mirror of
https://github.com/ZDoom/gzdoom.git
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016ac67376
- Bumped the maximum resolution up to 2560x1600. - Fixed: DCanvas::DrawTexture() only expanded virtual screen sizes for widescreen resolutions but left 5:4 modes alone. This fix neccessitated the addition of DTA_Bottom320x200 for the status bar to use so that it could be flush with the bottom of the screen rather than sitting slightly above it. - Fixed: FConfigFile::ReadConfig()'s definition of whitespace was too broad. - Fixed: Defining custom translation ranges in descending order and/or with gaps made for crashes. SVN r676 (trunk)
3021 lines
69 KiB
C++
3021 lines
69 KiB
C++
/*
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** p_lnspec.cpp
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** Handles line specials
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**
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**---------------------------------------------------------------------------
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** Copyright 1998-2007 Randy Heit
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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** Each function returns true if it caused something to happen
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** or false if it could not perform the desired action.
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*/
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#include "doomstat.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "p_enemy.h"
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#include "g_level.h"
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#include "v_palette.h"
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#include "tables.h"
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#include "i_system.h"
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#include "a_sharedglobal.h"
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#include "a_lightning.h"
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#include "statnums.h"
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#include "s_sound.h"
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#include "templates.h"
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#include "a_keys.h"
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#include "gi.h"
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#include "m_random.h"
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#include "p_conversation.h"
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#include "a_strifeglobal.h"
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#include "r_translate.h"
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#define FUNC(a) static int a (line_t *ln, AActor *it, bool backSide, \
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int arg0, int arg1, int arg2, int arg3, int arg4)
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#define SPEED(a) ((a)*(FRACUNIT/8))
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#define TICS(a) (((a)*TICRATE)/35)
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#define OCTICS(a) (((a)*TICRATE)/8)
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#define BYTEANGLE(a) ((angle_t)((a)<<24))
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static FRandom pr_glass ("GlassBreak");
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FName MODtoDamageType (int mod)
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{
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switch (mod)
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{
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default: return NAME_None; break;
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case 9: return NAME_BFGSplash; break;
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case 12: return NAME_Drowning; break;
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case 13: return NAME_Slime; break;
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case 14: return NAME_Fire; break;
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case 15: return NAME_Crush; break;
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case 16: return NAME_Telefrag; break;
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case 17: return NAME_Falling; break;
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case 18: return NAME_Suicide; break;
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case 20: return NAME_Exit; break;
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case 22: return NAME_Melee; break;
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case 23: return NAME_Railgun; break;
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case 24: return NAME_Ice; break;
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case 25: return NAME_Disintegrate; break;
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case 26: return NAME_Poison; break;
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case 27: return NAME_Electric; break;
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case 1000: return NAME_Massacre; break;
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}
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}
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FUNC(LS_NOP)
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{
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return false;
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}
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FUNC(LS_Polyobj_RotateLeft)
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// Polyobj_RotateLeft (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, 1, false);
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}
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FUNC(LS_Polyobj_RotateRight)
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// Polyobj_rotateRight (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, -1, false);
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}
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FUNC(LS_Polyobj_Move)
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// Polyobj_Move (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, false);
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}
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FUNC(LS_Polyobj_MoveTimes8)
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// Polyobj_MoveTimes8 (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, false);
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}
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FUNC(LS_Polyobj_DoorSwing)
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// Polyobj_DoorSwing (po, speed, angle, delay)
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{
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return EV_OpenPolyDoor (ln, arg0, arg1, BYTEANGLE(arg2), arg3, 0, PODOOR_SWING);
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}
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FUNC(LS_Polyobj_DoorSlide)
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// Polyobj_DoorSlide (po, speed, angle, distance, delay)
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{
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return EV_OpenPolyDoor (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg4, arg3*FRACUNIT, PODOOR_SLIDE);
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}
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FUNC(LS_Polyobj_OR_RotateLeft)
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// Polyobj_OR_RotateLeft (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, 1, true);
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}
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FUNC(LS_Polyobj_OR_RotateRight)
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// Polyobj_OR_RotateRight (po, speed, angle)
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{
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return EV_RotatePoly (ln, arg0, arg1, arg2, -1, true);
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}
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FUNC(LS_Polyobj_OR_Move)
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// Polyobj_OR_Move (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT, true);
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}
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FUNC(LS_Polyobj_OR_MoveTimes8)
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// Polyobj_OR_MoveTimes8 (po, speed, angle, distance)
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{
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return EV_MovePoly (ln, arg0, SPEED(arg1), BYTEANGLE(arg2), arg3 * FRACUNIT * 8, true);
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}
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FUNC(LS_Door_Close)
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// Door_Close (tag, speed, lighttag)
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{
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return EV_DoDoor (DDoor::doorClose, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
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}
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FUNC(LS_Door_Open)
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// Door_Open (tag, speed, lighttag)
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{
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return EV_DoDoor (DDoor::doorOpen, ln, it, arg0, SPEED(arg1), 0, 0, arg2);
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}
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FUNC(LS_Door_Raise)
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// Door_Raise (tag, speed, delay, lighttag)
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{
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return EV_DoDoor (DDoor::doorRaise, ln, it, arg0, SPEED(arg1), TICS(arg2), 0, arg3);
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}
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FUNC(LS_Door_LockedRaise)
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// Door_LockedRaise (tag, speed, delay, lock, lighttag)
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{
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return EV_DoDoor (arg2 ? DDoor::doorRaise : DDoor::doorOpen, ln, it,
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arg0, SPEED(arg1), TICS(arg2), arg3, arg4);
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}
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FUNC(LS_Door_CloseWaitOpen)
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// Door_CloseWaitOpen (tag, speed, delay, lighttag)
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{
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return EV_DoDoor (DDoor::doorCloseWaitOpen, ln, it, arg0, SPEED(arg1), OCTICS(arg2), 0, arg3);
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}
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FUNC(LS_Door_Animated)
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// Door_Animated (tag, speed, delay)
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{
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return EV_SlidingDoor (ln, it, arg0, arg1, arg2);
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}
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FUNC(LS_Generic_Door)
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// Generic_Door (tag, speed, kind, delay, lock)
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{
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int tag, lightTag;
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DDoor::EVlDoor type;
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switch (arg2 & 127)
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{
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case 0: type = DDoor::doorRaise; break;
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case 1: type = DDoor::doorOpen; break;
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case 2: type = DDoor::doorCloseWaitOpen; break;
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case 3: type = DDoor::doorClose; break;
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default: return false;
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}
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if (arg2 & 128)
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{
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// New for 2.0.58: Finally support BOOM's local door light effect
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tag = 0;
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lightTag = arg0;
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}
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else
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{
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tag = arg0;
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lightTag = 0;
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}
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return EV_DoDoor (type, ln, it, tag, SPEED(arg1), OCTICS(arg3), arg4, lightTag);
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}
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FUNC(LS_Floor_LowerByValue)
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// Floor_LowerByValue (tag, speed, height)
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{
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return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0);
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}
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FUNC(LS_Floor_LowerToLowest)
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// Floor_LowerToLowest (tag, speed)
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{
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return EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0);
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}
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FUNC(LS_Floor_LowerToHighest)
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// Floor_LowerToHighest (tag, speed, adjust)
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{
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return EV_DoFloor (DFloor::floorLowerToHighest, ln, arg0, SPEED(arg1), (arg2-128)*FRACUNIT, 0, 0);
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}
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FUNC(LS_Floor_LowerToNearest)
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// Floor_LowerToNearest (tag, speed)
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{
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return EV_DoFloor (DFloor::floorLowerToNearest, ln, arg0, SPEED(arg1), 0, 0, 0);
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}
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FUNC(LS_Floor_RaiseByValue)
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// Floor_RaiseByValue (tag, speed, height)
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{
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return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2, 0, 0);
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}
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FUNC(LS_Floor_RaiseToHighest)
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// Floor_RaiseToHighest (tag, speed)
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{
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return EV_DoFloor (DFloor::floorRaiseToHighest, ln, arg0, SPEED(arg1), 0, 0, 0);
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}
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FUNC(LS_Floor_RaiseToNearest)
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// Floor_RaiseToNearest (tag, speed)
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{
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return EV_DoFloor (DFloor::floorRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, 0);
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}
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FUNC(LS_Floor_RaiseAndCrush)
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// Floor_RaiseAndCrush (tag, speed, crush)
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{
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return EV_DoFloor (DFloor::floorRaiseAndCrush, ln, arg0, SPEED(arg1), 0, arg2, 0);
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}
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FUNC(LS_Floor_RaiseByValueTimes8)
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// FLoor_RaiseByValueTimes8 (tag, speed, height)
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{
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return EV_DoFloor (DFloor::floorRaiseByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0);
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}
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FUNC(LS_Floor_LowerByValueTimes8)
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// Floor_LowerByValueTimes8 (tag, speed, height)
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{
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return EV_DoFloor (DFloor::floorLowerByValue, ln, arg0, SPEED(arg1), FRACUNIT*arg2*8, 0, 0);
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}
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FUNC(LS_Floor_CrushStop)
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// Floor_CrushStop (tag)
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{
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return EV_FloorCrushStop (arg0);
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}
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FUNC(LS_Floor_LowerInstant)
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// Floor_LowerInstant (tag, unused, height)
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{
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return EV_DoFloor (DFloor::floorLowerInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0);
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}
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FUNC(LS_Floor_RaiseInstant)
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// Floor_RaiseInstant (tag, unused, height)
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{
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return EV_DoFloor (DFloor::floorRaiseInstant, ln, arg0, 0, arg2*FRACUNIT*8, 0, 0);
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}
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FUNC(LS_Floor_MoveToValueTimes8)
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// Floor_MoveToValueTimes8 (tag, speed, height, negative)
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{
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return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
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arg2*FRACUNIT*8*(arg3?-1:1), 0, 0);
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}
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FUNC(LS_Floor_MoveToValue)
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// Floor_MoveToValue (tag, speed, height, negative)
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{
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return EV_DoFloor (DFloor::floorMoveToValue, ln, arg0, SPEED(arg1),
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arg2*FRACUNIT*(arg3?-1:1), 0, 0);
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}
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FUNC(LS_Floor_RaiseToLowestCeiling)
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// Floor_RaiseToLowestCeiling (tag, speed)
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{
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return EV_DoFloor (DFloor::floorRaiseToLowestCeiling, ln, arg0, SPEED(arg1), 0, 0, 0);
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}
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FUNC(LS_Floor_RaiseByTexture)
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// Floor_RaiseByTexture (tag, speed)
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{
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return EV_DoFloor (DFloor::floorRaiseByTexture, ln, arg0, SPEED(arg1), 0, 0, 0);
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}
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FUNC(LS_Floor_RaiseByValueTxTy)
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// Floor_RaiseByValueTxTy (tag, speed, height)
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{
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return EV_DoFloor (DFloor::floorRaiseAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0);
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}
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FUNC(LS_Floor_LowerToLowestTxTy)
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// Floor_LowerToLowestTxTy (tag, speed)
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{
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return EV_DoFloor (DFloor::floorLowerAndChange, ln, arg0, SPEED(arg1), arg2*FRACUNIT, 0, 0);
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}
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FUNC(LS_Floor_Waggle)
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// Floor_Waggle (tag, amplitude, frequency, delay, time)
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{
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return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, false);
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}
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FUNC(LS_Ceiling_Waggle)
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// Ceiling_Waggle (tag, amplitude, frequency, delay, time)
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{
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return EV_StartWaggle (arg0, arg1, arg2, arg3, arg4, true);
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}
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FUNC(LS_Floor_TransferTrigger)
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// Floor_TransferTrigger (tag)
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{
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return EV_DoChange (ln, trigChangeOnly, arg0);
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}
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FUNC(LS_Floor_TransferNumeric)
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// Floor_TransferNumeric (tag)
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{
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return EV_DoChange (ln, numChangeOnly, arg0);
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}
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FUNC(LS_Floor_Donut)
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// Floor_Donut (pillartag, pillarspeed, slimespeed)
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{
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return EV_DoDonut (arg0, SPEED(arg1), SPEED(arg2));
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}
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FUNC(LS_Generic_Floor)
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// Generic_Floor (tag, speed, height, target, change/model/direct/crush)
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{
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DFloor::EFloor type;
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if (arg4 & 8)
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{
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switch (arg3)
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{
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case 1: type = DFloor::floorRaiseToHighest; break;
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case 2: type = DFloor::floorRaiseToLowest; break;
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case 3: type = DFloor::floorRaiseToNearest; break;
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case 4: type = DFloor::floorRaiseToLowestCeiling; break;
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case 5: type = DFloor::floorRaiseToCeiling; break;
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case 6: type = DFloor::floorRaiseByTexture; break;
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default:type = DFloor::floorRaiseByValue; break;
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}
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}
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else
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{
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switch (arg3)
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{
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case 1: type = DFloor::floorLowerToHighest; break;
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case 2: type = DFloor::floorLowerToLowest; break;
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case 3: type = DFloor::floorLowerToNearest; break;
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case 4: type = DFloor::floorLowerToLowestCeiling; break;
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case 5: type = DFloor::floorLowerToCeiling; break;
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case 6: type = DFloor::floorLowerByTexture; break;
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default:type = DFloor::floorLowerByValue; break;
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}
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}
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return EV_DoFloor (type, ln, arg0, SPEED(arg1), arg2*FRACUNIT,
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(arg4 & 16) ? 20 : -1, arg4 & 7);
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}
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FUNC(LS_Stairs_BuildDown)
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// Stair_BuildDown (tag, speed, height, delay, reset)
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{
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return EV_BuildStairs (arg0, DFloor::buildDown, ln,
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arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 1);
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}
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FUNC(LS_Stairs_BuildUp)
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// Stairs_BuildUp (tag, speed, height, delay, reset)
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{
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return EV_BuildStairs (arg0, DFloor::buildUp, ln,
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arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 1);
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}
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FUNC(LS_Stairs_BuildDownSync)
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// Stairs_BuildDownSync (tag, speed, height, reset)
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{
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return EV_BuildStairs (arg0, DFloor::buildDown, ln,
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arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2);
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}
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FUNC(LS_Stairs_BuildUpSync)
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// Stairs_BuildUpSync (tag, speed, height, reset)
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{
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return EV_BuildStairs (arg0, DFloor::buildUp, ln,
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arg2 * FRACUNIT, SPEED(arg1), 0, arg3, 0, 2);
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}
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FUNC(LS_Stairs_BuildUpDoom)
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// Stairs_BuildUpDoom (tag, speed, height, delay, reset)
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{
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return EV_BuildStairs (arg0, DFloor::buildUp, ln,
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arg2 * FRACUNIT, SPEED(arg1), TICS(arg3), arg4, 0, 0);
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}
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FUNC(LS_Generic_Stairs)
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// Generic_Stairs (tag, speed, step, dir/igntxt, reset)
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{
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DFloor::EStair type = (arg3 & 1) ? DFloor::buildUp : DFloor::buildDown;
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bool res = EV_BuildStairs (arg0, type, ln,
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arg2 * FRACUNIT, SPEED(arg1), 0, arg4, arg3 & 2, 0);
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if (res && ln && (ln->flags & ML_REPEAT_SPECIAL) && ln->special == Generic_Stairs)
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// Toggle direction of next activation of repeatable stairs
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ln->args[3] ^= 1;
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return res;
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}
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FUNC(LS_Pillar_Build)
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// Pillar_Build (tag, speed, height)
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{
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return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, -1);
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}
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|
|
FUNC(LS_Pillar_BuildAndCrush)
|
|
// Pillar_BuildAndCrush (tag, speed, height, crush)
|
|
{
|
|
return EV_DoPillar (DPillar::pillarBuild, arg0, SPEED(arg1), arg2*FRACUNIT, 0, arg3);
|
|
}
|
|
|
|
FUNC(LS_Pillar_Open)
|
|
// Pillar_Open (tag, speed, f_height, c_height)
|
|
{
|
|
return EV_DoPillar (DPillar::pillarOpen, arg0, SPEED(arg1), arg2*FRACUNIT, arg3*FRACUNIT, -1);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerByValue)
|
|
// Ceiling_LowerByValue (tag, speed, height)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_RaiseByValue)
|
|
// Ceiling_RaiseByValue (tag, speed, height)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerByValueTimes8)
|
|
// Ceiling_LowerByValueTimes8 (tag, speed, height)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_RaiseByValueTimes8)
|
|
// Ceiling_RaiseByValueTimes8 (tag, speed, height)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilRaiseByValue, ln, arg0, SPEED(arg1), 0, arg2*FRACUNIT*8, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushAndRaise)
|
|
// Ceiling_CrushAndRaise (tag, speed, crush)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerAndCrush)
|
|
// Ceiling_LowerAndCrush (tag, speed, crush)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerAndCrush, ln, arg0, SPEED(arg1), SPEED(arg1), 0, arg2, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushStop)
|
|
// Ceiling_CrushStop (tag)
|
|
{
|
|
return EV_CeilingCrushStop (arg0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushRaiseAndStay)
|
|
// Ceiling_CrushRaiseAndStay (tag, speed, crush)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg1)/2, 0, arg2, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_MoveToValueTimes8)
|
|
// Ceiling_MoveToValueTimes8 (tag, speed, height, negative)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
|
|
arg2*FRACUNIT*8*((arg3) ? -1 : 1), -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_MoveToValue)
|
|
// Ceiling_MoveToValue (tag, speed, height, negative)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilMoveToValue, ln, arg0, SPEED(arg1), 0,
|
|
arg2*FRACUNIT*((arg3) ? -1 : 1), -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerToHighestFloor)
|
|
// Ceiling_LowerToHighestFloor (tag, speed)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerInstant)
|
|
// Ceiling_LowerInstant (tag, unused, height)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_RaiseInstant)
|
|
// Ceiling_RaiseInstant (tag, unused, height)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilRaiseInstant, ln, arg0, 0, 0, arg2*FRACUNIT*8, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushRaiseAndStayA)
|
|
// Ceiling_CrushRaiseAndStayA (tag, dnspeed, upspeed, damage)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushRaiseAndStaySilA)
|
|
// Ceiling_CrushRaiseAndStaySilA (tag, dnspeed, upspeed, damage)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushRaiseAndStay, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushAndRaiseA)
|
|
// Ceiling_CrushAndRaiseA (tag, dnspeed, upspeed, damage)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_CrushAndRaiseSilentA)
|
|
// Ceiling_CrushAndRaiseSilentA (tag, dnspeed, upspeed, damage)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1), SPEED(arg2), 0, arg3, 1, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_RaiseToNearest)
|
|
// Ceiling_RaiseToNearest (tag, speed)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilRaiseToNearest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerToLowest)
|
|
// Ceiling_LowerToLowest (tag, speed)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Ceiling_LowerToFloor)
|
|
// Ceiling_LowerToFloor (tag, speed)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, -1, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Generic_Ceiling)
|
|
// Generic_Ceiling (tag, speed, height, target, change/model/direct/crush)
|
|
{
|
|
DCeiling::ECeiling type;
|
|
|
|
if (arg4 & 8) {
|
|
switch (arg3) {
|
|
case 1: type = DCeiling::ceilRaiseToHighest; break;
|
|
case 2: type = DCeiling::ceilRaiseToLowest; break;
|
|
case 3: type = DCeiling::ceilRaiseToNearest; break;
|
|
case 4: type = DCeiling::ceilRaiseToHighestFloor; break;
|
|
case 5: type = DCeiling::ceilRaiseToFloor; break;
|
|
case 6: type = DCeiling::ceilRaiseByTexture; break;
|
|
default: type = DCeiling::ceilRaiseByValue; break;
|
|
}
|
|
} else {
|
|
switch (arg3) {
|
|
case 1: type = DCeiling::ceilLowerToHighest; break;
|
|
case 2: type = DCeiling::ceilLowerToLowest; break;
|
|
case 3: type = DCeiling::ceilLowerToNearest; break;
|
|
case 4: type = DCeiling::ceilLowerToHighestFloor; break;
|
|
case 5: type = DCeiling::ceilLowerToFloor; break;
|
|
case 6: type = DCeiling::ceilLowerByTexture; break;
|
|
default: type = DCeiling::ceilLowerByValue; break;
|
|
}
|
|
}
|
|
|
|
return EV_DoCeiling (type, ln, arg0, SPEED(arg1), SPEED(arg1), arg2*FRACUNIT,
|
|
(arg4 & 16) ? 20 : -1, 0, arg4 & 7);
|
|
}
|
|
|
|
FUNC(LS_Generic_Crusher)
|
|
// Generic_Crusher (tag, dnspeed, upspeed, silent, damage)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilCrushAndRaise, ln, arg0, SPEED(arg1),
|
|
SPEED(arg2), 0, arg4, arg3 ? 2 : 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_PerpetualRaise)
|
|
// Plat_PerpetualRaise (tag, speed, delay)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), 8, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_PerpetualRaiseLip)
|
|
// Plat_PerpetualRaiseLip (tag, speed, delay, lip)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platPerpetualRaise, 0, SPEED(arg1), TICS(arg2), arg3, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_Stop)
|
|
// Plat_Stop (tag)
|
|
{
|
|
EV_StopPlat (arg0);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Plat_DownWaitUpStay)
|
|
// Plat_DownWaitUpStay (tag, speed, delay)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platDownWaitUpStay, 0, SPEED(arg1), TICS(arg2), 8, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_DownWaitUpStayLip)
|
|
// Plat_DownWaitUpStayLip (tag, speed, delay, lip, floor-sound?)
|
|
{
|
|
return EV_DoPlat (arg0, ln,
|
|
arg4 ? DPlat::platDownWaitUpStayStone : DPlat::platDownWaitUpStay,
|
|
0, SPEED(arg1), TICS(arg2), arg3, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_DownByValue)
|
|
// Plat_DownByValue (tag, speed, delay, height)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platDownByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_UpByValue)
|
|
// Plat_UpByValue (tag, speed, delay, height)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platUpByValue, FRACUNIT*arg3*8, SPEED(arg1), TICS(arg2), 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_UpWaitDownStay)
|
|
// Plat_UpWaitDownStay (tag, speed, delay)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platUpWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_UpNearestWaitDownStay)
|
|
// Plat_UpNearestWaitDownStay (tag, speed, delay)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platUpNearestWaitDownStay, 0, SPEED(arg1), TICS(arg2), 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Plat_RaiseAndStayTx0)
|
|
// Plat_RaiseAndStayTx0 (tag, speed)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platRaiseAndStay, 0, SPEED(arg1), 0, 0, 1);
|
|
}
|
|
|
|
FUNC(LS_Plat_UpByValueStayTx)
|
|
// Plat_UpByValueStayTx (tag, speed, height)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platUpByValueStay, FRACUNIT*arg2*8, SPEED(arg1), 0, 0, 2);
|
|
}
|
|
|
|
FUNC(LS_Plat_ToggleCeiling)
|
|
// Plat_ToggleCeiling (tag)
|
|
{
|
|
return EV_DoPlat (arg0, ln, DPlat::platToggle, 0, 0, 0, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Generic_Lift)
|
|
// Generic_Lift (tag, speed, delay, target, height)
|
|
{
|
|
DPlat::EPlatType type;
|
|
|
|
switch (arg3)
|
|
{
|
|
case 1:
|
|
type = DPlat::platDownWaitUpStay;
|
|
break;
|
|
case 2:
|
|
type = DPlat::platDownToNearestFloor;
|
|
break;
|
|
case 3:
|
|
type = DPlat::platDownToLowestCeiling;
|
|
break;
|
|
case 4:
|
|
type = DPlat::platPerpetualRaise;
|
|
break;
|
|
default:
|
|
type = DPlat::platUpByValue;
|
|
break;
|
|
}
|
|
|
|
return EV_DoPlat (arg0, ln, type, arg4*8*FRACUNIT, SPEED(arg1), OCTICS(arg2), 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Exit_Normal)
|
|
// Exit_Normal (position)
|
|
{
|
|
if (CheckIfExitIsGood (it))
|
|
{
|
|
G_ExitLevel (arg0, false);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Exit_Secret)
|
|
// Exit_Secret (position)
|
|
{
|
|
if (CheckIfExitIsGood (it))
|
|
{
|
|
G_SecretExitLevel (arg0);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Teleport_NewMap)
|
|
// Teleport_NewMap (map, position, keepFacing?)
|
|
{
|
|
if (backSide == 0 || gameinfo.gametype == GAME_Strife)
|
|
{
|
|
level_info_t *info = FindLevelByNum (arg0);
|
|
|
|
if (info && CheckIfExitIsGood (it))
|
|
{
|
|
G_ChangeLevel(info->mapname, arg1, !!arg2);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Teleport)
|
|
// Teleport (tid, sectortag, bNoSourceFog)
|
|
{
|
|
return EV_Teleport (arg0, arg1, ln, backSide, it, true, !arg2, false);
|
|
}
|
|
|
|
FUNC(LS_Teleport_NoFog)
|
|
// Teleport_NoFog (tid, useang, sectortag)
|
|
{
|
|
return EV_Teleport (arg0, arg2, ln, backSide, it, false, false, !arg1);
|
|
}
|
|
|
|
FUNC(LS_Teleport_ZombieChanger)
|
|
// Teleport_ZombieChanger (tid, sectortag)
|
|
{
|
|
// This is practically useless outside of Strife, but oh well.
|
|
if (it != NULL)
|
|
{
|
|
EV_Teleport (arg0, arg1, ln, backSide, it, false, false, false);
|
|
if (it->health >= 0) it->SetState (it->FindState(NAME_Pain));
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_TeleportOther)
|
|
// TeleportOther (other_tid, dest_tid, fog?)
|
|
{
|
|
return EV_TeleportOther (arg0, arg1, arg2?true:false);
|
|
}
|
|
|
|
FUNC(LS_TeleportGroup)
|
|
// TeleportGroup (group_tid, source_tid, dest_tid, move_source?, fog?)
|
|
{
|
|
return EV_TeleportGroup (arg0, it, arg1, arg2, arg3?true:false, arg4?true:false);
|
|
}
|
|
|
|
FUNC(LS_TeleportInSector)
|
|
// TeleportInSector (tag, source_tid, dest_tid, bFog, group_tid)
|
|
{
|
|
return EV_TeleportSector (arg0, arg1, arg2, arg3?true:false, arg4);
|
|
}
|
|
|
|
FUNC(LS_Teleport_EndGame)
|
|
// Teleport_EndGame ()
|
|
{
|
|
if (!backSide && CheckIfExitIsGood (it))
|
|
{
|
|
G_SetForEndGame (level.nextmap);
|
|
G_ExitLevel (0, false);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Teleport_Line)
|
|
// Teleport_Line (thisid, destid, reversed)
|
|
{
|
|
return EV_SilentLineTeleport (ln, backSide, it, arg1, arg2);
|
|
}
|
|
|
|
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit);
|
|
FUNC(LS_ThrustThing)
|
|
// ThrustThing (angle, force, nolimit, tid)
|
|
{
|
|
if (arg3 != 0)
|
|
{
|
|
FActorIterator iterator (arg3);
|
|
while ((it = iterator.Next()) != NULL)
|
|
{
|
|
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
|
|
}
|
|
return true;
|
|
}
|
|
else if (it)
|
|
{
|
|
ThrustThingHelper (it, BYTEANGLE(arg0), arg1, arg2);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void ThrustThingHelper (AActor *it, angle_t angle, int force, INTBOOL nolimit)
|
|
{
|
|
angle >>= ANGLETOFINESHIFT;
|
|
it->momx += force * finecosine[angle];
|
|
it->momy += force * finesine[angle];
|
|
if (!nolimit)
|
|
{
|
|
it->momx = clamp<fixed_t> (it->momx, -MAXMOVE, MAXMOVE);
|
|
it->momy = clamp<fixed_t> (it->momy, -MAXMOVE, MAXMOVE);
|
|
}
|
|
}
|
|
|
|
FUNC(LS_ThrustThingZ) // [BC]
|
|
// ThrustThingZ (tid, zthrust, down/up, set)
|
|
{
|
|
AActor *victim;
|
|
fixed_t thrust = arg1*FRACUNIT/4;
|
|
|
|
// [BC] Up is default
|
|
if (arg2)
|
|
thrust = -thrust;
|
|
|
|
if (arg0 != 0)
|
|
{
|
|
FActorIterator iterator (arg0);
|
|
|
|
while ( (victim = iterator.Next ()) )
|
|
{
|
|
if (!arg3)
|
|
victim->momz = thrust;
|
|
else
|
|
victim->momz += thrust;
|
|
}
|
|
return true;
|
|
}
|
|
else if (it)
|
|
{
|
|
if (!arg3)
|
|
it->momz = thrust;
|
|
else
|
|
it->momz += thrust;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Thing_SetSpecial) // [BC]
|
|
// Thing_SetSpecial (tid, special, arg1, arg2, arg3)
|
|
// [RH] Use the SetThingSpecial ACS command instead.
|
|
// It can set all args and not just the first three.
|
|
{
|
|
if (arg0 != 0)
|
|
{
|
|
AActor *actor;
|
|
FActorIterator iterator (arg0);
|
|
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
actor->special = arg1;
|
|
actor->args[0] = arg2;
|
|
actor->args[1] = arg3;
|
|
actor->args[2] = arg4;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Thing_ChangeTID)
|
|
// Thing_ChangeTID (oldtid, newtid)
|
|
{
|
|
if (arg0 == 0)
|
|
{
|
|
if (it != NULL && !(it->ObjectFlags & OF_MassDestruction))
|
|
{
|
|
it->RemoveFromHash ();
|
|
it->tid = arg1;
|
|
it->AddToHash ();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (arg0);
|
|
AActor *actor, *next;
|
|
|
|
next = iterator.Next ();
|
|
while (next != NULL)
|
|
{
|
|
actor = next;
|
|
next = iterator.Next ();
|
|
|
|
if (!(actor->ObjectFlags & OF_MassDestruction))
|
|
{
|
|
actor->RemoveFromHash ();
|
|
actor->tid = arg1;
|
|
actor->AddToHash ();
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_DamageThing)
|
|
// DamageThing (damage, mod)
|
|
{
|
|
if (it)
|
|
{
|
|
if (arg0 < 0)
|
|
{ // Negative damages mean healing
|
|
if (it->player)
|
|
{
|
|
P_GiveBody (it, -arg0);
|
|
}
|
|
else
|
|
{
|
|
it->health -= arg0;
|
|
if (it->GetDefault()->health < it->health)
|
|
it->health = it->GetDefault()->health;
|
|
}
|
|
}
|
|
else if (arg0 > 0)
|
|
{
|
|
P_DamageMobj (it, NULL, NULL, arg0, MODtoDamageType (arg1));
|
|
}
|
|
else
|
|
{ // If zero damage, guarantee a kill
|
|
P_DamageMobj (it, NULL, NULL, 1000000, MODtoDamageType (arg1));
|
|
}
|
|
}
|
|
|
|
return it ? true : false;
|
|
}
|
|
|
|
FUNC(LS_HealThing)
|
|
// HealThing (amount, max)
|
|
{
|
|
if (it)
|
|
{
|
|
int max = arg1;
|
|
|
|
if (max == 0 || it->player == NULL)
|
|
{
|
|
P_GiveBody(it, arg0);
|
|
return true;
|
|
}
|
|
else if (max == 1)
|
|
{
|
|
max = deh.MaxSoulsphere;
|
|
}
|
|
|
|
// If health is already above max, do nothing
|
|
if (it->health < max)
|
|
{
|
|
it->health += arg0;
|
|
if (it->health > max && max > 0)
|
|
{
|
|
it->health = max;
|
|
}
|
|
if (it->player)
|
|
{
|
|
it->player->health = it->health;
|
|
}
|
|
}
|
|
}
|
|
|
|
return it ? true : false;
|
|
}
|
|
|
|
FUNC(LS_Thing_Activate)
|
|
// Thing_Activate (tid)
|
|
{
|
|
if (arg0 != 0)
|
|
{
|
|
AActor *actor;
|
|
FActorIterator iterator (arg0);
|
|
int count = 0;
|
|
|
|
actor = iterator.Next ();
|
|
while (actor)
|
|
{
|
|
// Actor might remove itself as part of activation, so get next
|
|
// one before activating it.
|
|
AActor *temp = iterator.Next ();
|
|
actor->Activate (it);
|
|
actor = temp;
|
|
count++;
|
|
}
|
|
|
|
return count != 0;
|
|
}
|
|
else if (it != NULL)
|
|
{
|
|
it->Activate(it);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Thing_Deactivate)
|
|
// Thing_Deactivate (tid)
|
|
{
|
|
if (arg0 != 0)
|
|
{
|
|
AActor *actor;
|
|
FActorIterator iterator (arg0);
|
|
int count = 0;
|
|
|
|
actor = iterator.Next ();
|
|
while (actor)
|
|
{
|
|
// Actor might removes itself as part of deactivation, so get next
|
|
// one before we activate it.
|
|
AActor *temp = iterator.Next ();
|
|
actor->Deactivate (it);
|
|
actor = temp;
|
|
count++;
|
|
}
|
|
|
|
return count != 0;
|
|
}
|
|
else if (it != NULL)
|
|
{
|
|
it->Deactivate(it);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
static void RemoveThing(AActor * actor)
|
|
{
|
|
// Don't remove live players.
|
|
if (actor->player == NULL || actor != actor->player->mo)
|
|
{
|
|
// be friendly to the level statistics. ;)
|
|
if (actor->CountsAsKill() && actor->health > 0) level.total_monsters--;
|
|
if (actor->flags&MF_COUNTITEM) level.total_items--;
|
|
actor->Destroy ();
|
|
}
|
|
}
|
|
|
|
FUNC(LS_Thing_Remove)
|
|
// Thing_Remove (tid)
|
|
{
|
|
if (arg0 != 0)
|
|
{
|
|
FActorIterator iterator (arg0);
|
|
AActor *actor;
|
|
|
|
actor = iterator.Next ();
|
|
while (actor)
|
|
{
|
|
AActor *temp = iterator.Next ();
|
|
|
|
RemoveThing(actor);
|
|
actor = temp;
|
|
}
|
|
}
|
|
else if (it != NULL)
|
|
{
|
|
RemoveThing(it);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Thing_Destroy)
|
|
// Thing_Destroy (tid, extreme)
|
|
{
|
|
if (arg0 == 0)
|
|
{
|
|
P_Massacre ();
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iterator (arg0);
|
|
AActor *actor;
|
|
|
|
actor = iterator.Next ();
|
|
while (actor)
|
|
{
|
|
AActor *temp = iterator.Next ();
|
|
if (actor->flags & MF_SHOOTABLE)
|
|
P_DamageMobj (actor, NULL, it, arg1 ? 1000000 : actor->health, NAME_None);
|
|
actor = temp;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Thing_Damage)
|
|
// Thing_Damage (tid, amount, MOD)
|
|
{
|
|
P_Thing_Damage (arg0, it, arg1, MODtoDamageType (arg2));
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Thing_Projectile)
|
|
// Thing_Projectile (tid, type, angle, speed, vspeed)
|
|
{
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
|
|
arg4<<(FRACBITS-3), 0, NULL, 0, 0, false);
|
|
}
|
|
|
|
FUNC(LS_Thing_ProjectileGravity)
|
|
// Thing_ProjectileGravity (tid, type, angle, speed, vspeed)
|
|
{
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, BYTEANGLE(arg2), arg3<<(FRACBITS-3),
|
|
arg4<<(FRACBITS-3), 0, NULL, 1, 0, false);
|
|
}
|
|
|
|
FUNC(LS_Thing_Hate)
|
|
// Thing_Hate (hater, hatee, group/"xray"?)
|
|
{
|
|
FActorIterator haterIt (arg0);
|
|
AActor *hater, *hatee = NULL;
|
|
FActorIterator hateeIt (arg1);
|
|
bool nothingToHate = false;
|
|
|
|
if (arg1 != 0)
|
|
{
|
|
while ((hatee = hateeIt.Next ()))
|
|
{
|
|
if (hatee->flags & MF_SHOOTABLE && // can't hate nonshootable things
|
|
hatee->health > 0 && // can't hate dead things
|
|
!(hatee->flags2 & MF2_DORMANT)) // can't target dormant things
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
if (hatee == NULL)
|
|
{ // Nothing to hate
|
|
nothingToHate = true;
|
|
}
|
|
}
|
|
|
|
if (arg0 == 0)
|
|
{
|
|
if (it != NULL && it->player != NULL)
|
|
{
|
|
// Players cannot have their attitudes set
|
|
return false;
|
|
}
|
|
else
|
|
{
|
|
hater = it;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
while ((hater = haterIt.Next ()))
|
|
{
|
|
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
while (hater != NULL)
|
|
{
|
|
// Can't hate if can't attack.
|
|
if (hater->SeeState != NULL)
|
|
{
|
|
// If hating a group of things, record the TID and NULL
|
|
// the target (if its TID doesn't match). A_Look will
|
|
// find an appropriate thing to go chase after.
|
|
if (arg2 != 0)
|
|
{
|
|
hater->TIDtoHate = arg1;
|
|
hater->LastLook.Actor = NULL;
|
|
|
|
// If the TID to hate is 0, then don't forget the target and
|
|
// lastenemy fields.
|
|
if (arg1 != 0)
|
|
{
|
|
if (hater->target != NULL && hater->target->tid != arg1)
|
|
{
|
|
hater->target = NULL;
|
|
}
|
|
if (hater->lastenemy != NULL && hater->lastenemy->tid != arg1)
|
|
{
|
|
hater->lastenemy = NULL;
|
|
}
|
|
}
|
|
}
|
|
// Hate types for arg2:
|
|
//
|
|
// 0 - Just hate one specific actor
|
|
// 1 - Hate actors with given TID and attack players when shot
|
|
// 2 - Same as 1, but will go after enemies without seeing them first
|
|
// 3 - Hunt actors with given TID and also players
|
|
// 4 - Same as 3, but will go after monsters without seeing them first
|
|
// 5 - Hate actors with given TID and ignore player attacks
|
|
// 6 - Same as 5, but will go after enemies without seeing them first
|
|
|
|
// Note here: If you use Thing_Hate (tid, 0, 2), you can make
|
|
// a monster go after a player without seeing him first.
|
|
if (arg2 == 2 || arg2 == 4 || arg2 == 6)
|
|
{
|
|
hater->flags3 |= MF3_NOSIGHTCHECK;
|
|
}
|
|
else
|
|
{
|
|
hater->flags3 &= ~MF3_NOSIGHTCHECK;
|
|
}
|
|
if (arg2 == 3 || arg2 == 4)
|
|
{
|
|
hater->flags3 |= MF3_HUNTPLAYERS;
|
|
}
|
|
else
|
|
{
|
|
hater->flags3 &= ~MF3_HUNTPLAYERS;
|
|
}
|
|
if (arg2 == 5 || arg2 == 6)
|
|
{
|
|
hater->flags4 |= MF4_NOHATEPLAYERS;
|
|
}
|
|
else
|
|
{
|
|
hater->flags4 &= ~MF4_NOHATEPLAYERS;
|
|
}
|
|
|
|
if (arg1 == 0)
|
|
{
|
|
hatee = it;
|
|
}
|
|
else if (nothingToHate)
|
|
{
|
|
hatee = NULL;
|
|
}
|
|
else if (arg2 != 0)
|
|
{
|
|
do
|
|
{
|
|
hatee = hateeIt.Next ();
|
|
}
|
|
while ( hatee == NULL ||
|
|
hatee == hater || // can't hate self
|
|
!(hatee->flags & MF_SHOOTABLE) || // can't hate nonshootable things
|
|
hatee->health <= 0 || // can't hate dead things
|
|
(hatee->flags2 & MF2_DORMANT));
|
|
}
|
|
|
|
if (hatee != NULL && hatee != hater && (arg2 == 0 || (hater->goal != NULL && hater->target != hater->goal)))
|
|
{
|
|
if (hater->target)
|
|
{
|
|
hater->lastenemy = hater->target;
|
|
}
|
|
hater->target = hatee;
|
|
if (!(hater->flags2 & MF2_DORMANT))
|
|
{
|
|
if (hater->health > 0) hater->SetState (hater->SeeState);
|
|
}
|
|
}
|
|
}
|
|
if (arg0 != 0)
|
|
{
|
|
while ((hater = haterIt.Next ()))
|
|
{
|
|
if (hater->health > 0 && hater->flags & MF_SHOOTABLE)
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
hater = NULL;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Thing_ProjectileAimed)
|
|
// Thing_ProjectileAimed (tid, type, speed, target, newtid)
|
|
{
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, false);
|
|
}
|
|
|
|
FUNC(LS_Thing_ProjectileIntercept)
|
|
// Thing_ProjectileIntercept (tid, type, speed, target, newtid)
|
|
{
|
|
return P_Thing_Projectile (arg0, it, arg1, NULL, 0, arg2<<(FRACBITS-3), 0, arg3, it, 0, arg4, true);
|
|
}
|
|
|
|
// [BC] added newtid for next two
|
|
FUNC(LS_Thing_Spawn)
|
|
// Thing_Spawn (tid, type, angle, newtid)
|
|
{
|
|
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), true, arg3);
|
|
}
|
|
|
|
FUNC(LS_Thing_SpawnNoFog)
|
|
// Thing_SpawnNoFog (tid, type, angle, newtid)
|
|
{
|
|
return P_Thing_Spawn (arg0, it, arg1, BYTEANGLE(arg2), false, arg3);
|
|
}
|
|
|
|
FUNC(LS_Thing_SpawnFacing)
|
|
// Thing_SpawnFacing (tid, type, nofog, newtid)
|
|
{
|
|
return P_Thing_Spawn (arg0, it, arg1, ANGLE_MAX, arg2 ? false : true, arg3);
|
|
}
|
|
|
|
static bool DoThingRaise(AActor *thing)
|
|
{
|
|
if (thing == NULL)
|
|
return false; // not valid
|
|
|
|
if (!(thing->flags & MF_CORPSE) )
|
|
return true; // not a corpse
|
|
|
|
if (thing->tics != -1)
|
|
return true; // not lying still yet
|
|
|
|
FState * RaiseState = thing->FindState(NAME_Raise);
|
|
if (RaiseState == NULL)
|
|
return true; // monster doesn't have a raise state
|
|
|
|
AActor *info = thing->GetDefault ();
|
|
|
|
thing->momx = thing->momy = 0;
|
|
|
|
// [RH] Check against real height and radius
|
|
fixed_t oldheight = thing->height;
|
|
fixed_t oldradius = thing->radius;
|
|
int oldflags = thing->flags;
|
|
|
|
thing->flags |= MF_SOLID;
|
|
thing->height = info->height; // [RH] Use real height
|
|
thing->radius = info->radius; // [RH] Use real radius
|
|
if (!P_CheckPosition (thing, thing->x, thing->y))
|
|
{
|
|
thing->flags = oldflags;
|
|
thing->radius = oldradius;
|
|
thing->height = oldheight;
|
|
return false;
|
|
}
|
|
|
|
S_Sound (thing, CHAN_BODY, "vile/raise", 1, ATTN_IDLE);
|
|
|
|
thing->SetState (RaiseState);
|
|
thing->flags = info->flags;
|
|
thing->flags2 = info->flags2;
|
|
thing->flags3 = info->flags3;
|
|
thing->flags4 = info->flags4;
|
|
thing->health = info->health;
|
|
thing->target = NULL;
|
|
thing->lastenemy = NULL;
|
|
|
|
// [RH] If it's a monster, it gets to count as another kill
|
|
if (thing->CountsAsKill())
|
|
{
|
|
level.total_monsters++;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Thing_Raise)
|
|
// Thing_Raise(tid)
|
|
{
|
|
AActor * target;
|
|
bool ok = false;
|
|
|
|
if (arg0==0)
|
|
{
|
|
ok = DoThingRaise (it);
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator (arg0);
|
|
|
|
while ( (target = iterator.Next ()) )
|
|
{
|
|
ok |= DoThingRaise(target);
|
|
}
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
FUNC(LS_Thing_Stop)
|
|
// Thing_Stop(tid)
|
|
{
|
|
AActor * target;
|
|
bool ok = false;
|
|
|
|
if (arg0==0)
|
|
{
|
|
if (it != NULL)
|
|
{
|
|
it->momx = it->momy = it->momz = 0;
|
|
if (it->player != NULL) it->player->momx = it->player->momy = 0;
|
|
ok = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
TActorIterator<AActor> iterator (arg0);
|
|
|
|
while ( (target = iterator.Next ()) )
|
|
{
|
|
target->momx = target->momy = target->momz = 0;
|
|
if (target->player != NULL) target->player->momx = target->player->momy = 0;
|
|
ok = true;
|
|
}
|
|
}
|
|
return ok;
|
|
}
|
|
|
|
|
|
FUNC(LS_Thing_SetGoal)
|
|
// Thing_SetGoal (tid, goal, delay, chasegoal)
|
|
{
|
|
TActorIterator<AActor> selfiterator (arg0);
|
|
NActorIterator goaliterator (NAME_PatrolPoint, arg1);
|
|
AActor *self;
|
|
AActor *goal = goaliterator.Next ();
|
|
bool ok = false;
|
|
|
|
while ( (self = selfiterator.Next ()) )
|
|
{
|
|
ok = true;
|
|
if (self->flags & MF_SHOOTABLE)
|
|
{
|
|
self->goal = goal;
|
|
if (arg3 == 0) self->flags5 &=~ MF5_CHASEGOAL;
|
|
else self->flags5 |= MF5_CHASEGOAL;
|
|
if (self->target == NULL)
|
|
{
|
|
self->reactiontime = arg2 * TICRATE;
|
|
}
|
|
}
|
|
}
|
|
|
|
return ok;
|
|
}
|
|
|
|
FUNC(LS_Thing_Move) // [BC]
|
|
// Thing_Move (tid, mapspot, nofog)
|
|
{
|
|
return P_Thing_Move (arg0, it, arg1, arg2 ? false : true);
|
|
}
|
|
|
|
FUNC(LS_Thing_SetTranslation)
|
|
// Thing_SetTranslation (tid, range)
|
|
{
|
|
TActorIterator<AActor> iterator (arg0);
|
|
int range;
|
|
AActor *target;
|
|
bool ok = false;
|
|
|
|
if (arg1 == -1 && it != NULL)
|
|
{
|
|
range = it->Translation;
|
|
}
|
|
else if (arg1 >= 1 && arg1 < MAX_ACS_TRANSLATIONS)
|
|
{
|
|
range = TRANSLATION(TRANSLATION_LevelScripted, (arg1-1));
|
|
}
|
|
else
|
|
{
|
|
range = 0;
|
|
}
|
|
|
|
while ( (target = iterator.Next ()) )
|
|
{
|
|
ok = true;
|
|
target->Translation = range==0? target->GetDefault()->Translation : range;
|
|
}
|
|
|
|
return ok;
|
|
}
|
|
|
|
FUNC(LS_ACS_Execute)
|
|
// ACS_Execute (script, map, s_arg1, s_arg2, s_arg3)
|
|
{
|
|
level_info_t *info;
|
|
|
|
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
|
|
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, false, false);
|
|
else
|
|
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, false, false);
|
|
}
|
|
|
|
FUNC(LS_ACS_ExecuteAlways)
|
|
// ACS_ExecuteAlways (script, map, s_arg1, s_arg2, s_arg3)
|
|
{
|
|
level_info_t *info;
|
|
|
|
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
|
|
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg2, arg3, arg4, true, false);
|
|
else
|
|
return P_StartScript (it, ln, arg0, info->mapname, backSide, arg2, arg3, arg4, true, false);
|
|
}
|
|
|
|
FUNC(LS_ACS_LockedExecute)
|
|
// ACS_LockedExecute (script, map, s_arg1, s_arg2, lock)
|
|
{
|
|
if (arg4 && !P_CheckKeys (it, arg4, true))
|
|
return false;
|
|
else
|
|
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
|
|
}
|
|
|
|
FUNC(LS_ACS_LockedExecuteDoor)
|
|
// ACS_LockedExecuteDoor (script, map, s_arg1, s_arg2, lock)
|
|
{
|
|
if (arg4 && !P_CheckKeys (it, arg4, false))
|
|
return false;
|
|
else
|
|
return LS_ACS_Execute (ln, it, backSide, arg0, arg1, arg2, arg3, 0);
|
|
}
|
|
|
|
FUNC(LS_ACS_ExecuteWithResult)
|
|
// ACS_ExecuteWithResult (script, s_arg1, s_arg2, s_arg3)
|
|
{
|
|
// This is like ACS_ExecuteAlways, except the script is always run on
|
|
// the current map, and the return value is whatever the script sets
|
|
// with SetResultValue.
|
|
return P_StartScript (it, ln, arg0, level.mapname, backSide, arg1, arg2, arg3, true, true);
|
|
}
|
|
|
|
FUNC(LS_ACS_Suspend)
|
|
// ACS_Suspend (script, map)
|
|
{
|
|
level_info_t *info;
|
|
|
|
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
|
|
P_SuspendScript (arg0, level.mapname);
|
|
else
|
|
P_SuspendScript (arg0, info->mapname);
|
|
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_ACS_Terminate)
|
|
// ACS_Terminate (script, map)
|
|
{
|
|
level_info_t *info;
|
|
|
|
if ( (arg1 == 0) || !(info = FindLevelByNum (arg1)) )
|
|
P_TerminateScript (arg0, level.mapname);
|
|
else
|
|
P_TerminateScript (arg0, info->mapname);
|
|
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_FloorAndCeiling_LowerByValue)
|
|
// FloorAndCeiling_LowerByValue (tag, speed, height)
|
|
{
|
|
return EV_DoElevator (ln, DElevator::elevateLower, SPEED(arg1), arg2*FRACUNIT, arg0);
|
|
}
|
|
|
|
FUNC(LS_FloorAndCeiling_RaiseByValue)
|
|
// FloorAndCeiling_RaiseByValue (tag, speed, height)
|
|
{
|
|
return EV_DoElevator (ln, DElevator::elevateRaise, SPEED(arg1), arg2*FRACUNIT, arg0);
|
|
}
|
|
|
|
FUNC(LS_FloorAndCeiling_LowerRaise)
|
|
// FloorAndCeiling_LowerRaise (tag, fspeed, cspeed)
|
|
{
|
|
return EV_DoCeiling (DCeiling::ceilRaiseToHighest, ln, arg0, SPEED(arg2), 0, 0, 0, 0, 0) |
|
|
EV_DoFloor (DFloor::floorLowerToLowest, ln, arg0, SPEED(arg1), 0, 0, 0);
|
|
}
|
|
|
|
FUNC(LS_Elevator_MoveToFloor)
|
|
// Elevator_MoveToFloor (tag, speed)
|
|
{
|
|
return EV_DoElevator (ln, DElevator::elevateCurrent, SPEED(arg1), 0, arg0);
|
|
}
|
|
|
|
FUNC(LS_Elevator_RaiseToNearest)
|
|
// Elevator_RaiseToNearest (tag, speed)
|
|
{
|
|
return EV_DoElevator (ln, DElevator::elevateUp, SPEED(arg1), 0, arg0);
|
|
}
|
|
|
|
FUNC(LS_Elevator_LowerToNearest)
|
|
// Elevator_LowerToNearest (tag, speed)
|
|
{
|
|
return EV_DoElevator (ln, DElevator::elevateDown, SPEED(arg1), 0, arg0);
|
|
}
|
|
|
|
FUNC(LS_Light_ForceLightning)
|
|
// Light_ForceLightning (tag)
|
|
{
|
|
P_ForceLightning ();
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_RaiseByValue)
|
|
// Light_RaiseByValue (tag, value)
|
|
{
|
|
EV_LightChange (arg0, arg1);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_LowerByValue)
|
|
// Light_LowerByValue (tag, value)
|
|
{
|
|
EV_LightChange (arg0, -arg1);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_ChangeToValue)
|
|
// Light_ChangeToValue (tag, value)
|
|
{
|
|
EV_LightTurnOn (arg0, arg1);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_Fade)
|
|
// Light_Fade (tag, value, tics);
|
|
{
|
|
EV_StartLightFading (arg0, arg1, TICS(arg2));
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_Glow)
|
|
// Light_Glow (tag, upper, lower, tics)
|
|
{
|
|
EV_StartLightGlowing (arg0, arg1, arg2, TICS(arg3));
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_Flicker)
|
|
// Light_Flicker (tag, upper, lower)
|
|
{
|
|
EV_StartLightFlickering (arg0, arg1, arg2);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_Strobe)
|
|
// Light_Strobe (tag, upper, lower, u-tics, l-tics)
|
|
{
|
|
EV_StartLightStrobing (arg0, arg1, arg2, TICS(arg3), TICS(arg4));
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_StrobeDoom)
|
|
// Light_StrobeDoom (tag, u-tics, l-tics)
|
|
{
|
|
EV_StartLightStrobing (arg0, TICS(arg1), TICS(arg2));
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_MinNeighbor)
|
|
// Light_MinNeighbor (tag)
|
|
{
|
|
EV_TurnTagLightsOff (arg0);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_MaxNeighbor)
|
|
// Light_MaxNeighbor (tag)
|
|
{
|
|
EV_LightTurnOn (arg0, -1);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Light_Stop)
|
|
// Light_Stop (tag)
|
|
{
|
|
EV_StopLightEffect (arg0);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Radius_Quake)
|
|
// Radius_Quake (intensity, duration, damrad, tremrad, tid)
|
|
{
|
|
return P_StartQuake (it, arg4, arg0, arg1, arg2, arg3);
|
|
}
|
|
|
|
FUNC(LS_UsePuzzleItem)
|
|
// UsePuzzleItem (item, script)
|
|
{
|
|
AInventory *item;
|
|
|
|
if (!it) return false;
|
|
|
|
// Check player's inventory for puzzle item
|
|
for (item = it->Inventory; item != NULL; item = item->Inventory)
|
|
{
|
|
if (item->IsKindOf (RUNTIME_CLASS(APuzzleItem)))
|
|
{
|
|
if (static_cast<APuzzleItem*>(item)->PuzzleItemNumber == arg0)
|
|
{
|
|
if (it->UseInventory (item))
|
|
{
|
|
return true;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Say "hmm" if you don't have the puzzle item
|
|
S_Sound (it, CHAN_VOICE, "*puzzfail", 1, ATTN_IDLE);
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Sector_ChangeSound)
|
|
// Sector_ChangeSound (tag, sound)
|
|
{
|
|
int secNum;
|
|
bool rtn;
|
|
|
|
if (!arg0)
|
|
return false;
|
|
|
|
secNum = -1;
|
|
rtn = false;
|
|
while ((secNum = P_FindSectorFromTag (arg0, secNum)) >= 0)
|
|
{
|
|
sectors[secNum].seqType = arg1;
|
|
rtn = true;
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
struct FThinkerCollection
|
|
{
|
|
int RefNum;
|
|
DThinker *Obj;
|
|
};
|
|
|
|
static TArray<FThinkerCollection> Collection;
|
|
|
|
void AdjustPusher (int tag, int magnitude, int angle, DPusher::EPusher type)
|
|
{
|
|
// Find pushers already attached to the sector, and change their parameters.
|
|
{
|
|
TThinkerIterator<DPusher> iterator;
|
|
FThinkerCollection collect;
|
|
|
|
while ( (collect.Obj = iterator.Next ()) )
|
|
{
|
|
if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0)
|
|
{
|
|
((DPusher *)collect.Obj)->ChangeValues (magnitude, angle);
|
|
Collection.Push (collect);
|
|
}
|
|
}
|
|
}
|
|
|
|
size_t numcollected = Collection.Size ();
|
|
int secnum = -1;
|
|
|
|
// Now create pushers for any sectors that don't already have them.
|
|
while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
|
|
{
|
|
unsigned int i;
|
|
for (i = 0; i < numcollected; i++)
|
|
{
|
|
if (Collection[i].RefNum == sectors[secnum].tag)
|
|
break;
|
|
}
|
|
if (i == numcollected)
|
|
{
|
|
new DPusher (type, NULL, magnitude, angle, NULL, secnum);
|
|
}
|
|
}
|
|
Collection.Clear ();
|
|
}
|
|
|
|
FUNC(LS_Sector_SetWind)
|
|
// Sector_SetWind (tag, amount, angle)
|
|
{
|
|
if (ln || arg3)
|
|
return false;
|
|
|
|
AdjustPusher (arg0, arg1, arg2, DPusher::p_wind);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetCurrent)
|
|
// Sector_SetCurrent (tag, amount, angle)
|
|
{
|
|
if (ln || arg3)
|
|
return false;
|
|
|
|
AdjustPusher (arg0, arg1, arg2, DPusher::p_current);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetFriction)
|
|
// Sector_SetFriction (tag, amount)
|
|
{
|
|
P_SetSectorFriction (arg0, arg1, true);
|
|
return true;
|
|
}
|
|
|
|
static void SetWallScroller (int id, int sidechoice, fixed_t dx, fixed_t dy)
|
|
{
|
|
if ((dx | dy) == 0)
|
|
{
|
|
// Special case: Remove the scroller, because the deltas are both 0.
|
|
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
|
|
DScroller *scroller;
|
|
|
|
while ( (scroller = iterator.Next ()) )
|
|
{
|
|
int wallnum = scroller->GetWallNum ();
|
|
|
|
if (wallnum >= 0 && lines[sides[wallnum].linenum].id == id &&
|
|
lines[sides[wallnum].linenum].sidenum[sidechoice] == (DWORD)wallnum)
|
|
{
|
|
scroller->Destroy ();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Find scrollers already attached to the matching walls, and change
|
|
// their rates.
|
|
{
|
|
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
|
|
FThinkerCollection collect;
|
|
|
|
while ( (collect.Obj = iterator.Next ()) )
|
|
{
|
|
if ((collect.RefNum = ((DScroller *)collect.Obj)->GetWallNum ()) != -1 &&
|
|
lines[sides[collect.RefNum].linenum].id == id &&
|
|
lines[sides[collect.RefNum].linenum].sidenum[sidechoice] == (DWORD)collect.RefNum)
|
|
{
|
|
((DScroller *)collect.Obj)->SetRate (dx, dy);
|
|
Collection.Push (collect);
|
|
}
|
|
}
|
|
}
|
|
|
|
size_t numcollected = Collection.Size ();
|
|
int linenum = -1;
|
|
|
|
// Now create scrollers for any walls that don't already have them.
|
|
while ((linenum = P_FindLineFromID (id, linenum)) >= 0)
|
|
{
|
|
unsigned int i;
|
|
for (i = 0; i < numcollected; i++)
|
|
{
|
|
if ((DWORD)Collection[i].RefNum == lines[linenum].sidenum[sidechoice])
|
|
break;
|
|
}
|
|
if (i == numcollected)
|
|
{
|
|
if (lines[linenum].sidenum[sidechoice] != NO_SIDE)
|
|
{
|
|
new DScroller (DScroller::sc_side, dx, dy, -1, lines[linenum].sidenum[sidechoice], 0);
|
|
}
|
|
}
|
|
}
|
|
Collection.Clear ();
|
|
}
|
|
}
|
|
|
|
FUNC(LS_Scroll_Texture_Both)
|
|
// Scroll_Texture_Both (id, left, right, up, down)
|
|
{
|
|
if (arg0 == 0)
|
|
return false;
|
|
|
|
fixed_t dx = (arg1 - arg2) * (FRACUNIT/64);
|
|
fixed_t dy = (arg4 - arg3) * (FRACUNIT/64);
|
|
int sidechoice;
|
|
|
|
if (arg0 < 0)
|
|
{
|
|
sidechoice = 1;
|
|
arg0 = -arg0;
|
|
}
|
|
else
|
|
{
|
|
sidechoice = 0;
|
|
}
|
|
|
|
SetWallScroller (arg0, sidechoice, dx, dy);
|
|
|
|
return true;
|
|
}
|
|
|
|
static void SetScroller (int tag, DScroller::EScrollType type, fixed_t dx, fixed_t dy)
|
|
{
|
|
TThinkerIterator<DScroller> iterator (STAT_SCROLLER);
|
|
DScroller *scroller;
|
|
int i;
|
|
|
|
// Check if there is already a scroller for this tag
|
|
// If at least one sector with this tag is scrolling, then they all are.
|
|
// If the deltas are both 0, we don't remove the scroller, because a
|
|
// displacement/accelerative scroller might have been set up, and there's
|
|
// no way to create one after the level is fully loaded.
|
|
i = 0;
|
|
while ( (scroller = iterator.Next ()) )
|
|
{
|
|
if (scroller->IsType (type))
|
|
{
|
|
if (sectors[scroller->GetAffectee ()].tag == tag)
|
|
{
|
|
i++;
|
|
scroller->SetRate (dx, dy);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (i > 0 || (dx|dy) == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Need to create scrollers for the sector(s)
|
|
for (i = -1; (i = P_FindSectorFromTag (tag, i)) >= 0; )
|
|
{
|
|
new DScroller (type, dx, dy, -1, i, 0);
|
|
}
|
|
}
|
|
|
|
// NOTE: For the next two functions, x-move and y-move are
|
|
// 0-based, not 128-based as they are if they appear on lines.
|
|
// Note also that parameter ordering is different.
|
|
|
|
FUNC(LS_Scroll_Floor)
|
|
// Scroll_Floor (tag, x-move, y-move, s/c)
|
|
{
|
|
fixed_t dx = arg1 * FRACUNIT/32;
|
|
fixed_t dy = arg2 * FRACUNIT/32;
|
|
|
|
if (arg3 == 0 || arg3 == 2)
|
|
{
|
|
SetScroller (arg0, DScroller::sc_floor, -dx, dy);
|
|
}
|
|
else
|
|
{
|
|
SetScroller (arg0, DScroller::sc_floor, 0, 0);
|
|
}
|
|
if (arg3 > 0)
|
|
{
|
|
SetScroller (arg0, DScroller::sc_carry, dx, dy);
|
|
}
|
|
else
|
|
{
|
|
SetScroller (arg0, DScroller::sc_carry, 0, 0);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Scroll_Ceiling)
|
|
// Scroll_Ceiling (tag, x-move, y-move, 0)
|
|
{
|
|
fixed_t dx = arg1 * FRACUNIT/32;
|
|
fixed_t dy = arg2 * FRACUNIT/32;
|
|
|
|
SetScroller (arg0, DScroller::sc_ceiling, -dx, dy);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_PointPush_SetForce)
|
|
// PointPush_SetForce ()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetDamage)
|
|
// Sector_SetDamage (tag, amount, mod)
|
|
{
|
|
// The sector still stores the mod in its old format because
|
|
// adding an FName to the sector_t structure might cause
|
|
// problems by adding an unwanted constructor.
|
|
// Since it doesn't really matter whether the type is translated
|
|
// here or in P_PlayerInSpecialSector I think it's the best solution.
|
|
int secnum = -1;
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0) {
|
|
sectors[secnum].damage = arg1;
|
|
sectors[secnum].mod = arg2;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetGravity)
|
|
// Sector_SetGravity (tag, intpart, fracpart)
|
|
{
|
|
int secnum = -1;
|
|
float gravity;
|
|
|
|
if (arg2 > 99)
|
|
arg2 = 99;
|
|
gravity = (float)arg1 + (float)arg2 * 0.01f;
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
sectors[secnum].gravity = gravity;
|
|
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetColor)
|
|
// Sector_SetColor (tag, r, g, b, desaturate)
|
|
{
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
sectors[secnum].SetColor(arg1, arg2, arg3, arg4);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetFade)
|
|
// Sector_SetFade (tag, r, g, b)
|
|
{
|
|
int secnum = -1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
sectors[secnum].SetFade(arg1, arg2, arg3);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetCeilingPanning)
|
|
// Sector_SetCeilingPanning (tag, x-int, x-frac, y-int, y-frac)
|
|
{
|
|
int secnum = -1;
|
|
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
|
|
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
sectors[secnum].ceiling_xoffs = xofs;
|
|
sectors[secnum].ceiling_yoffs = yofs;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetFloorPanning)
|
|
// Sector_SetFloorPanning (tag, x-int, x-frac, y-int, y-frac)
|
|
{
|
|
int secnum = -1;
|
|
fixed_t xofs = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
|
|
fixed_t yofs = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
sectors[secnum].floor_xoffs = xofs;
|
|
sectors[secnum].floor_yoffs = yofs;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetCeilingScale)
|
|
// Sector_SetCeilingScale (tag, x-int, x-frac, y-int, y-frac)
|
|
{
|
|
int secnum = -1;
|
|
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
|
|
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
|
|
|
|
if (xscale)
|
|
xscale = FixedDiv (FRACUNIT, xscale);
|
|
if (yscale)
|
|
yscale = FixedDiv (FRACUNIT, yscale);
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
if (xscale)
|
|
sectors[secnum].ceiling_xscale = xscale;
|
|
if (yscale)
|
|
sectors[secnum].ceiling_yscale = yscale;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetFloorScale2)
|
|
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
|
|
{
|
|
int secnum = -1;
|
|
|
|
if (arg1)
|
|
arg1 = FixedDiv (FRACUNIT, arg1);
|
|
if (arg2)
|
|
arg2 = FixedDiv (FRACUNIT, arg2);
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
if (arg1)
|
|
sectors[secnum].floor_xscale = arg1;
|
|
if (arg2)
|
|
sectors[secnum].floor_yscale = arg2;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetCeilingScale2)
|
|
// Sector_SetFloorScale2 (tag, x-factor, y-factor)
|
|
{
|
|
int secnum = -1;
|
|
|
|
if (arg1)
|
|
arg1 = FixedDiv (FRACUNIT, arg1);
|
|
if (arg2)
|
|
arg2 = FixedDiv (FRACUNIT, arg2);
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
if (arg1)
|
|
sectors[secnum].ceiling_xscale = arg1;
|
|
if (arg2)
|
|
sectors[secnum].ceiling_yscale = arg2;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetFloorScale)
|
|
// Sector_SetFloorScale (tag, x-int, x-frac, y-int, y-frac)
|
|
{
|
|
int secnum = -1;
|
|
fixed_t xscale = arg1 * FRACUNIT + arg2 * (FRACUNIT/100);
|
|
fixed_t yscale = arg3 * FRACUNIT + arg4 * (FRACUNIT/100);
|
|
|
|
if (xscale)
|
|
xscale = FixedDiv (FRACUNIT, xscale);
|
|
if (yscale)
|
|
yscale = FixedDiv (FRACUNIT, yscale);
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
if (xscale)
|
|
sectors[secnum].floor_xscale = xscale;
|
|
if (yscale)
|
|
sectors[secnum].floor_yscale = yscale;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Sector_SetRotation)
|
|
// Sector_SetRotation (tag, floor-angle, ceiling-angle)
|
|
{
|
|
int secnum = -1;
|
|
angle_t ceiling = arg2 * ANGLE_1;
|
|
angle_t floor = arg1 * ANGLE_1;
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
sectors[secnum].floor_angle = floor;
|
|
sectors[secnum].ceiling_angle = ceiling;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Line_AlignCeiling)
|
|
// Line_AlignCeiling (lineid, side)
|
|
{
|
|
int line = P_FindLineFromID (arg0, -1);
|
|
bool ret = 0;
|
|
|
|
if (line < 0)
|
|
I_Error ("Sector_AlignCeiling: Lineid %d is undefined", arg0);
|
|
do
|
|
{
|
|
ret |= R_AlignFlat (line, !!arg1, 1);
|
|
} while ( (line = P_FindLineFromID (arg0, line)) >= 0);
|
|
return ret;
|
|
}
|
|
|
|
FUNC(LS_Line_AlignFloor)
|
|
// Line_AlignFloor (lineid, side)
|
|
{
|
|
int line = P_FindLineFromID (arg0, -1);
|
|
bool ret = 0;
|
|
|
|
if (line < 0)
|
|
I_Error ("Sector_AlignFloor: Lineid %d is undefined", arg0);
|
|
do
|
|
{
|
|
ret |= R_AlignFlat (line, !!arg1, 0);
|
|
} while ( (line = P_FindLineFromID (arg0, line)) >= 0);
|
|
return ret;
|
|
}
|
|
|
|
FUNC(LS_ChangeCamera)
|
|
// ChangeCamera (tid, who, revert?)
|
|
{
|
|
AActor *camera;
|
|
if (arg0 != 0)
|
|
{
|
|
FActorIterator iterator (arg0);
|
|
camera = iterator.Next ();
|
|
}
|
|
else
|
|
{
|
|
camera = NULL;
|
|
}
|
|
|
|
if (!it || !it->player || arg1)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
AActor *oldcamera = players[i].camera;
|
|
if (camera)
|
|
{
|
|
players[i].camera = camera;
|
|
if (arg2)
|
|
players[i].cheats |= CF_REVERTPLEASE;
|
|
}
|
|
else
|
|
{
|
|
players[i].camera = players[i].mo;
|
|
players[i].cheats &= ~CF_REVERTPLEASE;
|
|
}
|
|
if (oldcamera != players[i].camera)
|
|
{
|
|
R_ClearPastViewer (players[i].camera);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AActor *oldcamera = it->player->camera;
|
|
if (camera)
|
|
{
|
|
it->player->camera = camera;
|
|
if (arg2)
|
|
it->player->cheats |= CF_REVERTPLEASE;
|
|
}
|
|
else
|
|
{
|
|
it->player->camera = it;
|
|
it->player->cheats &= ~CF_REVERTPLEASE;
|
|
}
|
|
if (oldcamera != it->player->camera)
|
|
{
|
|
R_ClearPastViewer (it->player->camera);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
enum
|
|
{
|
|
PROP_FROZEN,
|
|
PROP_NOTARGET,
|
|
PROP_INSTANTWEAPONSWITCH,
|
|
PROP_FLY,
|
|
PROP_TOTALLYFROZEN,
|
|
|
|
PROP_INVULNERABILITY,
|
|
PROP_STRENGTH,
|
|
PROP_INVISIBILITY,
|
|
PROP_RADIATIONSUIT,
|
|
PROP_ALLMAP,
|
|
PROP_INFRARED,
|
|
PROP_WEAPONLEVEL2,
|
|
PROP_FLIGHT,
|
|
PROP_UNUSED1,
|
|
PROP_UNUSED2,
|
|
PROP_SPEED,
|
|
};
|
|
|
|
FUNC(LS_SetPlayerProperty)
|
|
// SetPlayerProperty (who, set, which)
|
|
{
|
|
int mask = 0;
|
|
|
|
if ((!it || !it->player) && !arg0)
|
|
return false;
|
|
|
|
// Add or remove a power
|
|
if (arg2 >= PROP_INVULNERABILITY && arg2 <= PROP_SPEED)
|
|
{
|
|
static const PClass *powers[11] =
|
|
{
|
|
RUNTIME_CLASS(APowerInvulnerable),
|
|
RUNTIME_CLASS(APowerStrength),
|
|
RUNTIME_CLASS(APowerInvisibility),
|
|
RUNTIME_CLASS(APowerIronFeet),
|
|
NULL, // MapRevealer
|
|
RUNTIME_CLASS(APowerLightAmp),
|
|
RUNTIME_CLASS(APowerWeaponLevel2),
|
|
RUNTIME_CLASS(APowerFlight),
|
|
NULL,
|
|
NULL,
|
|
RUNTIME_CLASS(APowerSpeed)
|
|
};
|
|
int power = arg2 - PROP_INVULNERABILITY;
|
|
|
|
if (power > 4 && powers[power] == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (arg0 == 0)
|
|
{
|
|
if (arg1)
|
|
{ // Give power to activator
|
|
if (power != 4)
|
|
{
|
|
it->GiveInventoryType (powers[power]);
|
|
}
|
|
else if (it->player - players == consoleplayer)
|
|
{
|
|
level.flags |= LEVEL_ALLMAP;
|
|
}
|
|
}
|
|
else
|
|
{ // Take power from activator
|
|
if (power != 4)
|
|
{
|
|
AInventory *item = it->FindInventory (powers[power]);
|
|
if (item != NULL)
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
}
|
|
else if (it->player - players == consoleplayer)
|
|
{
|
|
level.flags &= ~LEVEL_ALLMAP;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].mo == NULL)
|
|
continue;
|
|
|
|
if (arg1)
|
|
{ // Give power
|
|
if (power != 4)
|
|
{
|
|
players[i].mo->GiveInventoryType (powers[power]);
|
|
}
|
|
else if (i == consoleplayer)
|
|
{
|
|
level.flags |= LEVEL_ALLMAP;
|
|
}
|
|
}
|
|
else
|
|
{ // Take power
|
|
if (power != 4)
|
|
{
|
|
AInventory *item = players[i].mo->FindInventory (powers[power]);
|
|
if (item != NULL)
|
|
{
|
|
item->Destroy ();
|
|
}
|
|
}
|
|
else if (i == consoleplayer)
|
|
{
|
|
level.flags &= ~LEVEL_ALLMAP;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// Set or clear a flag
|
|
switch (arg2)
|
|
{
|
|
case PROP_FROZEN:
|
|
mask = CF_FROZEN;
|
|
break;
|
|
case PROP_NOTARGET:
|
|
mask = CF_NOTARGET;
|
|
break;
|
|
case PROP_INSTANTWEAPONSWITCH:
|
|
mask = CF_INSTANTWEAPSWITCH;
|
|
break;
|
|
case PROP_FLY:
|
|
mask = CF_FLY;
|
|
break;
|
|
case PROP_TOTALLYFROZEN:
|
|
mask = CF_TOTALLYFROZEN;
|
|
break;
|
|
}
|
|
|
|
if (arg0 == 0)
|
|
{
|
|
if (arg1)
|
|
{
|
|
it->player->cheats |= mask;
|
|
if (arg2 == PROP_FLY)
|
|
{
|
|
it->flags2 |= MF2_FLY;
|
|
it->flags |= MF_NOGRAVITY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
it->player->cheats &= ~mask;
|
|
if (arg2 == PROP_FLY)
|
|
{
|
|
it->flags2 &= ~MF2_FLY;
|
|
it->flags &= ~MF_NOGRAVITY;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (arg1)
|
|
{
|
|
players[i].cheats |= mask;
|
|
if (arg2 == PROP_FLY)
|
|
{
|
|
players[i].mo->flags2 |= MF2_FLY;
|
|
players[i].mo->flags |= MF_NOGRAVITY;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
players[i].cheats &= ~mask;
|
|
if (arg2 == PROP_FLY)
|
|
{
|
|
players[i].mo->flags2 &= ~MF2_FLY;
|
|
players[i].mo->flags &= ~MF_NOGRAVITY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return !!mask;
|
|
}
|
|
|
|
FUNC(LS_TranslucentLine)
|
|
// TranslucentLine (id, amount, type)
|
|
{
|
|
int linenum = -1;
|
|
while ((linenum = P_FindLineFromID (arg0, linenum)) >= 0)
|
|
{
|
|
lines[linenum].alpha = arg1 & 255;
|
|
if (arg2 == 0)
|
|
{
|
|
sides[lines[linenum].sidenum[0]].Flags &= ~WALLF_ADDTRANS;
|
|
if (lines[linenum].sidenum[1] != NO_SIDE)
|
|
{
|
|
sides[lines[linenum].sidenum[1]].Flags &= ~WALLF_ADDTRANS;
|
|
}
|
|
}
|
|
else if (arg2 == 1)
|
|
{
|
|
sides[lines[linenum].sidenum[0]].Flags |= WALLF_ADDTRANS;
|
|
if (lines[linenum].sidenum[1] != NO_SIDE)
|
|
{
|
|
sides[lines[linenum].sidenum[1]].Flags |= WALLF_ADDTRANS;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
Printf ("Unknown translucency type used with TranslucentLine\n");
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_Autosave)
|
|
{
|
|
if (gameaction != ga_savegame)
|
|
{
|
|
Net_WriteByte (DEM_CHECKAUTOSAVE);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_ChangeSkill)
|
|
{
|
|
if ((unsigned)arg0 >= AllSkills.Size())
|
|
{
|
|
NextSkill = -1;
|
|
}
|
|
else
|
|
{
|
|
NextSkill = arg0;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_NoiseAlert)
|
|
// NoiseAlert (TID of target, TID of emitter)
|
|
{
|
|
AActor *target, *emitter;
|
|
|
|
if (arg0 == 0)
|
|
{
|
|
target = it;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iter (arg0);
|
|
target = iter.Next();
|
|
}
|
|
|
|
if (arg1 == 0)
|
|
{
|
|
emitter = it;
|
|
}
|
|
else if (arg1 == arg0)
|
|
{
|
|
emitter = target;
|
|
}
|
|
else
|
|
{
|
|
FActorIterator iter (arg1);
|
|
emitter = iter.Next();
|
|
}
|
|
|
|
P_NoiseAlert (target, emitter);
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_SendToCommunicator)
|
|
// SendToCommunicator (voc #, front-only, identify, nolog)
|
|
{
|
|
// This obviously isn't going to work for co-op.
|
|
if (arg1 && backSide)
|
|
return false;
|
|
|
|
if (it != NULL && it->player != NULL && it->FindInventory(NAME_Communicator))
|
|
{
|
|
char name[32];
|
|
sprintf (name, "svox/voc%d", arg0);
|
|
|
|
if (!arg3)
|
|
{
|
|
it->player->SetLogNumber (arg0);
|
|
}
|
|
|
|
if (it->CheckLocalView (consoleplayer))
|
|
{
|
|
S_StopSound ((fixed_t *)NULL, CHAN_VOICE);
|
|
S_Sound (CHAN_VOICE, name, 1, ATTN_NORM);
|
|
if (arg2 == 0)
|
|
{
|
|
Printf (PRINT_CHAT, "Incoming Message\n");
|
|
}
|
|
else if (arg2 == 1)
|
|
{
|
|
Printf (PRINT_CHAT, "Incoming Message from BlackBird\n");
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_ForceField)
|
|
// ForceField ()
|
|
{
|
|
if (it != NULL)
|
|
{
|
|
P_DamageMobj (it, NULL, NULL, 16, NAME_None);
|
|
P_ThrustMobj (it, it->angle + ANGLE_180, 0x7D000);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
FUNC(LS_ClearForceField)
|
|
// ClearForceField (tag)
|
|
{
|
|
int secnum = -1;
|
|
bool rtn = false;
|
|
|
|
while ((secnum = P_FindSectorFromTag (arg0, secnum)) >= 0)
|
|
{
|
|
sector_t *sec = §ors[secnum];
|
|
rtn = true;
|
|
|
|
for (int i = 0; i < sec->linecount; ++i)
|
|
{
|
|
line_t *line = sec->lines[i];
|
|
if (line->backsector != NULL && line->special == ForceField)
|
|
{
|
|
line->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
|
|
line->special = 0;
|
|
sides[line->sidenum[0]].midtexture = 0;
|
|
sides[line->sidenum[1]].midtexture = 0;
|
|
}
|
|
}
|
|
}
|
|
return rtn;
|
|
}
|
|
|
|
FUNC(LS_GlassBreak)
|
|
// GlassBreak (bNoJunk)
|
|
{
|
|
bool switched;
|
|
bool quest1, quest2;
|
|
|
|
ln->flags &= ~(ML_BLOCKING|ML_BLOCKEVERYTHING);
|
|
switched = P_ChangeSwitchTexture (&sides[ln->sidenum[0]], false, 0, &quest1);
|
|
ln->special = 0;
|
|
if (ln->sidenum[1] != NO_SIDE)
|
|
{
|
|
switched |= P_ChangeSwitchTexture (&sides[ln->sidenum[1]], false, 0, &quest2);
|
|
}
|
|
else
|
|
{
|
|
quest2 = quest1;
|
|
}
|
|
if (switched)
|
|
{
|
|
if (!arg0)
|
|
{ // Break some glass
|
|
fixed_t x, y;
|
|
AActor *glass;
|
|
angle_t an;
|
|
int speed;
|
|
|
|
x = ln->v1->x + ln->dx/2;
|
|
y = ln->v1->y + ln->dy/2;
|
|
x += (ln->frontsector->soundorg[0] - x) / 5;
|
|
y += (ln->frontsector->soundorg[1] - y) / 5;
|
|
|
|
for (int i = 0; i < 7; ++i)
|
|
{
|
|
glass = Spawn("GlassJunk", x, y, ONFLOORZ, ALLOW_REPLACE);
|
|
|
|
glass->z += 24 * FRACUNIT;
|
|
glass->SetState (glass->SpawnState + (pr_glass() % glass->health));
|
|
an = pr_glass() << (32-8);
|
|
glass->angle = an;
|
|
an >>= ANGLETOFINESHIFT;
|
|
speed = pr_glass() & 3;
|
|
glass->momx = finecosine[an] * speed;
|
|
glass->momy = finesine[an] * speed;
|
|
glass->momz = (pr_glass() & 7) << FRACBITS;
|
|
// [RH] Let the shards stick around longer than they did in Strife.
|
|
glass->tics += pr_glass();
|
|
}
|
|
}
|
|
if (quest1 || quest2)
|
|
{ // Up stats and signal this mission is complete
|
|
if (it == NULL)
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
it = players[i].mo;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (it != NULL)
|
|
{
|
|
it->GiveInventoryType (QuestItemClasses[28]);
|
|
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeAccuracy));
|
|
it->GiveInventoryType (RUNTIME_CLASS(AUpgradeStamina));
|
|
}
|
|
}
|
|
}
|
|
// We already changed the switch texture, so don't make the main code switch it back.
|
|
return false;
|
|
}
|
|
|
|
FUNC(LS_StartConversation)
|
|
// StartConversation (tid, facetalker)
|
|
{
|
|
FActorIterator iterator (arg0);
|
|
|
|
AActor *target = iterator.Next();
|
|
|
|
// Nothing to talk to
|
|
if (target == NULL)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Only living players are allowed to start conversations
|
|
if (it == NULL || it->player == NULL || it->player->mo != it || it->health<=0)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// Dead things can't talk.
|
|
if (target->health <= 0)
|
|
{
|
|
return false;
|
|
}
|
|
// Fighting things don't talk either.
|
|
if (target->flags4 & MF4_INCOMBAT)
|
|
{
|
|
return false;
|
|
}
|
|
if (target->Conversation != NULL)
|
|
{
|
|
// Give the NPC a chance to play a brief animation
|
|
target->ConversationAnimation (0);
|
|
P_StartConversation (target, it, !!arg1, true);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
lnSpecFunc LineSpecials[256] =
|
|
{
|
|
LS_NOP,
|
|
LS_NOP, // Polyobj_StartLine,
|
|
LS_Polyobj_RotateLeft,
|
|
LS_Polyobj_RotateRight,
|
|
LS_Polyobj_Move,
|
|
LS_NOP, // Polyobj_ExplicitLine
|
|
LS_Polyobj_MoveTimes8,
|
|
LS_Polyobj_DoorSwing,
|
|
LS_Polyobj_DoorSlide,
|
|
LS_NOP, // Line_Horizon
|
|
LS_Door_Close,
|
|
LS_Door_Open,
|
|
LS_Door_Raise,
|
|
LS_Door_LockedRaise,
|
|
LS_Door_Animated,
|
|
LS_Autosave,
|
|
LS_NOP, // Transfer_WallLight
|
|
LS_Thing_Raise,
|
|
LS_StartConversation,
|
|
LS_Thing_Stop,
|
|
LS_Floor_LowerByValue,
|
|
LS_Floor_LowerToLowest,
|
|
LS_Floor_LowerToNearest,
|
|
LS_Floor_RaiseByValue,
|
|
LS_Floor_RaiseToHighest,
|
|
LS_Floor_RaiseToNearest,
|
|
LS_Stairs_BuildDown,
|
|
LS_Stairs_BuildUp,
|
|
LS_Floor_RaiseAndCrush,
|
|
LS_Pillar_Build,
|
|
LS_Pillar_Open,
|
|
LS_Stairs_BuildDownSync,
|
|
LS_Stairs_BuildUpSync,
|
|
LS_ForceField,
|
|
LS_ClearForceField,
|
|
LS_Floor_RaiseByValueTimes8,
|
|
LS_Floor_LowerByValueTimes8,
|
|
LS_Floor_MoveToValue,
|
|
LS_Ceiling_Waggle,
|
|
LS_Teleport_ZombieChanger,
|
|
LS_Ceiling_LowerByValue,
|
|
LS_Ceiling_RaiseByValue,
|
|
LS_Ceiling_CrushAndRaise,
|
|
LS_Ceiling_LowerAndCrush,
|
|
LS_Ceiling_CrushStop,
|
|
LS_Ceiling_CrushRaiseAndStay,
|
|
LS_Floor_CrushStop,
|
|
LS_Ceiling_MoveToValue,
|
|
LS_NOP, // 48
|
|
LS_GlassBreak,
|
|
LS_NOP, // 50: ExtraFloor_LightOnly
|
|
LS_NOP, // 51
|
|
LS_NOP, // 52
|
|
LS_NOP, // 53
|
|
LS_NOP, // 54
|
|
LS_NOP, // 55
|
|
LS_NOP, // 56
|
|
LS_NOP, // 57
|
|
LS_NOP, // 58
|
|
LS_NOP, // 59
|
|
LS_Plat_PerpetualRaise,
|
|
LS_Plat_Stop,
|
|
LS_Plat_DownWaitUpStay,
|
|
LS_Plat_DownByValue,
|
|
LS_Plat_UpWaitDownStay,
|
|
LS_Plat_UpByValue,
|
|
LS_Floor_LowerInstant,
|
|
LS_Floor_RaiseInstant,
|
|
LS_Floor_MoveToValueTimes8,
|
|
LS_Ceiling_MoveToValueTimes8,
|
|
LS_Teleport,
|
|
LS_Teleport_NoFog,
|
|
LS_ThrustThing,
|
|
LS_DamageThing,
|
|
LS_Teleport_NewMap,
|
|
LS_Teleport_EndGame,
|
|
LS_TeleportOther,
|
|
LS_TeleportGroup,
|
|
LS_TeleportInSector,
|
|
LS_NOP, // 79
|
|
LS_ACS_Execute,
|
|
LS_ACS_Suspend,
|
|
LS_ACS_Terminate,
|
|
LS_ACS_LockedExecute,
|
|
LS_ACS_ExecuteWithResult,
|
|
LS_ACS_LockedExecuteDoor,
|
|
LS_NOP, // 86
|
|
LS_NOP, // 87
|
|
LS_NOP, // 88
|
|
LS_NOP, // 89
|
|
LS_Polyobj_OR_RotateLeft,
|
|
LS_Polyobj_OR_RotateRight,
|
|
LS_Polyobj_OR_Move,
|
|
LS_Polyobj_OR_MoveTimes8,
|
|
LS_Pillar_BuildAndCrush,
|
|
LS_FloorAndCeiling_LowerByValue,
|
|
LS_FloorAndCeiling_RaiseByValue,
|
|
LS_NOP, // 97
|
|
LS_NOP, // 98
|
|
LS_NOP, // 99
|
|
LS_NOP, // Scroll_Texture_Left
|
|
LS_NOP, // Scroll_Texture_Right
|
|
LS_NOP, // Scroll_Texture_Up
|
|
LS_NOP, // Scroll_Texture_Down
|
|
LS_NOP, // 104
|
|
LS_NOP, // 105
|
|
LS_NOP, // 106
|
|
LS_NOP, // 107
|
|
LS_NOP, // 108
|
|
LS_Light_ForceLightning,
|
|
LS_Light_RaiseByValue,
|
|
LS_Light_LowerByValue,
|
|
LS_Light_ChangeToValue,
|
|
LS_Light_Fade,
|
|
LS_Light_Glow,
|
|
LS_Light_Flicker,
|
|
LS_Light_Strobe,
|
|
LS_Light_Stop,
|
|
LS_NOP, // 118
|
|
LS_Thing_Damage,
|
|
LS_Radius_Quake,
|
|
LS_NOP, // Line_SetIdentification
|
|
LS_NOP, // Thing_SetGravity // [BC] Start
|
|
LS_NOP, // Thing_ReverseGravity
|
|
LS_NOP, // Thing_RevertGravity
|
|
LS_Thing_Move,
|
|
LS_NOP, // Thing_SetSprite
|
|
LS_Thing_SetSpecial,
|
|
LS_ThrustThingZ, // [BC] End
|
|
LS_UsePuzzleItem,
|
|
LS_Thing_Activate,
|
|
LS_Thing_Deactivate,
|
|
LS_Thing_Remove,
|
|
LS_Thing_Destroy,
|
|
LS_Thing_Projectile,
|
|
LS_Thing_Spawn,
|
|
LS_Thing_ProjectileGravity,
|
|
LS_Thing_SpawnNoFog,
|
|
LS_Floor_Waggle,
|
|
LS_Thing_SpawnFacing,
|
|
LS_Sector_ChangeSound,
|
|
LS_NOP, // 141 Music_Pause // [BC] Start
|
|
LS_NOP, // 142 Music_Change
|
|
LS_NOP, // 143 Player_RemoveItem
|
|
LS_NOP, // 144 Player_GiveItem
|
|
LS_NOP, // 145 Player_SetTeam
|
|
LS_NOP, // 146 Player_SetLeader
|
|
LS_NOP, // 147 Team_InitFP
|
|
LS_NOP, // 148 TeleportAll
|
|
LS_NOP, // 149 TeleportAll_NoFog
|
|
LS_NOP, // 150 Team_GiveFP
|
|
LS_NOP, // 151 Team_UseFP
|
|
LS_NOP, // 152 Team_Score
|
|
LS_NOP, // 153 Team_Init
|
|
LS_NOP, // 154 Var_Lock
|
|
LS_NOP, // 155 Team_RemoveItem
|
|
LS_NOP, // 156 Team_GiveItem // [BC] End
|
|
LS_NOP, // 157
|
|
LS_NOP, // 158
|
|
LS_NOP, // 159
|
|
LS_NOP, // 160
|
|
LS_NOP, // 161
|
|
LS_NOP, // 162
|
|
LS_NOP, // 163
|
|
LS_NOP, // 164
|
|
LS_NOP, // 165
|
|
LS_NOP, // 166
|
|
LS_NOP, // 167
|
|
LS_NOP, // 168
|
|
LS_NOP, // 169
|
|
LS_Sector_SetCeilingScale2,
|
|
LS_Sector_SetFloorScale2,
|
|
LS_Plat_UpNearestWaitDownStay,
|
|
LS_NoiseAlert,
|
|
LS_SendToCommunicator,
|
|
LS_Thing_ProjectileIntercept,
|
|
LS_Thing_ChangeTID,
|
|
LS_Thing_Hate,
|
|
LS_Thing_ProjectileAimed,
|
|
LS_ChangeSkill,
|
|
LS_Thing_SetTranslation,
|
|
LS_NOP, // Plane_Align
|
|
LS_NOP, // Line_Mirror
|
|
LS_Line_AlignCeiling,
|
|
LS_Line_AlignFloor,
|
|
LS_Sector_SetRotation,
|
|
LS_Sector_SetCeilingPanning,
|
|
LS_Sector_SetFloorPanning,
|
|
LS_Sector_SetCeilingScale,
|
|
LS_Sector_SetFloorScale,
|
|
LS_NOP, // Static_Init
|
|
LS_SetPlayerProperty,
|
|
LS_Ceiling_LowerToHighestFloor,
|
|
LS_Ceiling_LowerInstant,
|
|
LS_Ceiling_RaiseInstant,
|
|
LS_Ceiling_CrushRaiseAndStayA,
|
|
LS_Ceiling_CrushAndRaiseA,
|
|
LS_Ceiling_CrushAndRaiseSilentA,
|
|
LS_Ceiling_RaiseByValueTimes8,
|
|
LS_Ceiling_LowerByValueTimes8,
|
|
LS_Generic_Floor,
|
|
LS_Generic_Ceiling,
|
|
LS_Generic_Door,
|
|
LS_Generic_Lift,
|
|
LS_Generic_Stairs,
|
|
LS_Generic_Crusher,
|
|
LS_Plat_DownWaitUpStayLip,
|
|
LS_Plat_PerpetualRaiseLip,
|
|
LS_TranslucentLine,
|
|
LS_NOP, // Transfer_Heights
|
|
LS_NOP, // Transfer_FloorLight
|
|
LS_NOP, // Transfer_CeilingLight
|
|
LS_Sector_SetColor,
|
|
LS_Sector_SetFade,
|
|
LS_Sector_SetDamage,
|
|
LS_Teleport_Line,
|
|
LS_Sector_SetGravity,
|
|
LS_Stairs_BuildUpDoom,
|
|
LS_Sector_SetWind,
|
|
LS_Sector_SetFriction,
|
|
LS_Sector_SetCurrent,
|
|
LS_Scroll_Texture_Both,
|
|
LS_NOP, // Scroll_Texture_Model
|
|
LS_Scroll_Floor,
|
|
LS_Scroll_Ceiling,
|
|
LS_NOP, // Scroll_Texture_Offsets
|
|
LS_ACS_ExecuteAlways,
|
|
LS_PointPush_SetForce,
|
|
LS_Plat_RaiseAndStayTx0,
|
|
LS_Thing_SetGoal,
|
|
LS_Plat_UpByValueStayTx,
|
|
LS_Plat_ToggleCeiling,
|
|
LS_Light_StrobeDoom,
|
|
LS_Light_MinNeighbor,
|
|
LS_Light_MaxNeighbor,
|
|
LS_Floor_TransferTrigger,
|
|
LS_Floor_TransferNumeric,
|
|
LS_ChangeCamera,
|
|
LS_Floor_RaiseToLowestCeiling,
|
|
LS_Floor_RaiseByValueTxTy,
|
|
LS_Floor_RaiseByTexture,
|
|
LS_Floor_LowerToLowestTxTy,
|
|
LS_Floor_LowerToHighest,
|
|
LS_Exit_Normal,
|
|
LS_Exit_Secret,
|
|
LS_Elevator_RaiseToNearest,
|
|
LS_Elevator_MoveToFloor,
|
|
LS_Elevator_LowerToNearest,
|
|
LS_HealThing,
|
|
LS_Door_CloseWaitOpen,
|
|
LS_Floor_Donut,
|
|
LS_FloorAndCeiling_LowerRaise,
|
|
LS_Ceiling_RaiseToNearest,
|
|
LS_Ceiling_LowerToLowest,
|
|
LS_Ceiling_LowerToFloor,
|
|
LS_Ceiling_CrushRaiseAndStaySilA
|
|
};
|