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475 lines
14 KiB
C++
475 lines
14 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1998-1998 Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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// DESCRIPTION:
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// Initializes and implements BOOM linedef triggers for
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// Scrollers/Conveyors
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//
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//-----------------------------------------------------------------------------
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/* For code that originates from ZDoom the following applies:
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**
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**---------------------------------------------------------------------------
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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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*/
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#include <stdlib.h>
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#include "actor.h"
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#include "p_spec.h"
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#include "serializer.h"
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#include "p_lnspec.h"
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#include "r_data/r_interpolate.h"
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#include "g_levellocals.h"
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#include "maploader/maploader.h"
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#include "p_spec_thinkers.h"
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IMPLEMENT_CLASS(DScroller, false, true)
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IMPLEMENT_POINTERS_START(DScroller)
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IMPLEMENT_POINTER(m_Interpolations[0])
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IMPLEMENT_POINTER(m_Interpolations[1])
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IMPLEMENT_POINTER(m_Interpolations[2])
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IMPLEMENT_POINTERS_END
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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EScrollPos operator &(EScrollPos one, EScrollPos two)
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{
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return EScrollPos(int(one) & int(two));
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}
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//-----------------------------------------------------------------------------
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//
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//
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//
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//-----------------------------------------------------------------------------
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void DScroller::Serialize(FSerializer &arc)
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{
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Super::Serialize (arc);
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arc.Enum("type", m_Type)
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("dx", m_dx)
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("dy", m_dy)
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("sector", m_Sector)
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("side", m_Side)
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("control", m_Controller)
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("lastheight", m_LastHeight)
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("vdx", m_vdx)
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("vdy", m_vdy)
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("accel", m_Accel)
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.Enum("parts", m_Parts)
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.Array("interpolations", m_Interpolations, 3);
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Compensate for rotated sector textures by rotating the scrolling
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// in the opposite direction.
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//
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//-----------------------------------------------------------------------------
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static void RotationComp(const sector_t *sec, int which, double dx, double dy, double &tdx, double &tdy)
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{
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DAngle an = sec->GetAngle(which);
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if (an == 0)
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{
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tdx = dx;
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tdy = dy;
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}
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else
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{
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double ca = -an.Cos();
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double sa = -an.Sin();
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tdx = dx*ca - dy*sa;
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tdy = dy*ca + dx*sa;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// killough 2/28/98:
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//
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// This function, with the help of r_plane.c and r_bsp.c, supports generalized
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// scrolling floors and walls, with optional mobj-carrying properties, e.g.
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// conveyor belts, rivers, etc. A linedef with a special type affects all
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// tagged sectors the same way, by creating scrolling and/or object-carrying
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// properties. Multiple linedefs may be used on the same sector and are
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// cumulative, although the special case of scrolling a floor and carrying
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// things on it, requires only one linedef. The linedef's direction determines
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// the scrolling direction, and the linedef's length determines the scrolling
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// speed. This was designed so that an edge around the sector could be used to
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// control the direction of the sector's scrolling, which is usually what is
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// desired.
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//
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// Process the active scrollers.
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//
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// This is the main scrolling code
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// killough 3/7/98
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//
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//-----------------------------------------------------------------------------
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void DScroller::Tick ()
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{
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double dx = m_dx, dy = m_dy, tdx, tdy;
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if (m_Controller != nullptr)
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{ // compute scroll amounts based on a sector's height changes
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double height = m_Controller->CenterFloor () + m_Controller->CenterCeiling ();
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double delta = height - m_LastHeight;
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m_LastHeight = height;
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dx *= delta;
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dy *= delta;
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}
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// killough 3/14/98: Add acceleration
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if (m_Accel)
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{
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m_vdx = dx += m_vdx;
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m_vdy = dy += m_vdy;
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}
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if (dx == 0 && dy == 0)
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return;
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switch (m_Type)
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{
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case EScroll::sc_side: // killough 3/7/98: Scroll wall texture
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Side->AddTextureXOffset(side_t::top, dx);
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m_Side->AddTextureYOffset(side_t::top, dy);
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}
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if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
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!(m_Side->linedef->flags&ML_3DMIDTEX)))
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{
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m_Side->AddTextureXOffset(side_t::mid, dx);
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m_Side->AddTextureYOffset(side_t::mid, dy);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Side->AddTextureXOffset(side_t::bottom, dx);
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m_Side->AddTextureYOffset(side_t::bottom, dy);
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}
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break;
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case EScroll::sc_floor: // killough 3/7/98: Scroll floor texture
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RotationComp(m_Sector, sector_t::floor, dx, dy, tdx, tdy);
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m_Sector->AddXOffset(sector_t::floor, tdx);
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m_Sector->AddYOffset(sector_t::floor, tdy);
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break;
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case EScroll::sc_ceiling: // killough 3/7/98: Scroll ceiling texture
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RotationComp(m_Sector, sector_t::ceiling, dx, dy, tdx, tdy);
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m_Sector->AddXOffset(sector_t::ceiling, tdx);
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m_Sector->AddYOffset(sector_t::ceiling, tdy);
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break;
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// [RH] Don't actually carry anything here. That happens later.
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case EScroll::sc_carry:
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Level->Scrolls[m_Sector->Index()] += { dx, dy };
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// mark all potentially affected things here so that the very expensive calculation loop in AActor::Tick does not need to run for actors which do not touch a scrolling sector.
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for (auto n = m_Sector->touching_thinglist; n; n = n->m_snext)
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{
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n->m_thing->flags8 |= MF8_INSCROLLSEC;
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}
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break;
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case EScroll::sc_carry_ceiling: // to be added later
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break;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Add_Scroller()
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//
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// Add a generalized scroller to the thinker list.
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//
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// type: the enumerated type of scrolling: floor, ceiling, floor carrier,
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// wall, floor carrier & scroller
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//
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// (dx,dy): the direction and speed of the scrolling or its acceleration
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//
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// control: the sector whose heights control this scroller's effect
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// remotely, or -1 if no control sector
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//
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// affectee: the index of the affected object (sector or sidedef)
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//
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// accel: non-zero if this is an accelerative effect
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//
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//-----------------------------------------------------------------------------
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void DScroller::Construct (EScroll type, double dx, double dy, sector_t *ctrl, sector_t *sec, side_t *side, int accel, EScrollPos scrollpos)
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{
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m_Type = type;
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m_dx = dx;
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m_dy = dy;
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m_Accel = accel;
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m_Parts = scrollpos;
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m_vdx = m_vdy = 0;
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m_LastHeight = 0;
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if ((m_Controller = ctrl) != nullptr)
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{
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m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling();
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}
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m_Side = side;
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m_Sector = sec;
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m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr;
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switch (type)
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{
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case EScroll::sc_carry:
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assert(sec != nullptr);
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Level->AddScroller (sec->Index());
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break;
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case EScroll::sc_side:
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assert(side != nullptr);
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side->Flags |= WALLF_NOAUTODECALS;
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Interpolations[0] = m_Side->SetInterpolation(side_t::top);
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}
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if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
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!(m_Side->linedef->flags&ML_3DMIDTEX)))
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{
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m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom);
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}
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break;
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case EScroll::sc_floor:
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assert(sec != nullptr);
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m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::FloorScroll, false);
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break;
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case EScroll::sc_ceiling:
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assert(sec != nullptr);
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m_Interpolations[0] = m_Sector->SetInterpolation(sector_t::CeilingScroll, false);
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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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void DScroller::OnDestroy ()
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{
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for(int i=0;i<3;i++)
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{
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if (m_Interpolations[i] != nullptr)
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{
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m_Interpolations[i]->DelRef();
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m_Interpolations[i] = nullptr;
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}
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}
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Super::OnDestroy();
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}
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//-----------------------------------------------------------------------------
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//
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// Adds wall scroller. Scroll amount is rotated with respect to wall's
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// linedef first, so that scrolling towards the wall in a perpendicular
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// direction is translated into vertical motion, while scrolling along
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// the wall in a parallel direction is translated into horizontal motion.
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//
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// killough 5/25/98: cleaned up arithmetic to avoid drift due to roundoff
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//
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//-----------------------------------------------------------------------------
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void DScroller::Construct(double dx, double dy, const line_t *l, sector_t * control, int accel, EScrollPos scrollpos)
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{
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double x = fabs(l->Delta().X), y = fabs(l->Delta().Y), d;
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if (y > x) d = x, x = y, y = d;
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d = x / g_sin(g_atan2(y, x) + M_PI / 2);
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x = -(dy * l->Delta().Y + dx * l->Delta().X) / d;
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y = -(dx * l->Delta().Y - dy * l->Delta().X) / d;
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m_Type = EScroll::sc_side;
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m_dx = x;
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m_dy = y;
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m_vdx = m_vdy = 0;
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m_Accel = accel;
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m_Parts = scrollpos;
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m_LastHeight = 0;
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if ((m_Controller = control) != nullptr)
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{
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m_LastHeight = m_Controller->CenterFloor() + m_Controller->CenterCeiling();
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}
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m_Sector = nullptr;
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m_Side = l->sidedef[0];
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m_Side->Flags |= WALLF_NOAUTODECALS;
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m_Interpolations[0] = m_Interpolations[1] = m_Interpolations[2] = nullptr;
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if (m_Parts & EScrollPos::scw_top)
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{
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m_Interpolations[0] = m_Side->SetInterpolation(side_t::top);
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}
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if (m_Parts & EScrollPos::scw_mid && (m_Side->linedef->backsector == nullptr ||
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!(m_Side->linedef->flags&ML_3DMIDTEX)))
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{
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m_Interpolations[1] = m_Side->SetInterpolation(side_t::mid);
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}
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if (m_Parts & EScrollPos::scw_bottom)
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{
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m_Interpolations[2] = m_Side->SetInterpolation(side_t::bottom);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Modify a wall scroller
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//
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//-----------------------------------------------------------------------------
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void SetWallScroller (FLevelLocals *Level, int id, int sidechoice, double dx, double dy, EScrollPos Where)
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{
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Where = Where & scw_all;
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if (Where == 0) return;
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if (dx == 0 && dy == 0)
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{
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// Special case: Remove the scroller, because the deltas are both 0.
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auto iterator = Level->GetThinkerIterator<DScroller>(NAME_None, STAT_SCROLLER);
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DScroller *scroller;
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while ( (scroller = iterator.Next ()) )
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{
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auto wall = scroller->GetWall ();
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if (wall != nullptr && Level->LineHasId(wall->linedef, id) && wall->linedef->sidedef[sidechoice] == wall && Where == scroller->GetScrollParts())
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{
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scroller->Destroy ();
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}
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}
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}
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else
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{
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// Find scrollers already attached to the matching walls, and change
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// their rates.
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TArray<DScroller *> Collection;
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{
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auto iterator = Level->GetThinkerIterator<DScroller>(NAME_None, STAT_SCROLLER);
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DScroller *scroll;
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while ( (scroll = iterator.Next ()) )
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{
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auto wall = scroll->GetWall();
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if (wall != nullptr)
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{
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auto line = wall->linedef;
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if (Level->LineHasId(line, id) && line->sidedef[sidechoice] == wall && Where == scroll->GetScrollParts())
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{
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scroll->SetRate(dx, dy);
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Collection.Push(scroll);
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}
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}
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}
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}
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size_t numcollected = Collection.Size ();
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int linenum;
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// Now create scrollers for any walls that don't already have them.
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auto itr = Level->GetLineIdIterator(id);
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while ((linenum = itr.Next()) >= 0)
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{
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side_t *side = Level->lines[linenum].sidedef[sidechoice];
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if (side != nullptr)
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{
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if (Collection.FindEx([=](const DScroller *element) { return element->GetWall() == side; }) == Collection.Size())
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{
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Level->CreateThinker<DScroller> (EScroll::sc_side, dx, dy, nullptr, nullptr, side, 0, Where);
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}
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}
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}
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}
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}
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void SetScroller (FLevelLocals *Level, int tag, EScroll type, double dx, double dy)
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{
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auto iterator = Level->GetThinkerIterator<DScroller>(NAME_None, STAT_SCROLLER);
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DScroller *scroller;
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int i;
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// Check if there is already a scroller for this tag
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// If at least one sector with this tag is scrolling, then they all are.
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// If the deltas are both 0, we don't remove the scroller, because a
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// displacement/accelerative scroller might have been set up, and there's
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// no way to create one after the level is fully loaded.
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i = 0;
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while ( (scroller = iterator.Next ()) )
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{
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if (scroller->IsType (type))
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{
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if (Level->SectorHasTag(scroller->GetSector(), tag))
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{
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i++;
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scroller->SetRate (dx, dy);
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}
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}
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}
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if (i > 0 || (dx == 0 && dy == 0))
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{
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return;
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}
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// Need to create scrollers for the sector(s)
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auto itr = Level->GetSectorTagIterator(tag);
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while ((i = itr.Next()) >= 0)
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{
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Level->CreateThinker<DScroller> (type, dx, dy, nullptr, &Level->sectors[i], nullptr, 0);
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}
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}
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