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https://github.com/ZDoom/gzdoom.git
synced 2024-11-23 12:32:34 +00:00
- cleaned up ceiling creation and moved the Create function out of the DCeiling class.
- did the same for floors so that FraggleScript no longer needs access to the thinkers themselves.
This commit is contained in:
parent
caae61de4c
commit
bc7e159be0
5 changed files with 287 additions and 318 deletions
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@ -26,6 +26,7 @@ class DMover : public DSectorEffect
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HAS_OBJECT_POINTERS
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HAS_OBJECT_POINTERS
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public:
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public:
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DMover (sector_t *sector);
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DMover (sector_t *sector);
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void StopInterpolation(bool force = false);
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protected:
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protected:
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TObjPtr<DInterpolation> interpolation;
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TObjPtr<DInterpolation> interpolation;
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private:
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private:
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@ -33,7 +34,6 @@ protected:
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DMover ();
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DMover ();
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void Serialize (FArchive &arc);
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void Serialize (FArchive &arc);
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void Destroy();
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void Destroy();
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void StopInterpolation(bool force = false);
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};
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};
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class DMovingFloor : public DMover
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class DMovingFloor : public DMover
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@ -1596,35 +1596,6 @@ void FParser::SF_FloorHeight(void)
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}
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}
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//=============================================================================
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//
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//
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//=============================================================================
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class DMoveFloor : public DFloor
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{
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public:
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DMoveFloor(sector_t * sec,double moveheight,int _m_Direction,int crush,double movespeed)
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: DFloor(sec)
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{
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m_Type = floorRaiseByValue;
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m_Crush = crush;
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m_Speed=movespeed;
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m_Direction = _m_Direction;
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m_FloorDestDist = moveheight;
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// Do not interpolate instant movement floors.
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double movedist = fabs(-sec->floorplane.fD() - moveheight);
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if (m_Speed >= movedist)
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{
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StopInterpolation(true);
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}
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StartFloorSound();
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}
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};
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//==========================================================================
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//==========================================================================
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//
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//
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//
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//
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@ -1634,7 +1605,6 @@ public:
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void FParser::SF_MoveFloor(void)
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void FParser::SF_MoveFloor(void)
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{
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{
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int secnum = -1;
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int secnum = -1;
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sector_t *sec;
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int tagnum, crush;
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int tagnum, crush;
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double platspeed = 1, destheight;
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double platspeed = 1, destheight;
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@ -1650,12 +1620,7 @@ void FParser::SF_MoveFloor(void)
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FSSectorTagIterator itr(tagnum);
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FSSectorTagIterator itr(tagnum);
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while ((secnum = itr.Next()) >= 0)
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while ((secnum = itr.Next()) >= 0)
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{
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{
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sec = §ors[secnum];
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P_CreateFloor(§ors[secnum], DFloor::floorMoveToValue, NULL, platspeed, destheight, crush, 0, false, false);
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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(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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}
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}
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}
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}
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@ -1729,7 +1694,6 @@ void FParser::SF_CeilingHeight(void)
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void FParser::SF_MoveCeiling(void)
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void FParser::SF_MoveCeiling(void)
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{
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{
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int secnum = -1;
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int secnum = -1;
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sector_t *sec;
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int tagnum;
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int tagnum;
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double platspeed = 1, destheight;
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double platspeed = 1, destheight;
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int crush;
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int crush;
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@ -1747,11 +1711,7 @@ void FParser::SF_MoveCeiling(void)
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FSSectorTagIterator itr(tagnum);
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FSSectorTagIterator itr(tagnum);
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while ((secnum = itr.Next()) >= 0)
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while ((secnum = itr.Next()) >= 0)
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{
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{
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sec = §ors[secnum];
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P_CreateCeiling(§ors[secnum], DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
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// Don't start a second thinker on the same floor
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if (sec->ceilingdata) continue;
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DCeiling::Create(sec, DCeiling::ceilMoveToValue, NULL, tagnum, platspeed, platspeed, destheight, crush, silent | 4, 0, DCeiling::ECrushMode::crushDoom);
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}
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}
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}
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}
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}
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}
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@ -142,7 +142,7 @@ void DCeiling::Tick ()
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{
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{
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switch (m_Type)
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switch (m_Type)
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{
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{
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case ceilCrushAndRaise:
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case DCeiling::ceilCrushAndRaise:
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m_Direction = -1;
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m_Direction = -1;
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m_Speed = m_Speed1;
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m_Speed = m_Speed1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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if (!SN_IsMakingLoopingSound (m_Sector))
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@ -173,8 +173,8 @@ void DCeiling::Tick ()
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{
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{
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switch (m_Type)
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switch (m_Type)
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{
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{
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case ceilCrushAndRaise:
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case DCeiling::ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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case DCeiling::ceilCrushRaiseAndStay:
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m_Speed = m_Speed2;
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m_Speed = m_Speed2;
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m_Direction = 1;
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m_Direction = 1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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if (!SN_IsMakingLoopingSound (m_Sector))
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@ -202,8 +202,8 @@ void DCeiling::Tick ()
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{
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{
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switch (m_Type)
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switch (m_Type)
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{
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{
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case ceilCrushAndRaise:
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case DCeiling::ceilCrushAndRaise:
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case ceilLowerAndCrush:
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case DCeiling::ceilLowerAndCrush:
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if (m_CrushMode == ECrushMode::crushSlowdown)
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if (m_CrushMode == ECrushMode::crushSlowdown)
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m_Speed = 1. / 8;
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m_Speed = 1. / 8;
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break;
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break;
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@ -244,9 +244,9 @@ DCeiling::DCeiling (sector_t *sec, double speed1, double speed2, int silent)
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//
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//
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//============================================================================
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//============================================================================
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DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
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bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
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double speed, double speed2, double height,
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double speed, double speed2, double height,
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int crush, int silent, int change, ECrushMode hexencrush)
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int crush, int silent, int change, DCeiling::ECrushMode hexencrush)
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{
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{
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double targheight = 0; // Silence, GCC
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double targheight = 0; // Silence, GCC
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@ -262,35 +262,35 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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switch (type)
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switch (type)
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{
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{
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case ceilCrushAndRaise:
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case DCeiling::ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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case DCeiling::ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.fD();
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ceiling->m_TopHeight = sec->ceilingplane.fD();
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case ceilLowerAndCrush:
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case DCeiling::ceilLowerAndCrush:
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight += height;
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targheight += height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseToHighest:
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case DCeiling::ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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break;
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break;
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case ceilLowerByValue:
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case DCeiling::ceilLowerByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseByValue:
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case DCeiling::ceilRaiseByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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break;
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break;
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case ceilMoveToValue:
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case DCeiling::ceilMoveToValue:
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{
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{
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double diff = height - sec->ceilingplane.ZatPoint (spot);
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double diff = height - sec->ceilingplane.ZatPoint (spot);
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@ -308,81 +308,81 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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}
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}
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break;
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break;
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case ceilLowerToHighestFloor:
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseToHighestFloor:
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case DCeiling::ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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break;
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break;
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case ceilLowerInstant:
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case DCeiling::ceilLowerInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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ceiling->m_Speed = height;
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ceiling->m_Speed = height;
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break;
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break;
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case ceilRaiseInstant:
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case DCeiling::ceilRaiseInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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ceiling->m_Speed = height;
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ceiling->m_Speed = height;
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break;
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break;
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case ceilLowerToNearest:
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case DCeiling::ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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targheight = sec->FindNextLowestCeiling (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseToNearest:
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case DCeiling::ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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targheight = sec->FindNextHighestCeiling (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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break;
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break;
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case ceilLowerToLowest:
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case DCeiling::ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseToLowest:
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case DCeiling::ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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break;
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break;
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case ceilLowerToFloor:
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case DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseToFloor: // [RH] What's this for?
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case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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break;
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break;
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case ceilLowerToHighest:
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case DCeiling::ceilLowerToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilLowerByTexture:
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case DCeiling::ceilLowerByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Direction = -1;
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break;
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break;
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case ceilRaiseByTexture:
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case DCeiling::ceilRaiseByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Direction = 1;
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@ -426,9 +426,9 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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//jff 5/23/98 find model with floor at target height if target
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//jff 5/23/98 find model with floor at target height if target
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//is a floor type
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//is a floor type
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modelsec = (/*type == ceilRaiseToHighest ||*/
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modelsec = (/*type == ceilRaiseToHighest ||*/
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type == ceilRaiseToFloor ||
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type == DCeiling::ceilRaiseToFloor ||
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/*type == ceilLowerToHighest ||*/
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/*type == ceilLowerToHighest ||*/
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type == ceilLowerToFloor) ?
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type == DCeiling::ceilLowerToFloor) ?
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sec->FindModelFloorSector (targheight) :
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sec->FindModelFloorSector (targheight) :
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sec->FindModelCeilingSector (targheight);
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sec->FindModelCeilingSector (targheight);
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if (modelsec != NULL)
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if (modelsec != NULL)
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@ -438,14 +438,14 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
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{
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{
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case 1: // type is zeroed
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case 1: // type is zeroed
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ceiling->m_NewSpecial.Clear();
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ceiling->m_NewSpecial.Clear();
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ceiling->m_Type = genCeilingChg0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
|
||||||
break;
|
break;
|
||||||
case 2: // type is copied
|
case 2: // type is copied
|
||||||
sec->GetSpecial(&ceiling->m_NewSpecial);
|
sec->GetSpecial(&ceiling->m_NewSpecial);
|
||||||
ceiling->m_Type = genCeilingChgT;
|
ceiling->m_Type = DCeiling::genCeilingChgT;
|
||||||
break;
|
break;
|
||||||
case 3: // type is left alone
|
case 3: // type is left alone
|
||||||
ceiling->m_Type = genCeilingChg;
|
ceiling->m_Type = DCeiling::genCeilingChg;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -457,21 +457,21 @@ DCeiling *DCeiling::Create(sector_t *sec, DCeiling::ECeiling type, line_t *line,
|
||||||
{
|
{
|
||||||
case 1: // type is zeroed
|
case 1: // type is zeroed
|
||||||
ceiling->m_NewSpecial.Clear();
|
ceiling->m_NewSpecial.Clear();
|
||||||
ceiling->m_Type = genCeilingChg0;
|
ceiling->m_Type = DCeiling::genCeilingChg0;
|
||||||
break;
|
break;
|
||||||
case 2: // type is copied
|
case 2: // type is copied
|
||||||
line->frontsector->GetSpecial(&ceiling->m_NewSpecial);
|
line->frontsector->GetSpecial(&ceiling->m_NewSpecial);
|
||||||
ceiling->m_Type = genCeilingChgT;
|
ceiling->m_Type = DCeiling::genCeilingChgT;
|
||||||
break;
|
break;
|
||||||
case 3: // type is left alone
|
case 3: // type is left alone
|
||||||
ceiling->m_Type = genCeilingChg;
|
ceiling->m_Type = DCeiling::genCeilingChg;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
ceiling->PlayCeilingSound ();
|
ceiling->PlayCeilingSound ();
|
||||||
return ceiling;
|
return ceiling != NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
//============================================================================
|
//============================================================================
|
||||||
|
@ -502,7 +502,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
|
||||||
// [RH] Hack to let manual crushers be retriggerable, too
|
// [RH] Hack to let manual crushers be retriggerable, too
|
||||||
tag ^= secnum | 0x1000000;
|
tag ^= secnum | 0x1000000;
|
||||||
P_ActivateInStasisCeiling (tag);
|
P_ActivateInStasisCeiling (tag);
|
||||||
return !!DCeiling::Create(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
|
return P_CreateCeiling(sec, type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reactivate in-stasis ceilings...for certain types.
|
// Reactivate in-stasis ceilings...for certain types.
|
||||||
|
@ -516,7 +516,7 @@ bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
|
||||||
FSectorTagIterator it(tag);
|
FSectorTagIterator it(tag);
|
||||||
while ((secnum = it.Next()) >= 0)
|
while ((secnum = it.Next()) >= 0)
|
||||||
{
|
{
|
||||||
rtn |= !!DCeiling::Create(§ors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
|
rtn |= P_CreateCeiling(§ors[secnum], type, line, tag, speed, speed2, height, crush, silent, change, hexencrush);
|
||||||
}
|
}
|
||||||
return rtn;
|
return rtn;
|
||||||
}
|
}
|
||||||
|
|
470
src/p_floor.cpp
470
src/p_floor.cpp
|
@ -271,6 +271,244 @@ DFloor::DFloor (sector_t *sec)
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
|
||||||
|
//==========================================================================
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//
|
||||||
|
//==========================================================================
|
||||||
|
|
||||||
|
bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
|
||||||
|
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
|
||||||
|
{
|
||||||
|
bool rtn;
|
||||||
|
DFloor* floor;
|
||||||
|
double ceilingheight;
|
||||||
|
double newheight;
|
||||||
|
vertex_t *spot, *spot2;
|
||||||
|
|
||||||
|
// ALREADY MOVING? IF SO, KEEP GOING...
|
||||||
|
if (sec->PlaneMoving(sector_t::floor))
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
// new floor thinker
|
||||||
|
rtn = true;
|
||||||
|
floor = new DFloor(sec);
|
||||||
|
floor->m_Type = floortype;
|
||||||
|
floor->m_Crush = crush;
|
||||||
|
floor->m_Hexencrush = hexencrush;
|
||||||
|
floor->m_Speed = speed;
|
||||||
|
floor->m_ResetCount = 0; // [RH]
|
||||||
|
floor->m_OrgDist = sec->floorplane.fD(); // [RH]
|
||||||
|
|
||||||
|
switch (floortype)
|
||||||
|
{
|
||||||
|
case DFloor::floorLowerToHighest:
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->FindHighestFloorSurrounding(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
// [RH] DOOM's turboLower type did this. I've just extended it
|
||||||
|
// to be applicable to all LowerToHighest types.
|
||||||
|
if (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight + height);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerToLowest:
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->FindLowestFloorSurrounding(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerToNearest:
|
||||||
|
//jff 02/03/30 support lowering floor to next lowest floor
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->FindNextLowestFloor(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerInstant:
|
||||||
|
floor->m_Speed = height;
|
||||||
|
case DFloor::floorLowerByValue:
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->CenterFloor() - height;
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseInstant:
|
||||||
|
floor->m_Speed = height;
|
||||||
|
case DFloor::floorRaiseByValue:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->CenterFloor() + height;
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorMoveToValue:
|
||||||
|
sec->FindHighestFloorPoint(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, height);
|
||||||
|
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseAndCrushDoom:
|
||||||
|
case DFloor::floorRaiseToLowestCeiling:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->FindLowestCeilingSurrounding(&spot);
|
||||||
|
if (floortype == DFloor::floorRaiseAndCrushDoom)
|
||||||
|
newheight -= 8;
|
||||||
|
ceilingheight = sec->FindLowestCeilingPoint(&spot2);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
if (sec->floorplane.ZatPointDist(spot2, floor->m_FloorDestDist) > ceilingheight)
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot2,
|
||||||
|
floortype == DFloor::floorRaiseAndCrushDoom ? ceilingheight - 8 : ceilingheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseToHighest:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->FindHighestFloorSurrounding(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseToNearest:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->FindNextHighestFloor(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseToLowest:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->FindLowestFloorSurrounding(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseAndCrush:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->FindLowestCeilingPoint(&spot) - 8;
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseToCeiling:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->FindLowestCeilingPoint(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerToLowestCeiling:
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->FindLowestCeilingSurrounding(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerByTexture:
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->CenterFloor() - sec->FindShortestTextureAround();
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerToCeiling:
|
||||||
|
// [RH] Essentially instantly raises the floor to the ceiling
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->FindLowestCeilingPoint(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseByTexture:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
// [RH] Use P_FindShortestTextureAround from BOOM to do this
|
||||||
|
// since the code is identical to what was here. (Oddly
|
||||||
|
// enough, BOOM preserved the code here even though it
|
||||||
|
// also had this function.)
|
||||||
|
newheight = sec->CenterFloor() + sec->FindShortestTextureAround();
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorRaiseAndChange:
|
||||||
|
floor->m_Direction = 1;
|
||||||
|
newheight = sec->CenterFloor() + height;
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(sec->centerspot, newheight);
|
||||||
|
if (line != NULL)
|
||||||
|
{
|
||||||
|
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
||||||
|
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
||||||
|
sec->TransferSpecial(line->frontsector);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
sec->ClearSpecial();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
case DFloor::floorLowerAndChange:
|
||||||
|
floor->m_Direction = -1;
|
||||||
|
newheight = sec->FindLowestFloorSurrounding(&spot);
|
||||||
|
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
|
||||||
|
floor->m_Texture = sec->GetTexture(sector_t::floor);
|
||||||
|
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
|
||||||
|
// in case no surrounding sector is at floordestheight
|
||||||
|
sec->GetSpecial(&floor->m_NewSpecial);
|
||||||
|
|
||||||
|
//jff 5/23/98 use model subroutine to unify fixes and handling
|
||||||
|
sector_t *modelsec;
|
||||||
|
modelsec = sec->FindModelFloorSector(newheight);
|
||||||
|
if (modelsec != NULL)
|
||||||
|
{
|
||||||
|
floor->m_Texture = modelsec->GetTexture(sector_t::floor);
|
||||||
|
modelsec->GetSpecial(&floor->m_NewSpecial);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Do not interpolate instant movement floors.
|
||||||
|
bool silent = false;
|
||||||
|
|
||||||
|
if ((floor->m_Direction > 0 && floor->m_FloorDestDist > sec->floorplane.fD()) || // moving up but going down
|
||||||
|
(floor->m_Direction < 0 && floor->m_FloorDestDist < sec->floorplane.fD()) || // moving down but going up
|
||||||
|
(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
|
||||||
|
{
|
||||||
|
floor->StopInterpolation(true);
|
||||||
|
|
||||||
|
// [Graf Zahl]
|
||||||
|
// Don't make sounds for instant movement hacks but make an exception for
|
||||||
|
// switches that activate their own back side.
|
||||||
|
if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
|
||||||
|
{
|
||||||
|
if (!line || !(line->activation & (SPAC_Use | SPAC_Push)) || line->backsector != sec)
|
||||||
|
silent = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (!silent) floor->StartFloorSound();
|
||||||
|
|
||||||
|
if (change & 3)
|
||||||
|
{
|
||||||
|
// [RH] Need to do some transferring
|
||||||
|
if (change & 4)
|
||||||
|
{
|
||||||
|
// Numeric model change
|
||||||
|
sector_t *modelsec;
|
||||||
|
|
||||||
|
modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
|
||||||
|
floortype == DFloor::floorLowerToLowestCeiling ||
|
||||||
|
floortype == DFloor::floorRaiseToCeiling ||
|
||||||
|
floortype == DFloor::floorLowerToCeiling) ?
|
||||||
|
sec->FindModelCeilingSector(-floor->m_FloorDestDist) :
|
||||||
|
sec->FindModelFloorSector(-floor->m_FloorDestDist);
|
||||||
|
|
||||||
|
if (modelsec != NULL)
|
||||||
|
{
|
||||||
|
floor->SetFloorChangeType(modelsec, change);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else if (line)
|
||||||
|
{
|
||||||
|
// Trigger model change
|
||||||
|
floor->SetFloorChangeType(line->frontsector, change);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
//==========================================================================
|
//==========================================================================
|
||||||
//
|
//
|
||||||
// HANDLE FLOOR TYPES
|
// HANDLE FLOOR TYPES
|
||||||
|
@ -283,241 +521,13 @@ bool EV_DoFloor (DFloor::EFloor floortype, line_t *line, int tag,
|
||||||
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
|
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower)
|
||||||
{
|
{
|
||||||
int secnum;
|
int secnum;
|
||||||
bool rtn;
|
bool rtn = false;
|
||||||
sector_t* sec;
|
|
||||||
DFloor* floor;
|
|
||||||
double ceilingheight;
|
|
||||||
double newheight;
|
|
||||||
vertex_t *spot, *spot2;
|
|
||||||
|
|
||||||
rtn = false;
|
|
||||||
|
|
||||||
// check if a manual trigger; if so do just the sector on the backside
|
// check if a manual trigger; if so do just the sector on the backside
|
||||||
FSectorTagIterator it(tag, line);
|
FSectorTagIterator it(tag, line);
|
||||||
while ((secnum = it.Next()) >= 0)
|
while ((secnum = it.Next()) >= 0)
|
||||||
{
|
{
|
||||||
sec = §ors[secnum];
|
rtn |= P_CreateFloor(§ors[secnum], floortype, line, speed, height, crush, change, hexencrush, hereticlower);
|
||||||
// ALREADY MOVING? IF SO, KEEP GOING...
|
|
||||||
if (sec->PlaneMoving(sector_t::floor))
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// new floor thinker
|
|
||||||
rtn = true;
|
|
||||||
floor = new DFloor (sec);
|
|
||||||
floor->m_Type = floortype;
|
|
||||||
floor->m_Crush = crush;
|
|
||||||
floor->m_Hexencrush = hexencrush;
|
|
||||||
floor->m_Speed = speed;
|
|
||||||
floor->m_ResetCount = 0; // [RH]
|
|
||||||
floor->m_OrgDist = sec->floorplane.fD(); // [RH]
|
|
||||||
|
|
||||||
switch (floortype)
|
|
||||||
{
|
|
||||||
case DFloor::floorLowerToHighest:
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->FindHighestFloorSurrounding (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
// [RH] DOOM's turboLower type did this. I've just extended it
|
|
||||||
// to be applicable to all LowerToHighest types.
|
|
||||||
if (hereticlower || floor->m_FloorDestDist != sec->floorplane.fD())
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight+height);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerToLowest:
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->FindLowestFloorSurrounding (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerToNearest:
|
|
||||||
//jff 02/03/30 support lowering floor to next lowest floor
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->FindNextLowestFloor (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerInstant:
|
|
||||||
floor->m_Speed = height;
|
|
||||||
case DFloor::floorLowerByValue:
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->CenterFloor() - height;
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseInstant:
|
|
||||||
floor->m_Speed = height;
|
|
||||||
case DFloor::floorRaiseByValue:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->CenterFloor() + height;
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorMoveToValue:
|
|
||||||
sec->FindHighestFloorPoint (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, height);
|
|
||||||
floor->m_Direction = (floor->m_FloorDestDist > sec->floorplane.fD()) ? -1 : 1;
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseAndCrushDoom:
|
|
||||||
case DFloor::floorRaiseToLowestCeiling:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->FindLowestCeilingSurrounding (&spot);
|
|
||||||
if (floortype == DFloor::floorRaiseAndCrushDoom)
|
|
||||||
newheight -= 8;
|
|
||||||
ceilingheight = sec->FindLowestCeilingPoint (&spot2);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
if (sec->floorplane.ZatPointDist (spot2, floor->m_FloorDestDist) > ceilingheight)
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot2,
|
|
||||||
floortype == DFloor::floorRaiseAndCrushDoom ? ceilingheight - 8 : ceilingheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseToHighest:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->FindHighestFloorSurrounding (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseToNearest:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->FindNextHighestFloor (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseToLowest:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->FindLowestFloorSurrounding (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseAndCrush:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->FindLowestCeilingPoint (&spot) - 8;
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseToCeiling:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->FindLowestCeilingPoint (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerToLowestCeiling:
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->FindLowestCeilingSurrounding (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerByTexture:
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->CenterFloor() - sec->FindShortestTextureAround ();
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerToCeiling:
|
|
||||||
// [RH] Essentially instantly raises the floor to the ceiling
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->FindLowestCeilingPoint (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseByTexture:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
// [RH] Use P_FindShortestTextureAround from BOOM to do this
|
|
||||||
// since the code is identical to what was here. (Oddly
|
|
||||||
// enough, BOOM preserved the code here even though it
|
|
||||||
// also had this function.)
|
|
||||||
newheight = sec->CenterFloor() + sec->FindShortestTextureAround ();
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorRaiseAndChange:
|
|
||||||
floor->m_Direction = 1;
|
|
||||||
newheight = sec->CenterFloor() + height;
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (sec->centerspot, newheight);
|
|
||||||
if (line != NULL)
|
|
||||||
{
|
|
||||||
FTextureID oldpic = sec->GetTexture(sector_t::floor);
|
|
||||||
sec->SetTexture(sector_t::floor, line->frontsector->GetTexture(sector_t::floor));
|
|
||||||
sec->TransferSpecial(line->frontsector);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
sec->ClearSpecial();
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
case DFloor::floorLowerAndChange:
|
|
||||||
floor->m_Direction = -1;
|
|
||||||
newheight = sec->FindLowestFloorSurrounding (&spot);
|
|
||||||
floor->m_FloorDestDist = sec->floorplane.PointToDist (spot, newheight);
|
|
||||||
floor->m_Texture = sec->GetTexture(sector_t::floor);
|
|
||||||
// jff 1/24/98 make sure floor->m_NewSpecial gets initialized
|
|
||||||
// in case no surrounding sector is at floordestheight
|
|
||||||
sec->GetSpecial(&floor->m_NewSpecial);
|
|
||||||
|
|
||||||
//jff 5/23/98 use model subroutine to unify fixes and handling
|
|
||||||
sector_t *modelsec;
|
|
||||||
modelsec = sec->FindModelFloorSector (newheight);
|
|
||||||
if (modelsec != NULL)
|
|
||||||
{
|
|
||||||
floor->m_Texture = modelsec->GetTexture(sector_t::floor);
|
|
||||||
modelsec->GetSpecial(&floor->m_NewSpecial);
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Do not interpolate instant movement floors.
|
|
||||||
bool silent = false;
|
|
||||||
|
|
||||||
if ((floor->m_Direction>0 && floor->m_FloorDestDist>sec->floorplane.fD()) || // moving up but going down
|
|
||||||
(floor->m_Direction<0 && floor->m_FloorDestDist<sec->floorplane.fD()) || // moving down but going up
|
|
||||||
(floor->m_Speed >= fabs(sec->floorplane.fD() - floor->m_FloorDestDist))) // moving in one step
|
|
||||||
{
|
|
||||||
floor->StopInterpolation(true);
|
|
||||||
|
|
||||||
// [Graf Zahl]
|
|
||||||
// Don't make sounds for instant movement hacks but make an exception for
|
|
||||||
// switches that activate their own back side.
|
|
||||||
if (!(i_compatflags & COMPATF_SILENT_INSTANT_FLOORS))
|
|
||||||
{
|
|
||||||
if (!line || !(line->activation & (SPAC_Use|SPAC_Push)) || line->backsector!=sec)
|
|
||||||
silent = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
if (!silent) floor->StartFloorSound ();
|
|
||||||
|
|
||||||
if (change & 3)
|
|
||||||
{
|
|
||||||
// [RH] Need to do some transferring
|
|
||||||
if (change & 4)
|
|
||||||
{
|
|
||||||
// Numeric model change
|
|
||||||
sector_t *modelsec;
|
|
||||||
|
|
||||||
modelsec = (floortype == DFloor::floorRaiseToLowestCeiling ||
|
|
||||||
floortype == DFloor::floorLowerToLowestCeiling ||
|
|
||||||
floortype == DFloor::floorRaiseToCeiling ||
|
|
||||||
floortype == DFloor::floorLowerToCeiling) ?
|
|
||||||
sec->FindModelCeilingSector (-floor->m_FloorDestDist) :
|
|
||||||
sec->FindModelFloorSector (-floor->m_FloorDestDist);
|
|
||||||
|
|
||||||
if (modelsec != NULL)
|
|
||||||
{
|
|
||||||
floor->SetFloorChangeType (modelsec, change);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
else if (line)
|
|
||||||
{
|
|
||||||
// Trigger model change
|
|
||||||
floor->SetFloorChangeType (line->frontsector, change);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
return rtn;
|
return rtn;
|
||||||
}
|
}
|
||||||
|
|
13
src/p_spec.h
13
src/p_spec.h
|
@ -572,10 +572,6 @@ public:
|
||||||
void Serialize (FArchive &arc);
|
void Serialize (FArchive &arc);
|
||||||
void Tick ();
|
void Tick ();
|
||||||
|
|
||||||
static DCeiling *Create(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag,
|
|
||||||
double speed, double speed2, double height,
|
|
||||||
int crush, int silent, int change, ECrushMode hexencrush);
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
ECeiling m_Type;
|
ECeiling m_Type;
|
||||||
double m_BottomHeight;
|
double m_BottomHeight;
|
||||||
|
@ -601,13 +597,13 @@ protected:
|
||||||
private:
|
private:
|
||||||
DCeiling ();
|
DCeiling ();
|
||||||
|
|
||||||
|
friend bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
|
||||||
friend bool EV_CeilingCrushStop (int tag);
|
friend bool EV_CeilingCrushStop (int tag);
|
||||||
friend void P_ActivateInStasisCeiling (int tag);
|
friend void P_ActivateInStasisCeiling (int tag);
|
||||||
};
|
};
|
||||||
|
|
||||||
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
|
bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush);
|
||||||
int tag, double speed, double speed2, double height,
|
bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line, int tag, double speed, double speed2, double height, int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
|
||||||
int crush, int silent, int change, DCeiling::ECrushMode hexencrush = DCeiling::ECrushMode::crushDoom);
|
|
||||||
|
|
||||||
bool EV_CeilingCrushStop (int tag);
|
bool EV_CeilingCrushStop (int tag);
|
||||||
void P_ActivateInStasisCeiling (int tag);
|
void P_ActivateInStasisCeiling (int tag);
|
||||||
|
@ -711,6 +707,9 @@ private:
|
||||||
DFloor ();
|
DFloor ();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
|
||||||
|
double speed, double height, int crush, int change, bool hexencrush, bool hereticlower);
|
||||||
|
|
||||||
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
|
||||||
double stairsize, double speed, int delay, int reset, int igntxt,
|
double stairsize, double speed, int delay, int reset, int igntxt,
|
||||||
int usespecials);
|
int usespecials);
|
||||||
|
|
Loading…
Reference in a new issue