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https://github.com/ZDoom/gzdoom.git
synced 2024-11-26 22:11:43 +00:00
- moved more varialbles into FLevelLocals.
This commit is contained in:
parent
ea1d6634f7
commit
f864a09faa
11 changed files with 59 additions and 82 deletions
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@ -435,12 +435,6 @@ struct FPlayerStart
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type(pnum)
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{ }
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};
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// Player spawn spots for deathmatch.
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extern TArray<FPlayerStart> deathmatchstarts;
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// Player spawn spots.
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extern FPlayerStart playerstarts[MAXPLAYERS];
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extern TArray<FPlayerStart> AllPlayerStarts;
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#endif // __DOOMDATA__
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@ -172,7 +172,7 @@ void FMapInfoParser::ParseDoomEdNums()
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defined[ednum] = true;
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if (sc.String[0] == '$')
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{
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// todo: add special stuff like playerstarts and sound sequence overrides here, too.
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// add special stuff like playerstarts and sound sequence overrides here, too.
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editem.classname = NAME_None;
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editem.special = sc.MustMatchString(SpecialMapthingNames) + 1; // todo: assign proper constants
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}
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@ -1546,12 +1546,12 @@ static FPlayerStart *SelectFarthestDeathmatchSpot (size_t selections)
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for (i = 0; i < selections; i++)
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{
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double distance = PlayersRangeFromSpot (&deathmatchstarts[i]);
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double distance = PlayersRangeFromSpot (&level.deathmatchstarts[i]);
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if (distance > bestdistance)
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{
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bestdistance = distance;
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bestspot = &deathmatchstarts[i];
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bestspot = &level.deathmatchstarts[i];
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}
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}
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@ -1566,20 +1566,20 @@ static FPlayerStart *SelectRandomDeathmatchSpot (int playernum, unsigned int sel
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for (j = 0; j < 20; j++)
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{
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i = pr_dmspawn() % selections;
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if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
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if (G_CheckSpot (playernum, &level.deathmatchstarts[i]) )
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{
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return &deathmatchstarts[i];
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return &level.deathmatchstarts[i];
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}
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}
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// [RH] return a spot anyway, since we allow telefragging when a player spawns
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return &deathmatchstarts[i];
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return &level.deathmatchstarts[i];
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}
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DEFINE_ACTION_FUNCTION(DObject, G_PickDeathmatchStart)
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{
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PARAM_PROLOGUE;
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unsigned int selections = deathmatchstarts.Size();
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unsigned int selections = level.deathmatchstarts.Size();
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DVector3 pos;
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int angle;
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if (selections == 0)
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@ -1590,8 +1590,8 @@ DEFINE_ACTION_FUNCTION(DObject, G_PickDeathmatchStart)
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else
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{
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unsigned int i = pr_dmspawn() % selections;
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angle = deathmatchstarts[i].angle;
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pos = deathmatchstarts[i].pos;
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angle = level.deathmatchstarts[i].angle;
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pos = level.deathmatchstarts[i].pos;
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}
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if (numret > 1)
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@ -1611,7 +1611,7 @@ void G_DeathMatchSpawnPlayer (int playernum)
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unsigned int selections;
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FPlayerStart *spot;
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selections = deathmatchstarts.Size ();
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selections = level.deathmatchstarts.Size ();
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// [RH] We can get by with just 1 deathmatch start
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if (selections < 1)
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I_Error ("No deathmatch starts");
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@ -1635,10 +1635,10 @@ void G_DeathMatchSpawnPlayer (int playernum)
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spot = SelectRandomDeathmatchSpot(playernum, selections);
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if (spot == NULL)
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{ // We have a player 1 start, right?
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spot = &playerstarts[0];
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spot = &level.playerstarts[0];
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if (spot->type == 0)
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{ // Fine, whatever.
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spot = &deathmatchstarts[0];
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spot = &level.deathmatchstarts[0];
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}
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}
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}
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@ -1653,13 +1653,13 @@ void G_DeathMatchSpawnPlayer (int playernum)
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//
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FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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{
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if (AllPlayerStarts.Size() == 0) // No starts to pick
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if (level.AllPlayerStarts.Size() == 0) // No starts to pick
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{
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return NULL;
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}
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if ((level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) || (flags & PPS_FORCERANDOM) ||
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playerstarts[playernum].type == 0)
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level.playerstarts[playernum].type == 0)
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{
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if (!(flags & PPS_NOBLOCKINGCHECK))
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{
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@ -1667,11 +1667,11 @@ FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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unsigned int i;
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// Find all unblocked player starts.
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for (i = 0; i < AllPlayerStarts.Size(); ++i)
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for (i = 0; i < level.AllPlayerStarts.Size(); ++i)
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{
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if (G_CheckSpot(playernum, &AllPlayerStarts[i]))
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if (G_CheckSpot(playernum, &level.AllPlayerStarts[i]))
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{
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good_starts.Push(&AllPlayerStarts[i]);
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good_starts.Push(&level.AllPlayerStarts[i]);
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}
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}
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if (good_starts.Size() > 0)
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@ -1680,9 +1680,9 @@ FPlayerStart *G_PickPlayerStart(int playernum, int flags)
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}
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}
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// Pick a spot at random, whether it's open or not.
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return &AllPlayerStarts[pr_pspawn(AllPlayerStarts.Size())];
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return &level.AllPlayerStarts[pr_pspawn(level.AllPlayerStarts.Size())];
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}
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return &playerstarts[playernum];
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return &level.playerstarts[playernum];
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}
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DEFINE_ACTION_FUNCTION(DObject, G_PickPlayerStart)
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@ -1782,10 +1782,10 @@ void G_DoReborn (int playernum, bool freshbot)
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}
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if (!(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS) &&
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playerstarts[playernum].type != 0 &&
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G_CheckSpot (playernum, &playerstarts[playernum]))
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level.playerstarts[playernum].type != 0 &&
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G_CheckSpot (playernum, &level.playerstarts[playernum]))
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{
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AActor *mo = P_SpawnPlayer(&playerstarts[playernum], playernum);
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AActor *mo = P_SpawnPlayer(&level.playerstarts[playernum], playernum);
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if (mo != NULL) P_PlayerStartStomp(mo, true);
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}
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else
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@ -1,5 +1,6 @@
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#pragma once
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#include "doomdata.h"
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#include "g_level.h"
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#include "r_defs.h"
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#include "portal.h"
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@ -31,6 +32,7 @@ struct FLevelLocals
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TArray<vertex_t> vertexes;
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TArray<sector_t> sectors;
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TArray<line_t*> linebuffer; // contains the line lists for the sectors.
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TArray<line_t> lines;
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TArray<side_t> sides;
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TArray<seg_t> segs;
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@ -39,6 +41,7 @@ struct FLevelLocals
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TArray<subsector_t> gamesubsectors;
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TArray<node_t> gamenodes;
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node_t *headgamenode;
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TArray<uint8_t> rejectmatrix;
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TArray<FSectorPortal> sectorPortals;
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TArray<zone_t> Zones;
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@ -49,6 +52,11 @@ struct FLevelLocals
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TArray<line_t> loadlines;
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TArray<side_t> loadsides;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts;
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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uint32_t flags;
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uint32_t flags2;
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@ -362,7 +362,7 @@ void P_RunEffects ()
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{
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// Only run the effect if the actor is potentially visible
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int rnum = pnum + actor->Sector->Index();
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if (rejectmatrix == NULL || !(rejectmatrix[rnum>>3] & (1 << (rnum & 7))))
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if (level.rejectmatrix.Size() > 0 || !(level.rejectmatrix[rnum>>3] & (1 << (rnum & 7))))
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P_RunEffect (actor, actor->effects);
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}
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}
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@ -404,13 +404,6 @@ double P_GetFriction(const AActor *mo, double *frictionfactor);
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// [RH]
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const secplane_t * P_CheckSlopeWalk(AActor *actor, DVector2 &move);
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//
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// P_SETUP
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//
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extern uint8_t* rejectmatrix; // for fast sight rejection
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//
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// P_INTER
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//
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@ -5690,7 +5690,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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{
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// count deathmatch start positions
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FPlayerStart start(mthing, 0);
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deathmatchstarts.Push(start);
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level.deathmatchstarts.Push(start);
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return NULL;
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}
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@ -5793,10 +5793,10 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position)
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// save spots for respawning in network games
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FPlayerStart start(mthing, pnum+1);
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playerstarts[pnum] = start;
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level.playerstarts[pnum] = start;
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if (level.flags2 & LEVEL2_RANDOMPLAYERSTARTS)
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{ // When using random player starts, all starts count
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AllPlayerStarts.Push(start);
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level.AllPlayerStarts.Push(start);
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}
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else
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{ // When not using random player starts, later single player
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// ones are for voodoo dolls and not likely to be ideal for
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// spawning regular players.
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unsigned i;
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for (i = 0; i < AllPlayerStarts.Size(); ++i)
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for (i = 0; i < level.AllPlayerStarts.Size(); ++i)
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{
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if (AllPlayerStarts[i].type == pnum+1)
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if (level.AllPlayerStarts[i].type == pnum+1)
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{
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AllPlayerStarts[i] = start;
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level.AllPlayerStarts[i] = start;
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break;
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}
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}
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if (i == AllPlayerStarts.Size())
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if (i == level.AllPlayerStarts.Size())
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{
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AllPlayerStarts.Push(start);
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level.AllPlayerStarts.Push(start);
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}
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}
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if (!deathmatch && !(level.flags2 & LEVEL2_RANDOMPLAYERSTARTS))
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@ -903,7 +903,7 @@ static void SpawnExtraPlayers()
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if (playeringame[i] && players[i].mo == NULL)
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{
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players[i].playerstate = PST_ENTER;
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P_SpawnPlayer(&playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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P_SpawnPlayer(&level.playerstarts[i], i, (level.flags2 & LEVEL2_PRERAISEWEAPON) ? SPF_WEAPONFULLYUP : 0);
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}
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}
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}
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@ -163,15 +163,9 @@ FBlockNode** blocklinks; // for thing chains
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// Without special effect, this could be
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// used as a PVS lookup as well.
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//
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uint8_t* rejectmatrix;
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bool ForceNodeBuild;
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// Maintain single and multi player starting spots.
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TArray<FPlayerStart> deathmatchstarts (16);
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FPlayerStart playerstarts[MAXPLAYERS];
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TArray<FPlayerStart> AllPlayerStarts;
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static void P_AllocateSideDefs (MapData *map, int count);
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//===========================================================================
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@ -3035,9 +3029,7 @@ void P_LoadBlockMap (MapData * map)
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// P_GroupLines
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// Builds sector line lists and subsector sector numbers.
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// Finds block bounding boxes for sectors.
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// [RH] Handles extra lights
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//
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line_t** linebuffer;
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static void P_GroupLines (bool buildmap)
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{
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@ -3104,8 +3096,8 @@ static void P_GroupLines (bool buildmap)
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// build line tables for each sector
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times[3].Clock();
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linebuffer = new line_t *[total];
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line_t **lineb_p = linebuffer;
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level.linebuffer.Alloc(total);
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line_t **lineb_p = &level.linebuffer[0];
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auto numsectors = level.sectors.Size();
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linesDoneInEachSector = new unsigned int[numsectors];
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memset (linesDoneInEachSector, 0, sizeof(int)*numsectors);
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@ -3220,23 +3212,23 @@ void P_LoadReject (MapData * map, bool junk)
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Printf ("REJECT is %d byte%s too small.\n", neededsize - rejectsize,
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neededsize-rejectsize==1?"":"s");
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}
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rejectmatrix = NULL;
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level.rejectmatrix.Reset();
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}
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else
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{
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// Check if the reject has some actual content. If not, free it.
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rejectsize = MIN (rejectsize, neededsize);
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rejectmatrix = new uint8_t[rejectsize];
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level.rejectmatrix.Alloc(rejectsize);
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map->Seek(ML_REJECT);
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map->file->Read (rejectmatrix, rejectsize);
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map->file->Read (&level.rejectmatrix[0], rejectsize);
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int qwords = rejectsize / 8;
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int i;
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if (qwords > 0)
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{
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const uint64_t *qreject = (const uint64_t *)rejectmatrix;
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const uint64_t *qreject = (const uint64_t *)&level.rejectmatrix[0];
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i = 0;
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do
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qwords *= 8;
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for (i = 0; i < rejectsize; ++i)
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{
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if (rejectmatrix[qwords + i] != 0)
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if (level.rejectmatrix[qwords + i] != 0)
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return;
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}
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// Reject has no data, so pretend it isn't there.
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delete[] rejectmatrix;
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rejectmatrix = NULL;
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level.rejectmatrix.Reset();
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}
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}
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@ -3439,6 +3430,8 @@ void P_FreeLevelData ()
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level.gamenodes.Reset();
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level.subsectors.Clear();
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level.gamesubsectors.Reset();
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level.rejectmatrix.Clear();
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level.Zones.Clear();
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if (blockmaplump != NULL)
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{
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@ -3465,23 +3458,17 @@ void P_FreeLevelData ()
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delete[] PolyBlockMap;
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PolyBlockMap = NULL;
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}
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if (rejectmatrix != NULL)
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{
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delete[] rejectmatrix;
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rejectmatrix = NULL;
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}
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if (linebuffer != NULL)
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{
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delete[] linebuffer;
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linebuffer = NULL;
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}
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if (polyobjs != NULL)
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{
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delete[] polyobjs;
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polyobjs = NULL;
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}
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po_NumPolyobjs = 0;
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level.Zones.Clear();
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level.deathmatchstarts.Clear();
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level.AllPlayerStarts.Clear();
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memset(level.playerstarts, 0, sizeof(level.playerstarts));
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P_FreeStrifeConversations ();
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level.Scrolls.Clear();
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P_ClearUDMFKeys();
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@ -3924,10 +3911,6 @@ void P_SetupLevel (const char *lumpname, int position)
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for (i = 0; i < BODYQUESIZE; i++)
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bodyque[i] = NULL;
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deathmatchstarts.Clear();
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AllPlayerStarts.Clear();
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memset(playerstarts, 0, sizeof(playerstarts));
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if (!buildmap)
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{
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// [RH] Spawn slope creating things first.
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@ -847,8 +847,8 @@ bool P_CheckSight (AActor *t1, AActor *t2, int flags)
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//
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// check for trivial rejection
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//
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if (rejectmatrix != NULL &&
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(rejectmatrix[pnum>>3] & (1 << (pnum & 7))))
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if (level.rejectmatrix.Size() > 0 &&
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(level.rejectmatrix[pnum>>3] & (1 << (pnum & 7))))
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{
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sightcounts[0]++;
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res = false; // can't possibly be connected
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@ -1098,10 +1098,9 @@ void P_CreateLinkedPortals()
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}
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// reject would just get in the way when checking sight through portals.
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if (Displacements.size > 1 && rejectmatrix != nullptr)
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if (Displacements.size > 1)
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{
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delete[] rejectmatrix;
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rejectmatrix = nullptr;
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level.rejectmatrix.Reset();
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}
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// finally we must flag all planes which are obstructed by the sector's own ceiling or floor.
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for (auto &sec : level.sectors)
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