mirror of
https://github.com/ZDoom/qzdoom-gpl.git
synced 2024-11-15 00:31:54 +00:00
- removed the _3DFLOOR #define because we really do not want to comment this out anymore, right?
This commit is contained in:
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3fea074d35
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4444d3c0c5
11 changed files with 0 additions and 124 deletions
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@ -1935,8 +1935,6 @@ void AM_drawSubsectors()
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scalex = sec->GetXScale(sector_t::floor);
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scaley = sec->GetYScale(sector_t::floor);
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#ifdef _3DFLOORS
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if (sec->e->XFloor.ffloors.Size())
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{
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secplane_t *floorplane = &sec->floorplane;
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@ -1997,7 +1995,6 @@ void AM_drawSubsectors()
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floorlight = *light->p_lightlevel;
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colormap = light->extra_colormap;
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}
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#endif
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if (maptex == skyflatnum)
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{
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continue;
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@ -2153,8 +2150,6 @@ void AM_showSS()
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}
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}
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#ifdef _3DFLOORS
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//=============================================================================
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//
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// Determines if a 3D floor boundary should be drawn
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@ -2214,7 +2209,6 @@ bool AM_Check3DFloors(line_t *line)
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// All 3D floors could be matched so let's not draw a boundary.
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return false;
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}
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#endif
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//=============================================================================
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//
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@ -2345,12 +2339,10 @@ void AM_drawWalls (bool allmap)
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{
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AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change
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}
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#ifdef _3DFLOORS
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else if (AM_Check3DFloors(&lines[i]))
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{
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AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
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}
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#endif
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else if (am_cheat > 0 && am_cheat < 4)
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{
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AM_drawMline(&l, AMColors.TSWallColor);
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@ -1046,7 +1046,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
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x = self->x + ((pr_storm()&127) - 64) * FRACUNIT;
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y = self->y + ((pr_storm()&127) - 64) * FRACUNIT;
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mo = Spawn<ARainPillar> (x, y, ONCEILINGZ, ALLOW_REPLACE);
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#ifdef _3DFLOORS
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// We used bouncecount to store the 3D floor index in A_HideInCeiling
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if (!mo) return;
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fixed_t newz;
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@ -1058,7 +1057,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_SkullRodStorm)
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int moceiling = P_Find3DFloor(NULL, x, y, newz, false, false, newz);
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if (moceiling >= 0)
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mo->z = newz - mo->height;
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#endif
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mo->Translation = multiplayer ?
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TRANSLATION(TRANSLATION_PlayersExtra,self->special2) : 0;
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mo->target = self->target;
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@ -1098,7 +1096,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_RainImpact)
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DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
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{
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#ifdef _3DFLOORS
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// We use bouncecount to store the 3D floor index
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fixed_t foo;
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for (unsigned int i=0; i< self->Sector->e->XFloor.ffloors.Size(); i++)
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@ -1114,7 +1111,6 @@ DEFINE_ACTION_FUNCTION(AActor, A_HideInCeiling)
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}
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}
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self->bouncecount = -1;
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#endif
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self->z = self->ceilingz + 4*FRACUNIT;
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}
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@ -272,7 +272,6 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor
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Z -= back->GetPlaneTexZ(sector_t::ceiling);
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tex = wall->GetTexture(side_t::top);
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}
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#ifdef _3DFLOORS
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else if (ffloor) // this is a 3d-floor segment - do this only if we know which one!
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{
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Sector=ffloor->model;
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@ -295,7 +294,6 @@ FTextureID DBaseDecal::StickToWall (side_t *wall, fixed_t x, fixed_t y, F3DFloor
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tex = ffloor->master->sidedef[0]->GetTexture(side_t::mid);
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}
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}
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#endif
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else return FNullTextureID();
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CalcFracPos (wall, x, y);
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@ -44,8 +44,6 @@
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#include "p_terrain.h"
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#include "r_data/colormaps.h"
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#ifdef _3DFLOORS
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//==========================================================================
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//
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// 3D Floors
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@ -959,8 +957,6 @@ int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, b
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return -1;
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}
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#endif
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#include "c_dispatch.h"
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@ -4,8 +4,6 @@
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#define CenterSpot(sec) (vertex_t*)&(sec)->soundorg[0]
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#define _3DFLOORS
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// 3D floor flags. Most are the same as in Legacy but I added some for EDGE's and Vavoom's features as well.
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typedef enum
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{
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@ -60,8 +58,6 @@ enum
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VC_COLORMASK = 0x00FFFFFF,
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};
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#ifdef _3DFLOORS
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struct secplane_t;
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struct FDynamicColormap;
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@ -149,39 +145,5 @@ void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *li
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secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z);
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int P_Find3DFloor(sector_t * sec, fixed_t x, fixed_t y, fixed_t z, bool above, bool floor, fixed_t &cmpz);
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#else
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// Dummy definitions for disabled 3D floor code
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struct F3DFloor
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{
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int dummy;
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};
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struct lightlist_t
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{
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int dummy;
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};
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class player_s;
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inline void P_PlayerOnSpecial3DFloor(player_t* player) {}
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inline void P_Get3DFloorAndCeiling(AActor * thing, sector_t * sector, fixed_t * floorz, fixed_t * ceilingz, int * floorpic) {}
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inline bool P_CheckFor3DFloorHit(AActor * mo) { return false; }
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inline bool P_CheckFor3DCeilingHit(AActor * mo) { return false; }
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inline void P_Recalculate3DFloors(sector_t *) {}
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inline void P_RecalculateAttached3DFloors(sector_t * sec) {}
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inline lightlist_t * P_GetPlaneLight(sector_t * , secplane_t * plane, bool underside) { return NULL; }
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inline void P_Spawn3DFloors( void ) {}
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struct FLineOpening;
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inline void P_LineOpening_XFloors (FLineOpening &open, AActor * thing, const line_t *linedef,
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fixed_t x, fixed_t y, fixed_t refx, fixed_t refy, bool restrict) {}
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//secplane_t P_FindFloorPlane(sector_t * sector, fixed_t x, fixed_t y, fixed_t z){return sector->floorplane;}
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#endif
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#endif
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@ -2548,7 +2548,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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if (abs(corpsehit->x - viletryx) > maxdist ||
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abs(corpsehit->y - viletryy) > maxdist)
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continue; // not actually touching
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#ifdef _3DFLOORS
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// Let's check if there are floors in between the archvile and its target
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sector_t *vilesec = self->Sector;
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sector_t *corpsec = corpsehit->Sector;
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@ -2566,7 +2565,6 @@ static bool P_CheckForResurrection(AActor *self, bool usevilestates)
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continue;
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}
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}
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#endif
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corpsehit->velx = corpsehit->vely = 0;
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// [RH] Check against real height and radius
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@ -249,7 +249,6 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
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sec = tmf.thing->Sector;
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}
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#ifdef _3DFLOORS
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for (unsigned int i = 0; i<sec->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor* rover = sec->e->XFloor.ffloors[i];
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@ -273,7 +272,6 @@ void P_GetFloorCeilingZ(FCheckPosition &tmf, int flags)
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tmf.ceilingpic = *rover->bottom.texture;
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}
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}
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#endif
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}
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//==========================================================================
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@ -575,7 +573,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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friction = secfriction(mo->Sector);
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movefactor = secmovefac(mo->Sector) >> 1;
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#ifdef _3DFLOORS
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// Check 3D floors -- might be the source of the waterlevel
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for (unsigned i = 0; i < mo->Sector->e->XFloor.ffloors.Size(); i++)
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{
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@ -594,7 +591,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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movefactor = secmovefac(rover->model) >> 1;
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}
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}
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#endif
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}
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else if (var_friction && !(mo->flags & (MF_NOCLIP | MF_NOGRAVITY)))
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{ // When the object is straddling sectors with the same
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@ -605,7 +601,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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{
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sec = m->m_sector;
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#ifdef _3DFLOORS
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// 3D floors must be checked, too
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for (unsigned i = 0; i < sec->e->XFloor.ffloors.Size(); i++)
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{
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@ -634,7 +629,6 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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movefactor = secmovefac(rover->model);
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}
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}
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#endif
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if (!(sec->special & FRICTION_MASK) &&
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Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0)
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@ -789,14 +783,9 @@ bool PIT_CheckLine(line_t *ld, const FBoundingBox &box, FCheckPosition &tm)
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!(tm.thing->flags & (MF_NOGRAVITY | MF_NOCLIP)))
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{
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secplane_t frontplane, backplane;
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#ifdef _3DFLOORS
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// Check 3D floors as well
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frontplane = P_FindFloorPlane(ld->frontsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
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backplane = P_FindFloorPlane(ld->backsector, tm.thing->x, tm.thing->y, tm.thing->floorz);
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#else
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frontplane = ld->frontsector->floorplane;
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backplane = ld->backsector->floorplane;
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#endif
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if (frontplane.c < STEEPSLOPE || backplane.c < STEEPSLOPE)
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{
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const msecnode_t *node = tm.thing->touching_sectorlist;
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@ -1457,7 +1446,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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//Added by MC: Fill the tmsector.
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tm.sector = newsec;
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#ifdef _3DFLOORS
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//Check 3D floors
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if (!thing->IsNoClip2() && newsec->e->XFloor.ffloors.Size())
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{
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@ -1489,7 +1477,6 @@ bool P_CheckPosition(AActor *thing, fixed_t x, fixed_t y, FCheckPosition &tm, bo
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}
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}
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}
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#endif
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validcount++;
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spechit.Clear();
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@ -1806,7 +1793,6 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
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fzb <= mobj->z && bzb <= mobj->z)
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{
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// we must also check if some 3D floor in the backsector may be blocking
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#ifdef _3DFLOORS
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for (unsigned int i = 0; i<line->backsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor* rover = line->backsector->e->XFloor.ffloors[i];
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@ -1821,7 +1807,6 @@ static void CheckForPushSpecial(line_t *line, int side, AActor *mobj, bool windo
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goto isblocking;
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}
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}
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#endif
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return;
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}
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}
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@ -2746,7 +2731,6 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
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const secplane_t *plane = &actor->floorsector->floorplane;
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fixed_t planezhere = plane->ZatPoint(actor->x, actor->y);
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#ifdef _3DFLOORS
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for (unsigned int i = 0; i<actor->floorsector->e->XFloor.ffloors.Size(); i++)
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{
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F3DFloor * rover = actor->floorsector->e->XFloor.ffloors[i];
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@ -2781,7 +2765,6 @@ const secplane_t * P_CheckSlopeWalk(AActor *actor, fixed_t &xmove, fixed_t &ymov
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}
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}
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}
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#endif
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if (actor->floorsector != actor->Sector)
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{
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@ -3159,7 +3142,6 @@ struct aim_t
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AActor * thing_friend, *thing_other;
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angle_t pitch_friend, pitch_other;
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int flags;
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#ifdef _3DFLOORS
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sector_t * lastsector;
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secplane_t * lastfloorplane;
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secplane_t * lastceilingplane;
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@ -3167,13 +3149,11 @@ struct aim_t
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bool crossedffloors;
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bool AimTraverse3DFloors(const divline_t &trace, intercept_t * in);
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#endif
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void AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t endy, AActor *target = NULL);
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};
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#ifdef _3DFLOORS
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//============================================================================
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//
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// AimTraverse3DFloors
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@ -3275,7 +3255,6 @@ bool aim_t::AimTraverse3DFloors(const divline_t &trace, intercept_t * in)
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lastfloorplane = nextbottomplane;
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return true;
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}
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#endif
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//============================================================================
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//
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@ -3328,9 +3307,7 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
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if (toppitch >= bottompitch)
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return; // stop
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#ifdef _3DFLOORS
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if (!AimTraverse3DFloors(it.Trace(), in)) return;
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#endif
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continue; // shot continues
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}
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@ -3369,7 +3346,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
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continue;
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}
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#ifdef _3DFLOORS
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// we must do one last check whether the trace has crossed a 3D floor
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if (lastsector == th->Sector && th->Sector->e->XFloor.ffloors.Size())
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{
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@ -3394,7 +3370,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
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}
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}
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}
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#endif
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// check angles to see if the thing can be aimed at
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@ -3408,7 +3383,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
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if (thingbottompitch < toppitch)
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continue; // shot under the thing
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#ifdef _3DFLOORS
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if (crossedffloors)
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{
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// if 3D floors were in the way do an extra visibility check for safety
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@ -3427,7 +3401,6 @@ void aim_t::AimTraverse(fixed_t startx, fixed_t starty, fixed_t endx, fixed_t en
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else return;
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}
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}
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#endif
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// this thing can be hit!
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if (thingtoppitch < toppitch)
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@ -3564,7 +3537,6 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pL
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// Information for tracking crossed 3D floors
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aim.aimpitch = t1->pitch;
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#ifdef _3DFLOORS
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aim.crossedffloors = t1->Sector->e->XFloor.ffloors.Size() != 0;
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aim.lastsector = t1->Sector;
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aim.lastfloorplane = aim.lastceilingplane = NULL;
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@ -3580,7 +3552,6 @@ fixed_t P_AimLineAttack(AActor *t1, angle_t angle, fixed_t distance, AActor **pL
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bottomz = rover->top.plane->ZatPoint(t1->x, t1->y);
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if (bottomz <= t1->z) aim.lastfloorplane = rover->top.plane;
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}
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#endif
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aim.AimTraverse(t1->x, t1->y, x2, y2, target);
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@ -5456,7 +5427,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool
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cpos.movemidtex = false;
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cpos.sector = sector;
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#ifdef _3DFLOORS
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// Also process all sectors that have 3D floors transferred from the
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// changed sector.
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if (sector->e->XFloor.attached.Size())
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@ -5504,8 +5474,6 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool
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}
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}
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P_Recalculate3DFloors(sector); // Must recalculate the 3d floor and light lists
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#endif
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// [RH] Use different functions for the four different types of sector
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// movement.
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@ -1316,7 +1316,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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z = mo->z;
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F3DFloor * ffloor=NULL;
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#ifdef _3DFLOORS
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if (line->sidedef[side^1] != NULL)
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{
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sector_t * backsector = line->sidedef[side^1]->sector;
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@ -1336,7 +1335,6 @@ void P_ExplodeMissile (AActor *mo, line_t *line, AActor *target)
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|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
DImpactDecal::StaticCreate (base->GetDecal (),
|
||||
x, y, z, line->sidedef[side], ffloor);
|
||||
|
@ -2164,7 +2162,6 @@ explode:
|
|||
{
|
||||
if (mo->dropoffz != mo->floorz) // 3DMidtex or other special cases that must be excluded
|
||||
{
|
||||
#ifdef _3DFLOORS
|
||||
unsigned i;
|
||||
for(i=0;i<mo->Sector->e->XFloor.ffloors.Size();i++)
|
||||
{
|
||||
|
@ -2175,7 +2172,6 @@ explode:
|
|||
if (rover->flags&FF_SOLID && rover->top.plane->ZatPoint(mo->x,mo->y)==mo->floorz) break;
|
||||
}
|
||||
if (i==mo->Sector->e->XFloor.ffloors.Size())
|
||||
#endif
|
||||
return oldfloorz;
|
||||
}
|
||||
}
|
||||
|
@ -3567,12 +3563,8 @@ void AActor::Tick ()
|
|||
{
|
||||
secplane_t floorplane;
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
// Check 3D floors as well
|
||||
floorplane = P_FindFloorPlane(floorsector, x, y, floorz);
|
||||
#else
|
||||
floorplane = floorsector->floorplane;
|
||||
#endif
|
||||
|
||||
if (floorplane.c < STEEPSLOPE &&
|
||||
floorplane.ZatPoint (x, y) <= floorz)
|
||||
|
@ -3889,7 +3881,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
|
|||
reset = true;
|
||||
}
|
||||
}
|
||||
#ifdef _3DFLOORS
|
||||
else
|
||||
{
|
||||
// Check 3D floors as well!
|
||||
|
@ -3923,7 +3914,6 @@ bool AActor::UpdateWaterLevel (fixed_t oldz, bool dosplash)
|
|||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// some additional checks to make deep sectors like Boom's splash without setting
|
||||
|
@ -5371,7 +5361,6 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
}
|
||||
#endif
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
for(unsigned int i=0;i<sec->e->XFloor.ffloors.Size();i++)
|
||||
{
|
||||
F3DFloor * rover = sec->e->XFloor.ffloors[i];
|
||||
|
@ -5388,7 +5377,6 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
planez = rover->bottom.plane->ZatPoint(x, y);
|
||||
if (planez < z && !(planez < thing->floorz)) return false;
|
||||
}
|
||||
#endif
|
||||
hsec = sec->GetHeightSec();
|
||||
if (hsec == NULL || !(hsec->MoreFlags & SECF_CLIPFAKEPLANES))
|
||||
{
|
||||
|
@ -5398,9 +5386,7 @@ bool P_HitWater (AActor * thing, sector_t * sec, fixed_t x, fixed_t y, fixed_t z
|
|||
{
|
||||
terrainnum = TerrainTypes[hsec->GetTexture(sector_t::floor)];
|
||||
}
|
||||
#ifdef _3DFLOORS
|
||||
foundone:
|
||||
#endif
|
||||
|
||||
int splashnum = Terrains[terrainnum].Splash;
|
||||
bool smallsplash = false;
|
||||
|
@ -5503,7 +5489,6 @@ bool P_HitFloor (AActor *thing)
|
|||
break;
|
||||
}
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
// Check 3D floors
|
||||
for(unsigned int i=0;i<m->m_sector->e->XFloor.ffloors.Size();i++)
|
||||
{
|
||||
|
@ -5517,7 +5502,6 @@ bool P_HitFloor (AActor *thing)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
if (m == NULL || m->m_sector->GetHeightSec() != NULL)
|
||||
{
|
||||
|
|
|
@ -2519,7 +2519,6 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps
|
|||
}
|
||||
break;
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
case Sector_Set3DFloor:
|
||||
if (msd->toptexture[0]=='#')
|
||||
{
|
||||
|
@ -2534,7 +2533,6 @@ void P_ProcessSideTextures(bool checktranmap, side_t *sd, sector_t *sec, intmaps
|
|||
SetTexture(sd, side_t::mid, msd->midtexture, missingtex);
|
||||
SetTexture(sd, side_t::bottom, msd->bottomtexture, missingtex);
|
||||
break;
|
||||
#endif
|
||||
|
||||
case TranslucentLine: // killough 4/11/98: apply translucency to 2s normal texture
|
||||
if (checktranmap)
|
||||
|
|
|
@ -127,7 +127,6 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
|
|||
if (topslope <= bottomslope)
|
||||
return false; // stop
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
// now handle 3D-floors
|
||||
if(li->frontsector->e->XFloor.ffloors.Size() || li->backsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
|
@ -219,7 +218,6 @@ bool SightCheck::PTR_SightTraverse (intercept_t *in)
|
|||
|
||||
lastztop= FixedMul (topslope, in->frac) + sightzstart;
|
||||
lastzbottom= FixedMul (bottomslope, in->frac) + sightzstart;
|
||||
#endif
|
||||
|
||||
return true; // keep going
|
||||
}
|
||||
|
@ -401,7 +399,6 @@ bool SightCheck::P_SightTraverseIntercepts ()
|
|||
}
|
||||
}
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
if (lastsector==seeingthing->Sector && lastsector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
// we must do one last check whether the trace has crossed a 3D floor in the last sector
|
||||
|
@ -424,7 +421,6 @@ bool SightCheck::P_SightTraverseIntercepts ()
|
|||
}
|
||||
|
||||
}
|
||||
#endif
|
||||
return true; // everything was traversed
|
||||
}
|
||||
|
||||
|
@ -453,7 +449,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
|
|||
validcount++;
|
||||
intercepts.Clear ();
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
// for FF_SEETHROUGH the following rule applies:
|
||||
// If the viewer is in an area without FF_SEETHROUGH he can only see into areas without this flag
|
||||
// If the viewer is in an area with FF_SEETHROUGH he can only see into areas with this flag
|
||||
|
@ -472,7 +467,6 @@ bool SightCheck::P_SightPathTraverse (fixed_t x1, fixed_t y1, fixed_t x2, fixed_
|
|||
break;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if ( ((x1-bmaporgx)&(MAPBLOCKSIZE-1)) == 0)
|
||||
x1 += FRACUNIT; // don't side exactly on a line
|
||||
|
|
|
@ -104,7 +104,6 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
|||
res.Crossed3DWater = NULL;
|
||||
*/
|
||||
|
||||
#ifdef _3DFLOORS
|
||||
// Do a 3D floor check in the starting sector
|
||||
TDeletingArray<F3DFloor*> &ff = sector->e->XFloor.ffloors;
|
||||
|
||||
|
@ -174,7 +173,6 @@ bool Trace (fixed_t x, fixed_t y, fixed_t z, sector_t *sector,
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// check for overflows and clip if necessary
|
||||
SQWORD xd = (SQWORD)x + ( ( SQWORD(vx) * SQWORD(maxDist) )>>16);
|
||||
|
@ -257,7 +255,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
fixed_t dist;
|
||||
|
||||
// Deal with splashes in 3D floors
|
||||
#ifdef _3DFLOORS
|
||||
if (CurSector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
for(unsigned int i=0;i<CurSector->e->XFloor.ffloors.Size();i++)
|
||||
|
@ -274,7 +271,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (in->isaline)
|
||||
{
|
||||
|
@ -381,7 +377,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
}
|
||||
else
|
||||
{ // made it past the wall
|
||||
#ifdef _3DFLOORS
|
||||
// check for 3D floors first
|
||||
if (entersector->e->XFloor.ffloors.Size())
|
||||
{
|
||||
|
@ -435,9 +430,6 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
Results->HitType = TRACE_HitNone;
|
||||
if (TraceFlags & TRACE_PCross)
|
||||
|
@ -450,9 +442,7 @@ bool FTraceInfo::TraceTraverse (int ptflags)
|
|||
P_ActivateLine (in->d.line, IgnoreThis, lineside, SPAC_Impact);
|
||||
}
|
||||
}
|
||||
#ifdef _3DFLOORS
|
||||
cont:
|
||||
#endif
|
||||
|
||||
if (Results->HitType != TRACE_HitNone)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue