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Merge branch 'master' of https://github.com/crimsondusk/zdoom into crimsondusk-master
Conflicts: src/am_map.cpp
This commit is contained in:
commit
c86cd53753
3 changed files with 179 additions and 48 deletions
199
src/am_map.cpp
199
src/am_map.cpp
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@ -2224,6 +2224,154 @@ bool AM_Check3DFloors(line_t *line)
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return false;
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}
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// [TP] Check whether a sector can trigger a special that satisfies the provided function.
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// If found, specialptr and argsptr will be filled by the special and the arguments
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// If needUseActivated is true, the special must be activated by use.
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bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated)
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{
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for (ASectorAction* action = sector->SecActTarget; action; action = barrier_cast<ASectorAction *>(action->tracer))
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{
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if ((action->IsActivatedByUse() || false == needUseActivated)
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&& (*function)(action->special, action->args)
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&& action->CanTrigger (players[consoleplayer].mo))
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{
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*specialptr = action->special;
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*argsptr = action->args;
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return true;
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}
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}
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return false;
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}
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// [TP] Check whether there's a boundary on the provided line for a special that satisfies the provided function.
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// It's a boundary if the line can activate the special or the line's bordering sectors can activate it.
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// If found, specialptr and argsptr will be filled with special and args if given.
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bool AM_checkSpecialBoundary (line_t &line, bool (*function)(int, int *), int *specialptr = NULL, int **argsptr = NULL)
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{
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if (specialptr == NULL)
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{
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static int sink;
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specialptr = &sink;
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}
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if (argsptr == NULL)
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{
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static int *sink;
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argsptr = &sink;
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}
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// Check if the line special qualifies for this
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if ((line.activation & SPAC_PlayerActivate) && (*function)(line.special, line.args))
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{
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*specialptr = line.special;
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*argsptr = line.args;
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return true;
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}
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// Check sector actions in the line's front sector -- the action has to be use-activated in order to
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// show up if this is a one-sided line, because the player cannot trigger sector actions by crossing
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// a one-sided line (since that's impossible, duh).
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if (AM_checkSectorActions(line.frontsector, function, specialptr, argsptr, line.backsector == NULL))
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return true;
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// If it has a back sector, check sector actions in that.
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return (line.backsector && AM_checkSectorActions(line.backsector, function, specialptr, argsptr, false));
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}
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bool AM_isTeleportSpecial (int special, int *)
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{
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return (special == Teleport ||
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special == Teleport_NoFog ||
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special == Teleport_ZombieChanger ||
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special == Teleport_Line);
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}
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bool AM_isTeleportBoundary (line_t &line)
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{
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return AM_checkSpecialBoundary(line, &AM_isTeleportSpecial);
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}
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bool AM_isExitSpecial (int special, int *)
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{
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return (special == Teleport_NewMap ||
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special == Teleport_EndGame ||
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special == Exit_Normal ||
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special == Exit_Secret);
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}
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bool AM_isExitBoundary (line_t& line)
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{
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return AM_checkSpecialBoundary(line, &AM_isExitSpecial);
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}
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bool AM_isTriggerSpecial (int special, int *)
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{
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return LineSpecialsInfo[special] != NULL
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&& LineSpecialsInfo[special]->max_args >= 0
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&& special != Door_Open
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&& special != Door_Close
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&& special != Door_CloseWaitOpen
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&& special != Door_Raise
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&& special != Door_Animated
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&& special != Generic_Door;
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}
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bool AM_isTriggerBoundary (line_t &line)
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{
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return AM_checkSpecialBoundary(line, &AM_isTriggerSpecial);
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}
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bool AM_isLockSpecial (int special, int* args)
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{
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return special == Door_LockedRaise
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|| special == ACS_LockedExecute
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|| special == ACS_LockedExecuteDoor
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|| (special == Door_Animated && args[3] != 0)
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|| (special == Generic_Door && args[4] != 0)
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|| (special == FS_Execute && args[2] != 0);
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}
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bool AM_isLockBoundary (line_t &line, int *lockptr = NULL)
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{
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if (lockptr == NULL)
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{
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static int sink;
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lockptr = &sink;
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}
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if (line.locknumber)
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{
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*lockptr = line.locknumber;
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return true;
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}
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int special;
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int *args;
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bool result = AM_checkSpecialBoundary(line, &AM_isLockSpecial, &special, &args);
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if (result)
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{
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switch (special)
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{
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case FS_Execute:
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*lockptr = args[2];
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break;
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case Door_Animated:
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case Door_LockedRaise:
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*lockptr = args[3];
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break;
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default:
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*lockptr = args[4];
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break;
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}
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}
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return result;
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}
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//=============================================================================
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//
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// Determines visible lines, draws them.
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@ -2271,49 +2419,19 @@ void AM_drawWalls (bool allmap)
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AM_drawMline(&l, AMColors.SecretWallColor);
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else
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AM_drawMline(&l, AMColors.WallColor);
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}
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else if (lines[i].locknumber > 0 && AMColors.displayLocks)
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{ // [Dusk] specials w/ locknumbers
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lock = lines[i].locknumber;
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color = P_GetMapColorForLock(lock);
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AMColor c;
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if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
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else c = AMColors[AMColors.LockedColor];
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AM_drawMline (&l, c);
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}
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else if ((lines[i].special == Teleport ||
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lines[i].special == Teleport_NoFog ||
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lines[i].special == Teleport_ZombieChanger ||
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lines[i].special == Teleport_Line) &&
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(lines[i].activation & SPAC_PlayerActivate) &&
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AMColors.isValid(AMColors.IntraTeleportColor))
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}
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else if (AM_isTeleportBoundary(lines[i]) && AMColors.isValid(AMColors.IntraTeleportColor))
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{ // intra-level teleporters
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AM_drawMline(&l, AMColors.IntraTeleportColor);
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}
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else if ((lines[i].special == Teleport_NewMap ||
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lines[i].special == Teleport_EndGame ||
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lines[i].special == Exit_Normal ||
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lines[i].special == Exit_Secret) &&
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AMColors.isValid(AMColors.InterTeleportColor))
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else if (AM_isExitBoundary(lines[i]) && AMColors.isValid(AMColors.InterTeleportColor))
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{ // inter-level/game-ending teleporters
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AM_drawMline(&l, AMColors.InterTeleportColor);
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}
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else if (lines[i].special == Door_LockedRaise ||
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lines[i].special == ACS_LockedExecute ||
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lines[i].special == ACS_LockedExecuteDoor ||
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(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
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(lines[i].special == Generic_Door && lines[i].args[4] != 0))
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else if (AM_isLockBoundary(lines[i], &lock))
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{
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if (AMColors.displayLocks)
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{
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int P_GetMapColorForLock(int lock);
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if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
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lock=lines[i].args[3];
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else lock=lines[i].args[4];
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color = P_GetMapColorForLock(lock);
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AMColor c;
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@ -2328,16 +2446,9 @@ void AM_drawWalls (bool allmap)
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AM_drawMline (&l, AMColors.LockedColor); // locked special
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}
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}
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else if (am_showtriggerlines && AMColors.isValid(AMColors.SpecialWallColor)
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&& LineSpecialsInfo[lines[i].special] != NULL
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&& LineSpecialsInfo[lines[i].special]->max_args >= 0
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&& lines[i].special != Door_Open
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&& lines[i].special != Door_Close
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&& lines[i].special != Door_CloseWaitOpen
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&& lines[i].special != Door_Raise
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&& lines[i].special != Door_Animated
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&& lines[i].special != Generic_Door
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&& (lines[i].activation & SPAC_PlayerActivate))
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else if (am_showtriggerlines
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&& AMColors.isValid(AMColors.SpecialWallColor)
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&& AM_isTriggerBoundary(lines[i]))
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{
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AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do
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}
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@ -39,6 +39,14 @@
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IMPLEMENT_CLASS (ASectorAction)
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ASectorAction::ASectorAction (bool activatedByUse) :
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ActivatedByUse (activatedByUse) {}
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bool ASectorAction::IsActivatedByUse() const
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{
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return ActivatedByUse;
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}
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void ASectorAction::Destroy ()
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{
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// Remove ourself from this sector's list of actions
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return false;
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}
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bool ASectorAction::CanTrigger (AActor *triggerer) const
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{
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return special &&
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((triggerer->player && !(flags & MF_FRIENDLY)) ||
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((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) ||
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((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS)));
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}
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bool ASectorAction::CheckTrigger (AActor *triggerer) const
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{
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if (special &&
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((triggerer->player && !(flags & MF_FRIENDLY)) ||
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((flags & MF_AMBUSH) && (triggerer->flags2 & MF2_MCROSS)) ||
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((flags2 & MF2_DORMANT) && (triggerer->flags2 & MF2_PCROSS))))
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if (CanTrigger(triggerer))
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{
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bool res = !!P_ExecuteSpecial(special, NULL, triggerer, false, args[0], args[1],
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args[2], args[3], args[4]);
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@ -196,6 +209,7 @@ class ASecActUse : public ASectorAction
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{
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DECLARE_CLASS (ASecActUse, ASectorAction)
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public:
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ASecActUse() : ASectorAction (true) {}
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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@ -214,6 +228,7 @@ class ASecActUseWall : public ASectorAction
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{
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DECLARE_CLASS (ASecActUseWall, ASectorAction)
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public:
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ASecActUseWall() : ASectorAction (true) {}
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bool DoTriggerAction (AActor *triggerer, int activationType);
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};
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@ -194,14 +194,19 @@ class ASectorAction : public AActor
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{
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DECLARE_CLASS (ASectorAction, AActor)
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public:
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ASectorAction (bool activatedByUse = false);
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void Destroy ();
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void BeginPlay ();
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void Activate (AActor *source);
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void Deactivate (AActor *source);
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bool TriggerAction(AActor *triggerer, int activationType);
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bool CanTrigger (AActor *triggerer) const;
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bool IsActivatedByUse() const;
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protected:
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virtual bool DoTriggerAction(AActor *triggerer, int activationType);
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bool CheckTrigger(AActor *triggerer) const;
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private:
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bool ActivatedByUse;
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};
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class ASkyViewpoint;
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