mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 15:21:51 +00:00
Merge branch 'master' of https://github.com/rheit/zdoom
This commit is contained in:
commit
8f61c1cdd8
17 changed files with 174 additions and 31 deletions
|
@ -959,11 +959,14 @@ public:
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// Triggers SECSPAC_Exit/SECSPAC_Enter and related events if oldsec != current sector
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void CheckSectorTransition(sector_t *oldsec);
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void UpdateRenderSectorList();
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void ClearRenderSectorList();
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// info for drawing
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// NOTE: The first member variable *must* be snext.
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AActor *snext, **sprev; // links in sector (if needed)
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DVector3 __Pos; // double underscores so that it won't get used by accident. Access to this should be exclusively through the designated access functions.
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DVector3 OldRenderPos;
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DRotator Angles;
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DVector3 Vel;
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@ -1094,6 +1097,8 @@ public:
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// a linked list of sectors where this object appears
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struct msecnode_t *touching_sectorlist; // phares 3/14/98
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struct msecnode_t *render_sectorlist; // same for cross-portal rendering
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TObjPtr<AInventory> Inventory; // [RH] This actor's inventory
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DWORD InventoryID; // A unique ID to keep track of inventory items
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@ -127,8 +127,8 @@ DEFINE_ACTION_FUNCTION(AActor, A_WraithFX2)
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angle = -angle;
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}
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angle += self->Angles.Yaw;
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mo->Vel.X = ((pr_wraithfx2() << 7) + 1) * angle.Cos();
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mo->Vel.Y = ((pr_wraithfx2() << 7) + 1) * angle.Sin();
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mo->Vel.X = ((pr_wraithfx2() / 512.) + 1) * angle.Cos();
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mo->Vel.Y = ((pr_wraithfx2() / 512.) + 1) * angle.Sin();
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mo->Vel.Z = 0;
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mo->target = self;
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mo->Floorclip = 10;
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@ -811,15 +811,6 @@ void FNodeBuilder::SplitSegs (DWORD set, node_t &node, DWORD splitseg, DWORD &ou
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unsigned int vertnum;
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int seg2;
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if (seg->loopnum)
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{
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Printf (" Split seg %u (%d,%d)-(%d,%d) of sector %td in loop %d\n",
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set,
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Vertices[seg->v1].x>>16, Vertices[seg->v1].y>>16,
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Vertices[seg->v2].x>>16, Vertices[seg->v2].y>>16,
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seg->frontsector - sectors, seg->loopnum);
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}
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frac = InterceptVector (node, *seg);
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newvert.x = Vertices[seg->v1].x;
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newvert.y = Vertices[seg->v1].y;
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@ -350,7 +350,8 @@ void P_RadiusAttack (AActor *spot, AActor *source, int damage, int distance,
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void P_DelSector_List();
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void P_DelSeclist(msecnode_t *); // phares 3/16/98
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msecnode_t* P_DelSecnode(msecnode_t *);
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msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist);
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msecnode_t* P_DelSecnode(msecnode_t *, msecnode_t *sector_t::*head);
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void P_CreateSecNodeList(AActor*); // phares 3/14/98
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double P_GetMoveFactor(const AActor *mo, double *frictionp); // phares 3/6/98
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double P_GetFriction(const AActor *mo, double *frictionfactor);
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@ -5555,6 +5555,7 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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intersect->SetZ(oldz);
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return 2;
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}
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intersect->UpdateRenderSectorList();
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}
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thing->CheckPortalTransition(true);
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return 0;
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@ -5602,6 +5603,7 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
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intersect->SetZ(oldz);
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return 2;
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}
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intersect->UpdateRenderSectorList();
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}
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}
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thing->CheckPortalTransition(true);
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@ -5634,6 +5636,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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{
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thing->SetZ(thing->floorz);
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P_CheckFakeFloorTriggers(thing, oldz);
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thing->UpdateRenderSectorList();
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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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@ -5642,6 +5645,7 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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{
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thing->AddZ(-oldfloorz + thing->floorz);
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P_CheckFakeFloorTriggers(thing, oldz);
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thing->UpdateRenderSectorList();
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}
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}
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if (thing->player && thing->player->mo == thing)
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@ -5689,10 +5693,12 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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{
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default:
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P_CheckFakeFloorTriggers(thing, oldz);
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thing->UpdateRenderSectorList();
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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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thing->UpdateRenderSectorList();
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break;
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case 2:
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P_DoCrunch(thing, cpos);
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@ -5735,6 +5741,7 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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{
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thing->SetZ(thing->floorz);
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}
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thing->UpdateRenderSectorList();
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switch (P_PushDown(thing, cpos))
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{
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case 2:
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@ -5744,9 +5751,11 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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thing->SetZ(thing->floorz);
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P_DoCrunch(thing, cpos);
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P_CheckFakeFloorTriggers(thing, oldz);
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thing->UpdateRenderSectorList();
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break;
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default:
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P_CheckFakeFloorTriggers(thing, oldz);
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thing->UpdateRenderSectorList();
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break;
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}
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}
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@ -5782,6 +5791,7 @@ void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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thing->SetZ(thing->ceilingz - thing->Height);
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}
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P_CheckFakeFloorTriggers(thing, oldz);
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thing->UpdateRenderSectorList();
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}
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else if ((thing->flags2 & MF2_PASSMOBJ) && !isgood && thing->Top() < thing->ceilingz)
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{
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@ -5789,6 +5799,7 @@ void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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if (!P_TestMobjZ(thing, true, &onmobj) && onmobj->Z() <= thing->Z())
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{
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thing->SetZ(MIN(thing->ceilingz - thing->Height, onmobj->Top()));
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thing->UpdateRenderSectorList();
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}
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}
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if (thing->player && thing->player->mo == thing)
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@ -6023,7 +6034,7 @@ void P_PutSecnode(msecnode_t *node)
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//
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//=============================================================================
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msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode)
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msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode, msecnode_t *&sec_thinglist)
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{
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msecnode_t *node;
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@ -6061,10 +6072,10 @@ msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode)
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// Add new node at head of sector thread starting at s->touching_thinglist
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node->m_sprev = NULL; // prev node on sector thread
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node->m_snext = s->touching_thinglist; // next node on sector thread
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if (s->touching_thinglist)
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node->m_snext = sec_thinglist; // next node on sector thread
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if (sec_thinglist)
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node->m_snext->m_sprev = node;
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s->touching_thinglist = node;
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sec_thinglist = node;
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return node;
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}
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@ -6078,7 +6089,7 @@ msecnode_t *P_AddSecnode(sector_t *s, AActor *thing, msecnode_t *nextnode)
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//
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//=============================================================================
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msecnode_t *P_DelSecnode(msecnode_t *node)
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msecnode_t *P_DelSecnode(msecnode_t *node, msecnode_t *sector_t::*listhead)
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{
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msecnode_t* tp; // prev node on thing thread
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msecnode_t* tn; // next node on thing thread
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@ -6105,7 +6116,7 @@ msecnode_t *P_DelSecnode(msecnode_t *node)
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if (sp)
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sp->m_snext = sn;
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else
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node->m_sector->touching_thinglist = sn;
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node->m_sector->*listhead = sn;
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if (sn)
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sn->m_sprev = sp;
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@ -6145,7 +6156,7 @@ void P_DelSector_List()
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void P_DelSeclist(msecnode_t *node)
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{
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while (node)
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node = P_DelSecnode(node);
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node = P_DelSecnode(node, §or_t::touching_thinglist);
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}
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//=============================================================================
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@ -6189,7 +6200,7 @@ void P_CreateSecNodeList(AActor *thing)
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// allowed to move to this position, then the sector_list
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// will be attached to the Thing's AActor at touching_sectorlist.
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sector_list = P_AddSecnode(ld->frontsector, thing, sector_list);
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sector_list = P_AddSecnode(ld->frontsector, thing, sector_list, ld->frontsector->touching_thinglist);
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// Don't assume all lines are 2-sided, since some Things
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// like MT_TFOG are allowed regardless of whether their radius takes
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@ -6199,12 +6210,12 @@ void P_CreateSecNodeList(AActor *thing)
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// Use sidedefs instead of 2s flag to determine two-sidedness.
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if (ld->backsector)
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sector_list = P_AddSecnode(ld->backsector, thing, sector_list);
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sector_list = P_AddSecnode(ld->backsector, thing, sector_list, ld->backsector->touching_thinglist);
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}
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// Add the sector of the (x,y) point to sector_list.
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sector_list = P_AddSecnode(thing->Sector, thing, sector_list);
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sector_list = P_AddSecnode(thing->Sector, thing, sector_list, thing->Sector->touching_thinglist);
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// Now delete any nodes that won't be used. These are the ones where
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// m_thing is still NULL.
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@ -6216,7 +6227,7 @@ void P_CreateSecNodeList(AActor *thing)
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{
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if (node == sector_list)
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sector_list = node->m_tnext;
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node = P_DelSecnode(node);
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node = P_DelSecnode(node, §or_t::touching_thinglist);
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}
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else
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{
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@ -6225,6 +6236,54 @@ void P_CreateSecNodeList(AActor *thing)
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}
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}
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//==========================================================================
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//
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// Handle the lists used to render actors from other portal areas
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//
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//==========================================================================
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|
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void AActor::UpdateRenderSectorList()
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{
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static const double SPRITE_SPACE = 64.;
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if (Pos() != OldRenderPos)
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{
|
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sector_t *sec = Sector;
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double lasth = -FLT_MAX;
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ClearRenderSectorList();
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while (!sec->PortalBlocksMovement(sector_t::ceiling))
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{
|
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double planeh = sec->SkyBoxes[sector_t::ceiling]->specialf1;
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if (planeh < lasth) break; // broken setup.
|
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if (Top() + SPRITE_SPACE < planeh) break;
|
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lasth = planeh;
|
||||
DVector2 newpos = Pos() + sec->SkyBoxes[sector_t::ceiling]->Scale;
|
||||
sec = P_PointInSector(newpos);
|
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render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
|
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}
|
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lasth = FLT_MAX;
|
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while (!sec->PortalBlocksMovement(sector_t::floor))
|
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{
|
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double planeh = sec->SkyBoxes[sector_t::floor]->specialf1;
|
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if (planeh > lasth) break; // broken setup.
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if (Z() - SPRITE_SPACE > planeh) break;
|
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lasth = planeh;
|
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DVector2 newpos = Pos() + sec->SkyBoxes[sector_t::floor]->Scale;
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sec = P_PointInSector(newpos);
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render_sectorlist = P_AddSecnode(sec, this, render_sectorlist, sec->render_thinglist);
|
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}
|
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}
|
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}
|
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|
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void AActor::ClearRenderSectorList()
|
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{
|
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msecnode_t *node = render_sectorlist;
|
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while (node)
|
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node = P_DelSecnode(node, §or_t::render_thinglist);
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render_sectorlist = NULL;
|
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}
|
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|
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|
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//==========================================================================
|
||||
//
|
||||
//
|
||||
|
|
|
@ -3752,6 +3752,9 @@ void AActor::Tick ()
|
|||
if (!CheckNoDelay())
|
||||
return; // freed itself
|
||||
// cycle through states, calling action functions at transitions
|
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|
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UpdateRenderSectorList();
|
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|
||||
if (tics != -1)
|
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{
|
||||
// [RH] Use tics <= 0 instead of == 0 so that spawnstates
|
||||
|
@ -4011,6 +4014,7 @@ AActor *AActor::StaticSpawn (PClassActor *type, const DVector3 &pos, replace_t a
|
|||
}
|
||||
|
||||
actor->SetXYZ(pos);
|
||||
actor->OldRenderPos = { FLT_MAX, FLT_MAX, FLT_MAX };
|
||||
actor->picnum.SetInvalid();
|
||||
actor->health = actor->SpawnHealth();
|
||||
|
||||
|
@ -4322,12 +4326,15 @@ void AActor::Deactivate (AActor *activator)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// P_RemoveMobj
|
||||
//
|
||||
|
||||
void AActor::Destroy ()
|
||||
{
|
||||
ClearRenderSectorList();
|
||||
|
||||
// [RH] Destroy any inventory this actor is carrying
|
||||
DestroyAllInventory ();
|
||||
|
||||
|
|
|
@ -544,7 +544,7 @@ void P_SerializePolyobjs (FArchive &arc)
|
|||
arc << seg << po_NumPolyobjs;
|
||||
for(i = 0, po = polyobjs; i < po_NumPolyobjs; i++, po++)
|
||||
{
|
||||
arc << po->tag << po->Angle << po->StartSpot.pos << po->interpolation << po->bBlocked;
|
||||
arc << po->tag << po->Angle << po->StartSpot.pos << po->interpolation << po->bBlocked << po->bHasPortals;
|
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}
|
||||
}
|
||||
else
|
||||
|
@ -578,6 +578,14 @@ void P_SerializePolyobjs (FArchive &arc)
|
|||
{
|
||||
po->bBlocked = false;
|
||||
}
|
||||
if (SaveVersion >= 4538)
|
||||
{
|
||||
arc << po->bHasPortals;
|
||||
}
|
||||
else
|
||||
{
|
||||
po->bHasPortals = 0;
|
||||
}
|
||||
|
||||
po->RotatePolyobj (angle, true);
|
||||
delta -= po->StartSpot.pos;
|
||||
|
|
|
@ -1510,6 +1510,7 @@ void P_LoadSectors (MapData *map, FMissingTextureTracker &missingtex)
|
|||
tagManager.AddSectorTag(i, LittleShort(ms->tag));
|
||||
ss->thinglist = NULL;
|
||||
ss->touching_thinglist = NULL; // phares 3/14/98
|
||||
ss->render_thinglist = NULL;
|
||||
ss->seqType = defSeqType;
|
||||
ss->SeqName = NAME_None;
|
||||
ss->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
||||
|
|
|
@ -1291,6 +1291,7 @@ public:
|
|||
sec->SetAlpha(sector_t::ceiling, 1.);
|
||||
sec->thinglist = NULL;
|
||||
sec->touching_thinglist = NULL; // phares 3/14/98
|
||||
sec->render_thinglist = NULL;
|
||||
sec->seqType = (level.flags & LEVEL_SNDSEQTOTALCTRL) ? 0 : -1;
|
||||
sec->nextsec = -1; //jff 2/26/98 add fields to support locking out
|
||||
sec->prevsec = -1; // stair retriggering until build completes
|
||||
|
|
|
@ -2860,8 +2860,6 @@ void P_PredictPlayer (player_t *player)
|
|||
}
|
||||
}
|
||||
|
||||
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
|
||||
|
||||
void P_UnPredictPlayer ()
|
||||
{
|
||||
player_t *player = &players[consoleplayer];
|
||||
|
@ -2922,7 +2920,7 @@ void P_UnPredictPlayer ()
|
|||
sector_list = NULL;
|
||||
for (i = PredictionTouchingSectorsBackup.Size(); i-- > 0;)
|
||||
{
|
||||
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list);
|
||||
sector_list = P_AddSecnode(PredictionTouchingSectorsBackup[i], act, sector_list, PredictionTouchingSectorsBackup[i]->touching_thinglist);
|
||||
}
|
||||
act->touching_sectorlist = sector_list; // Attach to thing
|
||||
sector_list = NULL; // clear for next time
|
||||
|
@ -2934,7 +2932,7 @@ void P_UnPredictPlayer ()
|
|||
{
|
||||
if (node == sector_list)
|
||||
sector_list = node->m_tnext;
|
||||
node = P_DelSecnode(node);
|
||||
node = P_DelSecnode(node, §or_t::touching_thinglist);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -425,6 +425,11 @@ bool EV_RotatePoly (line_t *line, int polyNum, int speed, int byteAngle,
|
|||
{ // poly is already in motion
|
||||
break;
|
||||
}
|
||||
if (poly->bHasPortals == 2)
|
||||
{
|
||||
// cannot do rotations on linked polyportals.
|
||||
break;
|
||||
}
|
||||
pe = new DRotatePoly(poly->tag);
|
||||
poly->specialdata = pe;
|
||||
poly->bBlocked = false;
|
||||
|
@ -476,6 +481,7 @@ void DMovePoly::Tick ()
|
|||
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
|
||||
m_Speedv = m_Angle.ToVector(m_Speed);
|
||||
}
|
||||
poly->UpdateLinks();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -555,6 +561,7 @@ void DMovePolyTo::Tick ()
|
|||
m_Speed = m_Dist * (m_Speed < 0 ? -1 : 1);
|
||||
m_Speedv = m_Target - poly->StartSpot.pos;
|
||||
}
|
||||
poly->UpdateLinks();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -649,6 +656,7 @@ void DPolyDoor::Tick ()
|
|||
Destroy ();
|
||||
}
|
||||
}
|
||||
poly->UpdateLinks();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -735,6 +743,12 @@ bool EV_OpenPolyDoor(line_t *line, int polyNum, double speed, DAngle angle, int
|
|||
{ // poly is already moving
|
||||
break;
|
||||
}
|
||||
if (poly->bHasPortals == 2 && type == PODOOR_SWING)
|
||||
{
|
||||
// cannot do rotations on linked polyportals.
|
||||
break;
|
||||
}
|
||||
|
||||
pd = new DPolyDoor(poly->tag, type);
|
||||
poly->specialdata = pd;
|
||||
if (type == PODOOR_SLIDE)
|
||||
|
@ -899,6 +913,36 @@ void FPolyObj::ThrustMobj (AActor *actor, side_t *side)
|
|||
//
|
||||
//==========================================================================
|
||||
|
||||
void FPolyObj::UpdateLinks()
|
||||
{
|
||||
if (bHasPortals == 2)
|
||||
{
|
||||
TMap<int, bool> processed;
|
||||
for (unsigned i = 0; i < Linedefs.Size(); i++)
|
||||
{
|
||||
if (Linedefs[i]->isLinePortal())
|
||||
{
|
||||
FLinePortal *port = Linedefs[i]->getPortal();
|
||||
if (port->mType == PORTT_LINKED)
|
||||
{
|
||||
DVector2 old = port->mDisplacement;
|
||||
port->mDisplacement = port->mDestination->v2->fPos() - port->mOrigin->v1->fPos();
|
||||
FLinePortal *port2 = port->mDestination->getPortal();
|
||||
if (port2) port2->mDisplacement = -port->mDisplacement;
|
||||
int destgroup = port->mDestination->frontsector->PortalGroup;
|
||||
bool *done = processed.CheckKey(destgroup);
|
||||
if (!done || !*done)
|
||||
{
|
||||
processed[destgroup] = true;
|
||||
DVector2 delta = port->mDisplacement - old;
|
||||
Displacements.MoveGroup(destgroup, delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void FPolyObj::UpdateBBox ()
|
||||
{
|
||||
for(unsigned i=0;i<Linedefs.Size(); i++)
|
||||
|
@ -1172,6 +1216,15 @@ bool FPolyObj::CheckMobjBlocking (side_t *sd)
|
|||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (ld->isLinePortal())
|
||||
{
|
||||
// Fixme: this still needs to figure out if the polyobject move made the player cross the portal line.
|
||||
if (P_TryMove(mobj, mobj->Pos(), false))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
// We have a two-sided linedef so we should only check one side
|
||||
// so that the thrust from both sides doesn't cancel each other out.
|
||||
// Best use the one facing the player and ignore the back side.
|
||||
|
@ -1496,6 +1549,8 @@ static void SpawnPolyobj (int index, int tag, int type)
|
|||
{
|
||||
continue;
|
||||
}
|
||||
po->bBlocked = false;
|
||||
po->bHasPortals = 0;
|
||||
|
||||
side_t *sd = &sides[i];
|
||||
|
||||
|
@ -1563,6 +1618,12 @@ static void SpawnPolyobj (int index, int tag, int type)
|
|||
|
||||
if (l->validcount != validcount)
|
||||
{
|
||||
FLinePortal *port = l->getPortal();
|
||||
if (port && (port->mDefFlags & PORTF_PASSABLE))
|
||||
{
|
||||
int type = port->mType == PORTT_LINKED ? 2 : 1;
|
||||
if (po->bHasPortals < type) po->bHasPortals = (BYTE)type;
|
||||
}
|
||||
l->validcount = validcount;
|
||||
po->Linedefs.Push(l);
|
||||
|
||||
|
|
|
@ -63,6 +63,7 @@ struct FPolyObj
|
|||
int crush; // should the polyobj attempt to crush mobjs?
|
||||
bool bHurtOnTouch; // should the polyobj hurt anything it touches?
|
||||
bool bBlocked;
|
||||
BYTE bHasPortals; // 1 for any portal, 2 for a linked portal (2 must block rotations.)
|
||||
int seqType;
|
||||
double Size; // polyobj size (area of POLY_AREAUNIT == size of FRACUNIT)
|
||||
FPolyNode *subsectorlinks;
|
||||
|
@ -82,6 +83,7 @@ struct FPolyObj
|
|||
void CreateSubsectorLinks();
|
||||
void ClearSubsectorLinks();
|
||||
void CalcCenter();
|
||||
void UpdateLinks();
|
||||
static void ClearAllSubsectorLinks();
|
||||
|
||||
private:
|
||||
|
|
|
@ -384,8 +384,7 @@ void P_UpdatePortal(FLinePortal *port)
|
|||
}
|
||||
else
|
||||
{
|
||||
port->mDisplacement.X = port->mDestination->v2->fX() - port->mOrigin->v1->fX();
|
||||
port->mDisplacement.Y = port->mDestination->v2->fY() - port->mOrigin->v1->fY();
|
||||
port->mDisplacement = port->mDestination->v2->fPos() - port->mOrigin->v1->fPos();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -64,6 +64,14 @@ struct FDisplacementTable
|
|||
return data[x + size*y].pos;
|
||||
}
|
||||
|
||||
void MoveGroup(int grp, DVector2 delta)
|
||||
{
|
||||
for (int i = 1; i < size; i++)
|
||||
{
|
||||
data[grp + size*i].pos -= delta;
|
||||
data[i + grp*size].pos += delta;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
extern FDisplacementTable Displacements;
|
||||
|
|
|
@ -1102,6 +1102,7 @@ public:
|
|||
// list of mobjs that are at least partially in the sector
|
||||
// thinglist is a subset of touching_thinglist
|
||||
struct msecnode_t *touching_thinglist; // phares 3/14/98
|
||||
struct msecnode_t *render_thinglist; // for cross-portal rendering.
|
||||
|
||||
double gravity; // [RH] Sector gravity (1.0 is normal)
|
||||
FNameNoInit damagetype; // [RH] Means-of-death for applied damage
|
||||
|
|
|
@ -949,6 +949,7 @@ void R_SetupFrame (AActor *actor)
|
|||
{
|
||||
iview->otic = nowtic;
|
||||
iview->Old = iview->New;
|
||||
r_NoInterpolate = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -76,7 +76,7 @@ const char *GetVersionString();
|
|||
|
||||
// Use 4500 as the base git save version, since it's higher than the
|
||||
// SVN revision ever got.
|
||||
#define SAVEVER 4537
|
||||
#define SAVEVER 4538
|
||||
|
||||
#define SAVEVERSTRINGIFY2(x) #x
|
||||
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)
|
||||
|
|
Loading…
Reference in a new issue