- added handling for Eternity's 'gap' parameter to:

Ceiling_LowerToFloor
Ceiling_LowerToHighestFloor
Ceiling_ToFloorInstant
Floor_RaiseToCeiling
Floor_RaiseToLowestCeiling
Floor_ToCeilingInstant
This commit is contained in:
Christoph Oelckers 2016-08-03 12:59:40 +02:00
parent 95c3464973
commit c1a4dd74c4
4 changed files with 23 additions and 23 deletions

View File

@ -176,7 +176,7 @@ DEFINE_SPECIAL(Sector_SetCeilingScale, 188, 5, 5, 5)
DEFINE_SPECIAL(Sector_SetFloorScale, 189, 5, 5, 5)
DEFINE_SPECIAL(Static_Init, 190, -1, -1, 4)
DEFINE_SPECIAL(SetPlayerProperty, 191, 3, 3, 3)
DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 4, 4)
DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 4, 5)
DEFINE_SPECIAL(Ceiling_LowerInstant, 193, 3, 5, 5)
DEFINE_SPECIAL(Ceiling_RaiseInstant, 194, 3, 4, 4)
DEFINE_SPECIAL(Ceiling_CrushRaiseAndStayA, 195, 4, 5, 5)
@ -222,7 +222,7 @@ DEFINE_SPECIAL(Light_MaxNeighbor, 234, 1, 1, 1)
DEFINE_SPECIAL(Floor_TransferTrigger, 235, 1, 1, 1)
DEFINE_SPECIAL(Floor_TransferNumeric, 236, 1, 1, 1)
DEFINE_SPECIAL(ChangeCamera, 237, 3, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToLowestCeiling, 238, 2, 4, 4)
DEFINE_SPECIAL(Floor_RaiseToLowestCeiling, 238, 2, 4, 5)
DEFINE_SPECIAL(Floor_RaiseByValueTxTy, 239, 3, 3, 3)
DEFINE_SPECIAL(Floor_RaiseByTexture, 240, 2, 4, 4)
DEFINE_SPECIAL(Floor_LowerToLowestTxTy, 241, 2, 2, 2)
@ -238,21 +238,21 @@ DEFINE_SPECIAL(Floor_Donut, 250, 3, 3, 3)
DEFINE_SPECIAL(FloorAndCeiling_LowerRaise, 251, 3, 4, 4)
DEFINE_SPECIAL(Ceiling_RaiseToNearest, 252, 2, 3, 3)
DEFINE_SPECIAL(Ceiling_LowerToLowest, 253, 2, 4, 4)
DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 4, 4)
DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 4, 5)
DEFINE_SPECIAL(Ceiling_CrushRaiseAndStaySilA, 255, 4, 5, 5)
DEFINE_SPECIAL(Floor_LowerToHighestEE, 256, 2, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToLowest, 257, 1, 3, 3)
DEFINE_SPECIAL(Floor_LowerToLowestCeiling, 258, 2, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToCeiling, 259, 2, 4, 4)
DEFINE_SPECIAL(Floor_ToCeilingInstant, 260, 1, 3, 3)
DEFINE_SPECIAL(Floor_RaiseToCeiling, 259, 2, 4, 5)
DEFINE_SPECIAL(Floor_ToCeilingInstant, 260, 1, 3, 4)
DEFINE_SPECIAL(Floor_LowerByTexture, 261, 2, 3, 3)
DEFINE_SPECIAL(Ceiling_RaiseToHighest, 262, 2, 3, 3)
DEFINE_SPECIAL(Ceiling_ToHighestInstant, 263, 1, 3, 3)
DEFINE_SPECIAL(Ceiling_LowerToNearest, 264, 2, 4, 4)
DEFINE_SPECIAL(Ceiling_RaiseToLowest, 265, 2, 3, 3)
DEFINE_SPECIAL(Ceiling_RaiseToHighestFloor, 266, 2, 3, 3)
DEFINE_SPECIAL(Ceiling_ToFloorInstant, 267, 1, 3, 3)
DEFINE_SPECIAL(Ceiling_ToFloorInstant, 267, 1, 3, 4)
DEFINE_SPECIAL(Ceiling_RaiseByTexture, 268, 2, 3, 3)
DEFINE_SPECIAL(Ceiling_LowerByTexture, 269, 2, 4, 4)
DEFINE_SPECIAL(Stairs_BuildDownDoom, 270, 5, 5, 5)

View File

@ -309,7 +309,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
break;
case DCeiling::ceilLowerToHighestFloor:
targheight = sec->FindHighestFloorSurrounding (&spot);
targheight = sec->FindHighestFloorSurrounding (&spot) + height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
@ -359,13 +359,13 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
break;
case DCeiling::ceilLowerToFloor:
targheight = sec->FindHighestFloorPoint (&spot);
targheight = sec->FindHighestFloorPoint (&spot) + height;
ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = -1;
break;
case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
targheight = sec->FindHighestFloorPoint (&spot);
targheight = sec->FindHighestFloorPoint (&spot) + height;
ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
ceiling->m_Direction = 1;
break;

View File

@ -387,13 +387,13 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
case DFloor::floorRaiseToCeiling:
floor->m_Direction = 1;
newheight = sec->FindLowestCeilingPoint(&spot);
newheight = sec->FindLowestCeilingPoint(&spot) - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
break;
case DFloor::floorLowerToLowestCeiling:
floor->m_Direction = -1;
newheight = sec->FindLowestCeilingSurrounding(&spot);
newheight = sec->FindLowestCeilingSurrounding(&spot) - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
break;
@ -406,7 +406,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
case DFloor::floorLowerToCeiling:
// [RH] Essentially instantly raises the floor to the ceiling
floor->m_Direction = -1;
newheight = sec->FindLowestCeilingPoint(&spot);
newheight = sec->FindLowestCeilingPoint(&spot) - height;
floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
break;

View File

@ -420,9 +420,9 @@ FUNC(LS_Floor_RaiseInstant)
}
FUNC(LS_Floor_ToCeilingInstant)
// Floor_ToCeilingInstant (tag, change, crush)
// Floor_ToCeilingInstant (tag, change, crush, gap)
{
return EV_DoFloor (DFloor::floorLowerToCeiling, ln, arg0, 0, 0, CRUSH(arg2), CHANGE(arg1), true);
return EV_DoFloor (DFloor::floorLowerToCeiling, ln, arg0, 0, arg3, CRUSH(arg2), CHANGE(arg1), true);
}
FUNC(LS_Floor_MoveToValueTimes8)
@ -448,7 +448,7 @@ FUNC(LS_Floor_RaiseToLowestCeiling)
FUNC(LS_Floor_LowerToLowestCeiling)
// Floor_LowerToLowestCeiling (tag, speed, change)
{
return EV_DoFloor (DFloor::floorLowerToLowestCeiling, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), true);
return EV_DoFloor (DFloor::floorLowerToLowestCeiling, ln, arg0, SPEED(arg1), arg4, -1, CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseByTexture)
@ -464,9 +464,9 @@ FUNC(LS_Floor_LowerByTexture)
}
FUNC(LS_Floor_RaiseToCeiling)
// Floor_RaiseToCeiling (tag, speed, change, crush)
// Floor_RaiseToCeiling (tag, speed, change, crush, gap)
{
return EV_DoFloor (DFloor::floorRaiseToCeiling, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
return EV_DoFloor (DFloor::floorRaiseToCeiling, ln, arg0, SPEED(arg1), arg4, CRUSH(arg3), CHANGE(arg2), true);
}
FUNC(LS_Floor_RaiseByValueTxTy)
@ -706,9 +706,9 @@ FUNC(LS_Ceiling_MoveToValue)
}
FUNC(LS_Ceiling_LowerToHighestFloor)
// Ceiling_LowerToHighestFloor (tag, speed, change, crush)
// Ceiling_LowerToHighestFloor (tag, speed, change, crush, gap)
{
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2));
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, arg4, CRUSH(arg3), 0, CHANGE(arg2));
}
FUNC(LS_Ceiling_LowerInstant)
@ -808,15 +808,15 @@ FUNC(LS_Ceiling_ToHighestInstant)
}
FUNC(LS_Ceiling_ToFloorInstant)
// Ceiling_ToFloorInstant (tag, change, crush)
// Ceiling_ToFloorInstant (tag, change, crush, gap)
{
return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, 2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1));
return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, 2, 0, arg3, CRUSH(arg2), 0, CHANGE(arg1));
}
FUNC(LS_Ceiling_LowerToFloor)
// Ceiling_LowerToFloor (tag, speed, change, crush)
// Ceiling_LowerToFloor (tag, speed, change, crush, gap)
{
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4));
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, arg4, CRUSH(arg3), 0, CHANGE(arg4));
}
FUNC(LS_Ceiling_LowerByTexture)