane->ZatPoint(CenterSpot(sector));
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fixed_t planeheight=plane->ZatPoint(sector->centerspot);
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if(underside) planeheight--;
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for(i = 1; i < lightlist.Size(); i++)
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if (lightlist[i].plane.ZatPoint(CenterSpot(sector)) <= planeheight)
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if (lightlist[i].plane.ZatPoint(sector->centerspot) <= planeheight)
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return &lightlist[i - 1];
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return &lightlist[lightlist.Size() - 1];
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@ -1000,8 +1000,8 @@ CCMD (dump3df)
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for (unsigned int i = 0; i < ffloors.Size(); i++)
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{
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fixed_t height=ffloors[i]->top.plane->ZatPoint(CenterSpot(sector));
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fixed_t bheight=ffloors[i]->bottom.plane->ZatPoint(CenterSpot(sector));
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fixed_t height=ffloors[i]->top.plane->ZatPoint(sector->centerspot);
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fixed_t bheight=ffloors[i]->bottom.plane->ZatPoint(sector->centerspot);
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IGNORE_FORMAT_PRE
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Printf("FFloor %d @ top = %f (model = %d), bottom = %f (model = %d), flags = %B, alpha = %d %s %s\n",
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@ -2,8 +2,6 @@
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#define __SECTORE_H
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#define CenterSpot(sec) (vertex_t*)&(sec)->soundorg[0]
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// 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well.
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typedef enum
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{
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@ -343,16 +343,16 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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floor->m_Speed = height;
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case DFloor::floorLowerByValue:
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floor->m_Direction = -1;
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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newheight = sec->CenterFloor() - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
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break;
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case DFloor::floorRaiseInstant:
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floor->m_Speed = height;
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case DFloor::floorRaiseByValue:
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floor->m_Direction = 1;
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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newheight = sec->CenterFloor() + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
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break;
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case DFloor::floorMoveToValue:
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@ -412,8 +412,8 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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case DFloor::floorLowerByTexture:
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floor->m_Direction = -1;
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) - sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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newheight = sec->CenterFloor() - sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
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break;
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case DFloor::floorLowerToCeiling:
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@ -429,14 +429,14 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
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// since the code is identical to what was here. (Oddly
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// enough, BOOM preserved the code here even though it
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// also had this function.)
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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newheight = sec->CenterFloor() + sec->FindShortestTextureAround ();
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
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break;
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case DFloor::floorRaiseAndChange:
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floor->m_Direction = 1;
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newheight = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], newheight);
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newheight = sec->CenterFloor() + height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
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if (line != NULL)
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{
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FTextureID oldpic = sec->GetTexture(sector_t::floor);
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@ -619,8 +619,8 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
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floor->m_Hexencrush = false;
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floor->m_Speed = speed;
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height = sec->floorplane.ZatPoint (sec->soundorg[0], sec->soundorg[1]) + stairstep;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], height);
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height = sec->CenterFloor() + stairstep;
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floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, height);
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texture = sec->GetTexture(sector_t::floor);
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osecnum = secnum; //jff 3/4/98 preserve loop index
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@ -1037,15 +1037,15 @@ bool EV_DoElevator (line_t *line, DElevator::EElevator elevtype,
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// [RH] elevate up by a specific amount
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case DElevator::elevateRaise:
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elevator->m_Direction = 1;
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elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight + height);
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elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight + height);
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elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight + height);
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elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight + height);
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break;
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// [RH] elevate down by a specific amount
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case DElevator::elevateLower:
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elevator->m_Direction = -1;
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elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->soundorg[0], sec->soundorg[1], floorheight - height);
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elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->soundorg[0], sec->soundorg[1], ceilingheight - height);
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elevator->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, floorheight - height);
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elevator->m_CeilingDestDist = sec->ceilingplane.PointToDist (sec->centerspot, ceilingheight - height);
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break;
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}
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}
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@ -3273,8 +3273,8 @@ FUNC(LS_GlassBreak)
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x = ln->v1->x + ln->dx/2;
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y = ln->v1->y + ln->dy/2;
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x += (ln->frontsector->soundorg[0] - x) / 5;
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y += (ln->frontsector->soundorg[1] - y) / 5;
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x += (ln->frontsector->centerspot.x - x) / 5;
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y += (ln->frontsector->centerspot.y - y) / 5;
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for (int i = 0; i < 7; ++i)
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{
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@ -144,15 +144,15 @@ DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
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if (floordist == 0)
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{
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newheight = (sector->CenterFloor () + sector->CenterCeiling ()) / 2;
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m_FloorTarget = sector->floorplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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m_FloorTarget = sector->floorplane.PointToDist (sector->centerspot, newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->centerspot, newheight);
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floordist = newheight - sector->CenterFloor ();
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}
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else
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{
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newheight = sector->CenterFloor () + floordist;
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m_FloorTarget = sector->floorplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->soundorg[0], sector->soundorg[1], newheight);
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m_FloorTarget = sector->floorplane.PointToDist (sector->centerspot, newheight);
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->centerspot, newheight);
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}
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ceilingdist = sector->CenterCeiling () - newheight;
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}
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@ -168,8 +168,8 @@ DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
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}
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else
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{
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newheight = sector->floorplane.ZatPoint (0, 0) - floordist;
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m_FloorTarget = sector->floorplane.PointToDist (0, 0, newheight);
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newheight = sector->CenterFloor() - floordist;
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m_FloorTarget = sector->floorplane.PointToDist (sector->centerspot, newheight);
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}
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if (ceilingdist == 0)
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{
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@ -179,8 +179,8 @@ DPillar::DPillar (sector_t *sector, EPillar type, fixed_t speed,
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}
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else
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{
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newheight = sector->ceilingplane.ZatPoint (0, 0) + ceilingdist;
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m_CeilingTarget = sector->ceilingplane.PointToDist (0, 0, newheight);
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newheight = sector->CenterCeiling() + ceilingdist;
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m_CeilingTarget = sector->ceilingplane.PointToDist (sector->centerspot, newheight);
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}
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}
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@ -3221,9 +3221,9 @@ static void P_GroupLines (bool buildmap)
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}
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}
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// set the soundorg to the middle of the bounding box
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sector->soundorg[0] = bbox.Right()/2 + bbox.Left()/2;
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sector->soundorg[1] = bbox.Top()/2 + bbox.Bottom()/2;
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// set the center to the middle of the bounding box
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sector->centerspot.x = bbox.Right()/2 + bbox.Left()/2;
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sector->centerspot.y = bbox.Top()/2 + bbox.Bottom()/2;
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// For triangular sectors the above does not calculate good points unless the longest of the triangle's lines is perfectly horizontal and vertical
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if (sector->linecount == 3)
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@ -3245,8 +3245,8 @@ static void P_GroupLines (bool buildmap)
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if (DMulScale32 (v->y - Triangle[0]->y, dx,
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Triangle[0]->x - v->x, dy) != 0)
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{
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sector->soundorg[0] = Triangle[0]->x / 3 + Triangle[1]->x / 3 + v->x / 3;
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sector->soundorg[1] = Triangle[0]->y / 3 + Triangle[1]->y / 3 + v->y / 3;
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sector->centerspot.x = Triangle[0]->x / 3 + Triangle[1]->x / 3 + v->x / 3;
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sector->centerspot.y = Triangle[0]->y / 3 + Triangle[1]->y / 3 + v->y / 3;
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break;
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}
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}
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@ -1182,9 +1182,9 @@ void R_Subsector (subsector_t *sub)
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fakeFloor->validcount = validcount;
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R_3D_NewClip();
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}
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fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->soundorg[0], frontsector->soundorg[0]);
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fakeHeight = fakeFloor->top.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight < viewz &&
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fakeHeight > frontsector->floorplane.ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1]))
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fakeHeight > frontsector->floorplane.ZatPoint(frontsector->centerspot))
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{
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fake3D = FAKE3D_FAKEFLOOR;
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tempsec = *fakeFloor->model;
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@ -1244,9 +1244,9 @@ void R_Subsector (subsector_t *sub)
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fakeFloor->validcount = validcount;
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R_3D_NewClip();
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}
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fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1]);
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fakeHeight = fakeFloor->bottom.plane->ZatPoint(frontsector->centerspot);
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if (fakeHeight > viewz &&
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fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->soundorg[0], frontsector->soundorg[1]))
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fakeHeight < frontsector->ceilingplane.ZatPoint(frontsector->centerspot))
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{
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fake3D = FAKE3D_FAKECEILING;
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tempsec = *fakeFloor->model;
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11
src/r_defs.h
11
src/r_defs.h
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@ -340,6 +340,11 @@ struct secplane_t
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return -TMulScale16 (a, x, y, b, z, c);
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}
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fixed_t PointToDist(fixedvec2 xy, fixed_t z) const
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{
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return -TMulScale16(a, xy.x, xy.y, b, z, c);
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}
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fixed_t PointToDist (const vertex_t *v, fixed_t z) const
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{
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return -TMulScale16 (a, v->x, b, v->y, z, c);
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@ -825,8 +830,8 @@ struct sector_t
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}
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// Member variables
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fixed_t CenterFloor () const { return floorplane.ZatPoint (soundorg[0], soundorg[1]); }
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fixed_t CenterCeiling () const { return ceilingplane.ZatPoint (soundorg[0], soundorg[1]); }
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fixed_t CenterFloor () const { return floorplane.ZatPoint (centerspot); }
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fixed_t CenterCeiling () const { return ceilingplane.ZatPoint (centerspot); }
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// [RH] store floor and ceiling planes instead of heights
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||||
secplane_t floorplane, ceilingplane;
|
||||
|
@ -844,7 +849,7 @@ struct sector_t
|
|||
int sky;
|
||||
FNameNoInit SeqName; // Sound sequence name. Setting seqType non-negative will override this.
|
||||
|
||||
fixed_t soundorg[2]; // origin for any sounds played by the sector
|
||||
fixedvec2 centerspot; // origin for any sounds played by the sector
|
||||
int validcount; // if == validcount, already checked
|
||||
AActor* thinglist; // list of mobjs in sector
|
||||
|
||||
|
|
|
@ -709,8 +709,8 @@ static void CalcPosVel(int type, const AActor *actor, const sector_t *sector,
|
|||
}
|
||||
else
|
||||
{
|
||||
x = sector->soundorg[0];
|
||||
z = sector->soundorg[1];
|
||||
x = sector->centerspot.x;
|
||||
z = sector->centerspot.y;
|
||||
chanflags |= CHAN_LISTENERZ;
|
||||
}
|
||||
}
|
||||
|
@ -776,8 +776,8 @@ static void CalcSectorSoundOrg(const sector_t *sec, int channum, fixed_t *x, fix
|
|||
}
|
||||
else
|
||||
{
|
||||
*x = sec->soundorg[0];
|
||||
*y = sec->soundorg[1];
|
||||
*x = sec->centerspot.x;
|
||||
*y = sec->centerspot.y;
|
||||
}
|
||||
|
||||
// Set sound vertical position based on channel.
|
||||
|
|
Loading…
Reference in a new issue