mirror of
https://github.com/ZDoom/gzdoom.git
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7e7ab6b4ec
- Added multiple-choice sound sequences. These overcome one of the major deficiences of the Hexen-inherited SNDSEQ system while still being Hexen compatible: Custom door sounds can now use different opening and closing sequences, for both normal and blazing speeds. - Added a serializer for TArray. - Added a countof macro to doomtype.h. See the1's blog to find out why it's implemented the way it is. <http://blogs.msdn.com/the1/articles/210011.aspx> - Added a new method to FRandom for getting random numbers larger than 255, which lets me: - Fixed: SNDSEQ delayrand commands could delay for no more than 255 tics. - Fixed: If you're going to have sector_t.SoundTarget, then they need to be included in the pointer cleanup scans. - Ported back newer name code from 2.1. - Fixed: Using -warp with only one parameter in Doom and Heretic to select a map on episode 1 no longer worked. - New: Loading a multiplayer save now restores the players based on their names rather than on their connection order. Using connection order was sensible when -net was the only way to start a network game, but with -host/-join, it's not so nice. Also, if there aren't enough players in the save, then the extra players will be spawned normally, so you can continue a saved game with more players than you started it with. - Added some new SNDSEQ commands to make it possible to define Heretic's ambient sounds in SNDSEQ: volumerel, volumerand, slot, randomsequence, delayonce, and restart. With these, it is basically possible to obsolete all of the $ambient SNDINFO commands. - Fixed: Sound sequences would only execute one command each time they were ticked. - Fixed: No bounds checking was done on the volume sound sequences played at. - Fixed: The tic parameter to playloop was useless and caused it to act like a redundant playrepeat. I have removed all the logic that caused playloop to play repeating sounds, and now it acts like an infinite sequence of play/delay commands until the sequence is stopped. - Fixed: Sound sequences were ticked every frame, not every tic, so all the delay commands were timed incorrectly and varied depending on your framerate. Since this is useful for restarting looping sounds that got cut off, I have not changed this. Instead, the delay commands now record the tic when execution should resume, not the number of tics left to delay. SVN r57 (trunk)
509 lines
13 KiB
C++
509 lines
13 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION: Ceiling animation (lowering, crushing, raising)
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//
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//-----------------------------------------------------------------------------
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#include "m_alloc.h"
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#include "doomdef.h"
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#include "p_local.h"
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#include "s_sound.h"
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#include "s_sndseq.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "gi.h"
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//
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// CEILINGS
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//
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IMPLEMENT_CLASS (DCeiling)
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DCeiling::DCeiling ()
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{
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}
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void DCeiling::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Type
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<< m_BottomHeight
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<< m_TopHeight
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<< m_Speed
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<< m_Speed1
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<< m_Speed2
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<< m_Crush
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<< m_Silent
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<< m_Direction
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<< m_Texture
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<< m_NewSpecial
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<< m_Tag
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<< m_OldDirection;
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}
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void DCeiling::PlayCeilingSound ()
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{
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if (m_Sector->seqType >= 0)
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{
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SN_StartSequence (m_Sector, m_Sector->seqType, SEQ_PLATFORM, 0);
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}
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else
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{
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if (m_Silent == 2)
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SN_StartSequence (m_Sector, "Silence", 0);
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else if (m_Silent == 1)
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SN_StartSequence (m_Sector, "CeilingSemiSilent", 0);
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else
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SN_StartSequence (m_Sector, "CeilingNormal", 0);
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}
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}
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//
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// T_MoveCeiling
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//
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void DCeiling::Tick ()
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{
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EResult res;
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switch (m_Direction)
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{
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case 0:
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// IN STASIS
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break;
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case 1:
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// UP
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res = MoveCeiling (m_Speed, m_TopHeight, m_Direction);
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if (res == pastdest)
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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m_Direction = -1;
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m_Speed = m_Speed1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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PlayCeilingSound ();
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break;
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// movers with texture change, change the texture then get removed
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case genCeilingChgT:
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case genCeilingChg0:
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m_Sector->special = m_NewSpecial;
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// fall through
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case genCeilingChg:
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m_Sector->ceilingpic = m_Texture;
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// fall through
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default:
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SN_StopSequence (m_Sector);
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Destroy ();
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break;
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}
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}
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break;
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case -1:
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// DOWN
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res = MoveCeiling (m_Speed, m_BottomHeight, m_Crush, m_Direction);
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if (res == pastdest)
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilCrushRaiseAndStay:
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m_Speed = m_Speed2;
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m_Direction = 1;
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if (!SN_IsMakingLoopingSound (m_Sector))
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PlayCeilingSound ();
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break;
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// in the case of ceiling mover/changer, change the texture
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// then remove the active ceiling
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case genCeilingChgT:
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case genCeilingChg0:
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m_Sector->special = m_NewSpecial;
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// fall through
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case genCeilingChg:
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m_Sector->ceilingpic = m_Texture;
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// fall through
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default:
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SN_StopSequence (m_Sector);
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Destroy ();
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break;
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}
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}
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else // ( res != pastdest )
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{
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if (res == crushed)
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{
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switch (m_Type)
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{
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case ceilCrushAndRaise:
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case ceilLowerAndCrush:
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if (m_Speed1 == FRACUNIT && m_Speed2 == FRACUNIT)
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m_Speed = FRACUNIT / 8;
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break;
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default:
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break;
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}
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}
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}
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break;
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}
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}
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DCeiling::DCeiling (sector_t *sec)
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: DMovingCeiling (sec)
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{
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}
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DCeiling::DCeiling (sector_t *sec, fixed_t speed1, fixed_t speed2, int silent)
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: DMovingCeiling (sec)
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{
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m_Crush = -1;
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m_Speed = m_Speed1 = speed1;
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m_Speed2 = speed2;
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m_Silent = silent;
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}
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//
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// EV_DoCeiling
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// Move a ceiling up/down and all around!
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//
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// [RH] Added tag, speed, speed2, height, crush, silent, change params
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bool EV_DoCeiling (DCeiling::ECeiling type, line_t *line,
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int tag, fixed_t speed, fixed_t speed2, fixed_t height,
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int crush, int silent, int change)
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{
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int secnum;
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bool rtn;
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sector_t* sec;
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DCeiling* ceiling;
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bool manual = false;
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fixed_t targheight = 0; // Silence, GCC
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vertex_t* spot;
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rtn = false;
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// check if a manual trigger, if so do just the sector on the backside
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if (tag == 0)
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{
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if (!line || !(sec = line->backsector))
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return rtn;
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secnum = (int)(sec-sectors);
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manual = true;
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// [RH] Hack to let manual crushers be retriggerable, too
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tag ^= secnum | 0x1000000;
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P_ActivateInStasisCeiling (tag);
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goto manual_ceiling;
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}
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// Reactivate in-stasis ceilings...for certain types.
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// This restarts a crusher after it has been stopped
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if (type == DCeiling::ceilCrushAndRaise)
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{
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P_ActivateInStasisCeiling (tag);
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}
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secnum = -1;
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// affects all sectors with the same tag as the linedef
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while ((secnum = P_FindSectorFromTag (tag, secnum)) >= 0)
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{
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sec = §ors[secnum];
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manual_ceiling:
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// if ceiling already moving, don't start a second function on it
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if (sec->ceilingdata)
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{
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if (!manual)
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continue;
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else
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return false;
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}
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// new door thinker
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rtn = 1;
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ceiling = new DCeiling (sec, speed, speed2, silent);
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spot = sec->lines[0]->v1;
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switch (type)
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{
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case DCeiling::ceilCrushAndRaise:
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case DCeiling::ceilCrushRaiseAndStay:
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ceiling->m_TopHeight = sec->ceilingplane.d;
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case DCeiling::ceilLowerAndCrush:
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targheight = sec->FindHighestFloorPoint (&spot);
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if (type != DCeiling::ceilLowerAndCrush || gameinfo.gametype != GAME_Strife)
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{
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targheight += 8*FRACUNIT;
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}
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseByValue:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilMoveToValue:
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{
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int diff = height - sec->ceilingplane.ZatPoint (spot);
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targheight = height;
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if (diff < 0)
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{
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = -1;
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}
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else
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{
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, height);
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ceiling->m_Direction = 1;
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}
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}
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break;
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) - height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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ceiling->m_Speed = height;
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break;
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case DCeiling::ceilRaiseInstant:
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targheight = sec->ceilingplane.ZatPoint (spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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ceiling->m_Speed = height;
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break;
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case DCeiling::ceilLowerToNearest:
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targheight = sec->FindNextLowestCeiling (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToNearest:
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targheight = sec->FindNextHighestCeiling (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToLowest:
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targheight = sec->FindLowestCeilingSurrounding (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&spot);
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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case DCeiling::ceilLowerToHighest:
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targheight = sec->FindHighestCeilingSurrounding (&spot);
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilLowerByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) - sec->FindShortestUpperAround ();
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseByTexture:
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targheight = sec->ceilingplane.ZatPoint (spot) + sec->FindShortestUpperAround ();
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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default:
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break; // Silence GCC
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}
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ceiling->m_Tag = tag;
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ceiling->m_Type = type;
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ceiling->m_Crush = crush;
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// Do not interpolate instant movement ceilings.
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// Note for ZDoomGL: Check to make sure that you update the sector
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// after the ceiling moves, because it hasn't actually moved yet.
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fixed_t movedist;
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if (ceiling->m_Direction < 0)
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{
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movedist = sec->ceilingplane.d - ceiling->m_BottomHeight;
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}
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else
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{
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movedist = ceiling->m_TopHeight - sec->ceilingplane.d;
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}
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if (ceiling->m_Speed >= movedist)
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{
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stopinterpolation (INTERP_SectorCeiling, sec);
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}
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// set texture/type change properties
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if (change & 3) // if a texture change is indicated
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{
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if (change & 4) // if a numeric model change
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{
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sector_t *modelsec;
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//jff 5/23/98 find model with floor at target height if target
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//is a floor type
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modelsec = (/*type == DCeiling::ceilRaiseToHighest ||*/
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type == DCeiling::ceilRaiseToFloor ||
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/*type == DCeiling::ceilLowerToHighest ||*/
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type == DCeiling::ceilLowerToFloor) ?
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sec->FindModelFloorSector (targheight) :
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sec->FindModelCeilingSector (targheight);
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if (modelsec != NULL)
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{
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ceiling->m_Texture = modelsec->ceilingpic;
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switch (change & 3)
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial = 0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
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break;
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case 2: // type is copied
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ceiling->m_NewSpecial = sec->special;
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ceiling->m_Type = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = DCeiling::genCeilingChg;
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break;
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}
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}
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}
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else if (line) // else if a trigger model change
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{
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ceiling->m_Texture = line->frontsector->ceilingpic;
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switch (change & 3)
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{
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case 1: // type is zeroed
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ceiling->m_NewSpecial = 0;
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ceiling->m_Type = DCeiling::genCeilingChg0;
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break;
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case 2: // type is copied
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ceiling->m_NewSpecial = line->frontsector->special;
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ceiling->m_Type = DCeiling::genCeilingChgT;
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break;
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case 3: // type is left alone
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ceiling->m_Type = DCeiling::genCeilingChg;
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break;
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}
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}
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}
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ceiling->PlayCeilingSound ();
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if (manual)
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return rtn;
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}
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return rtn;
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}
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//
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// Restart a ceiling that's in-stasis
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// [RH] Passed a tag instead of a line and rewritten to use a list
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//
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void P_ActivateInStasisCeiling (int tag)
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{
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DCeiling *scan;
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TThinkerIterator<DCeiling> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Tag == tag && scan->m_Direction == 0)
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{
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scan->m_Direction = scan->m_OldDirection;
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scan->PlayCeilingSound ();
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}
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}
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}
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//
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// EV_CeilingCrushStop
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// Stop a ceiling from crushing!
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// [RH] Passed a tag instead of a line and rewritten to use a list
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//
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bool EV_CeilingCrushStop (int tag)
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{
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bool rtn = false;
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DCeiling *scan;
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TThinkerIterator<DCeiling> iterator;
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while ( (scan = iterator.Next ()) )
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{
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if (scan->m_Tag == tag && scan->m_Direction != 0)
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{
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SN_StopSequence (scan->m_Sector);
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scan->m_OldDirection = scan->m_Direction;
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scan->m_Direction = 0; // in-stasis;
|
|
rtn = true;
|
|
}
|
|
}
|
|
|
|
return rtn;
|
|
}
|