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acab6d9b30
were doing some things in their destructor that needed to be done in the Destroy method. - Rewrote the interpolation code. Interpolations are no longer some objects that are separate from the rest of the engine. Instead, they are owned by the thinkers starting them. Also, polyobjects only spawn a single interpolation for each polyobject instead of a single one for each vertex. Also, different types of interpolation objects are used for different types of interpolation so that they can do some additional work if eventually needed. SVN r1018 (trunk)
23 lines
1,007 B
C++
23 lines
1,007 B
C++
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#ifndef __3DMIDTEX_H
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#define __3DMIDTEX_H
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#include "doomtype.h"
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#include "r_defs.h"
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class AActor;
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bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling);
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void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sec, bool ceiling);
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void P_Attach3dMidtexLinesToSector(sector_t *dest, int lineid, int tag, bool ceiling);
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bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot);
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bool P_Check3dMidSwitch(AActor *actor, line_t *line, int side);
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bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom);
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bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling);
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void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling);
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bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype);
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void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling);
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#endif
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