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Merge branch 'master' into floatcvt
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485
src/p_pusher.cpp
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485
src/p_pusher.cpp
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// 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:
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// Initializes and implements BOOM linedef triggers for
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// Wind/Current
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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 "farchive.h"
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#include "p_lnspec.h"
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#include "c_cvars.h"
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#include "p_maputl.h"
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#include "p_local.h"
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#include "d_player.h"
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CVAR(Bool, var_pushers, true, CVAR_SERVERINFO);
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// phares 3/20/98: added new model of Pushers for push/pull effects
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class DPusher : public DThinker
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{
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DECLARE_CLASS (DPusher, DThinker)
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HAS_OBJECT_POINTERS
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public:
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enum EPusher
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{
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p_push,
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p_pull,
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p_wind,
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p_current
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};
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DPusher ();
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DPusher (EPusher type, line_t *l, int magnitude, int angle, AActor *source, int affectee);
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void Serialize (FArchive &arc);
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int CheckForSectorMatch (EPusher type, int tag);
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void ChangeValues (int magnitude, int angle)
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{
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angle_t ang = ((angle_t)(angle<<24)) >> ANGLETOFINESHIFT;
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m_Xmag = (magnitude * finecosine[ang]) >> FRACBITS;
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m_Ymag = (magnitude * finesine[ang]) >> FRACBITS;
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m_Magnitude = magnitude;
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}
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void Tick ();
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protected:
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EPusher m_Type;
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TObjPtr<AActor> m_Source;// Point source if point pusher
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int m_Xmag; // X Strength
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int m_Ymag; // Y Strength
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int m_Magnitude; // Vector strength for point pusher
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int m_Radius; // Effective radius for point pusher
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int m_X; // X of point source if point pusher
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int m_Y; // Y of point source if point pusher
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int m_Affectee; // Number of affected sector
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friend bool PIT_PushThing (AActor *thing);
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};
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IMPLEMENT_POINTY_CLASS (DPusher)
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DECLARE_POINTER (m_Source)
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END_POINTERS
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DPusher::DPusher ()
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{
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}
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inline FArchive &operator<< (FArchive &arc, DPusher::EPusher &type)
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{
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BYTE val = (BYTE)type;
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arc << val;
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type = (DPusher::EPusher)val;
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return arc;
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}
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void DPusher::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_Source
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<< m_Xmag
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<< m_Ymag
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<< m_Magnitude
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<< m_Radius
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<< m_X
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<< m_Y
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<< m_Affectee;
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}
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////////////////////////////////////////////////////////////////////////////
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//
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// PUSH/PULL EFFECT
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//
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// phares 3/20/98: Start of push/pull effects
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//
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// This is where push/pull effects are applied to objects in the sectors.
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//
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// There are four kinds of push effects
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//
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// 1) Pushing Away
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//
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// Pushes you away from a point source defined by the location of an
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// MT_PUSH Thing. The force decreases linearly with distance from the
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// source. This force crosses sector boundaries and is felt w/in a circle
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// whose center is at the MT_PUSH. The force is felt only if the point
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// MT_PUSH can see the target object.
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//
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// 2) Pulling toward
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//
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// Same as Pushing Away except you're pulled toward an MT_PULL point
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// source. This force crosses sector boundaries and is felt w/in a circle
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// whose center is at the MT_PULL. The force is felt only if the point
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// MT_PULL can see the target object.
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//
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// 3) Wind
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//
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// Pushes you in a constant direction. Full force above ground, half
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// force on the ground, nothing if you're below it (water).
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//
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// 4) Current
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//
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// Pushes you in a constant direction. No force above ground, full
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// force if on the ground or below it (water).
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//
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// The magnitude of the force is controlled by the length of a controlling
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// linedef. The force vector for types 3 & 4 is determined by the angle
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// of the linedef, and is constant.
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//
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// For each sector where these effects occur, the sector special type has
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// to have the PUSH_MASK bit set. If this bit is turned off by a switch
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// at run-time, the effect will not occur. The controlling sector for
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// types 1 & 2 is the sector containing the MT_PUSH/MT_PULL Thing.
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#define PUSH_FACTOR 7
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/////////////////////////////
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//
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// Add a push thinker to the thinker list
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DPusher::DPusher (DPusher::EPusher type, line_t *l, int magnitude, int angle,
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AActor *source, int affectee)
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{
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m_Source = source;
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m_Type = type;
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if (l)
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{
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m_Xmag = l->dx>>FRACBITS;
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m_Ymag = l->dy>>FRACBITS;
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m_Magnitude = P_AproxDistance (m_Xmag, m_Ymag);
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}
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else
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{ // [RH] Allow setting magnitude and angle with parameters
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ChangeValues (magnitude, angle);
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}
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if (source) // point source exist?
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{
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m_Radius = (m_Magnitude) << (FRACBITS+1); // where force goes to zero
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m_X = m_Source->X();
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m_Y = m_Source->Y();
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}
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m_Affectee = affectee;
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}
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int DPusher::CheckForSectorMatch (EPusher type, int tag)
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{
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if (m_Type == type && tagManager.SectorHasTag(m_Affectee, tag))
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return m_Affectee;
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else
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return -1;
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}
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/////////////////////////////
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//
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// T_Pusher looks for all objects that are inside the radius of
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// the effect.
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//
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void DPusher::Tick ()
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{
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sector_t *sec;
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AActor *thing;
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msecnode_t *node;
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int xspeed,yspeed;
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int ht;
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if (!var_pushers)
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return;
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sec = sectors + m_Affectee;
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// Be sure the special sector type is still turned on. If so, proceed.
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// Else, bail out; the sector type has been changed on us.
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if (!(sec->Flags & SECF_PUSH))
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return;
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// For constant pushers (wind/current) there are 3 situations:
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//
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// 1) Affected Thing is above the floor.
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//
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// Apply the full force if wind, no force if current.
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//
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// 2) Affected Thing is on the ground.
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//
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// Apply half force if wind, full force if current.
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//
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// 3) Affected Thing is below the ground (underwater effect).
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//
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// Apply no force if wind, full force if current.
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//
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// Apply the effect to clipped players only for now.
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//
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// In Phase II, you can apply these effects to Things other than players.
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// [RH] No Phase II, but it works with anything having MF2_WINDTHRUST now.
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if (m_Type == p_push)
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{
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// Seek out all pushable things within the force radius of this
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// point pusher. Crosses sectors, so use blockmap.
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FPortalGroupArray check(FPortalGroupArray::PGA_NoSectorPortals); // no sector portals because this thing is utterly z-unaware.
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FMultiBlockThingsIterator it(check, m_X, m_Y, 0, 0, m_Radius, false, m_Source->Sector);
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FMultiBlockThingsIterator::CheckResult cres;
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while (it.Next(&cres))
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{
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AActor *thing = cres.thing;
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// Normal ZDoom is based only on the WINDTHRUST flag, with the noclip cheat as an exemption.
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bool pusharound = ((thing->flags2 & MF2_WINDTHRUST) && !(thing->flags & MF_NOCLIP));
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// MBF allows any sentient or shootable thing to be affected, but players with a fly cheat aren't.
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if (compatflags & COMPATF_MBFMONSTERMOVE)
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{
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pusharound = ((pusharound || (thing->IsSentient()) || (thing->flags & MF_SHOOTABLE)) // Add categories here
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&& (!(thing->player && (thing->flags & (MF_NOGRAVITY))))); // Exclude flying players here
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}
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if ((pusharound) )
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{
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int sx = m_X;
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int sy = m_Y;
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int dist = thing->AproxDistance (sx, sy);
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int speed = (m_Magnitude - ((dist>>FRACBITS)>>1))<<(FRACBITS-PUSH_FACTOR-1);
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// If speed <= 0, you're outside the effective radius. You also have
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// to be able to see the push/pull source point.
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if ((speed > 0) && (P_CheckSight (thing, m_Source, SF_IGNOREVISIBILITY)))
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{
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angle_t pushangle = thing->AngleTo(sx, sy);
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if (m_Source->GetClass()->TypeName == NAME_PointPusher)
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pushangle += ANG180; // away
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pushangle >>= ANGLETOFINESHIFT;
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thing->vel.x += FixedMul (speed, finecosine[pushangle]);
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thing->vel.y += FixedMul (speed, finesine[pushangle]);
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}
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}
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}
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return;
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}
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// constant pushers p_wind and p_current
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node = sec->touching_thinglist; // things touching this sector
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for ( ; node ; node = node->m_snext)
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{
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thing = node->m_thing;
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if (!(thing->flags2 & MF2_WINDTHRUST) || (thing->flags & MF_NOCLIP))
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continue;
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sector_t *hsec = sec->GetHeightSec();
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fixedvec3 pos = thing->PosRelative(sec);
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if (m_Type == p_wind)
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{
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if (hsec == NULL)
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{ // NOT special water sector
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if (thing->Z() > thing->floorz) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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}
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else // on ground
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{
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xspeed = (m_Xmag)>>1; // half force
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yspeed = (m_Ymag)>>1;
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}
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}
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else // special water sector
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{
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ht = hsec->floorplane.ZatPoint(pos);
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if (thing->Z() > ht) // above ground
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{
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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}
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else if (thing->player->viewz < ht) // underwater
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{
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xspeed = yspeed = 0; // no force
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}
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else // wading in water
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{
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xspeed = (m_Xmag)>>1; // half force
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yspeed = (m_Ymag)>>1;
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}
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}
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}
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else // p_current
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{
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const secplane_t *floor;
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if (hsec == NULL)
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{ // NOT special water sector
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floor = &sec->floorplane;
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}
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else
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{ // special water sector
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floor = &hsec->floorplane;
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}
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if (thing->Z() > floor->ZatPoint(pos))
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{ // above ground
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xspeed = yspeed = 0; // no force
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}
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else
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{ // on ground/underwater
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xspeed = m_Xmag; // full force
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yspeed = m_Ymag;
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}
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}
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thing->vel.x += xspeed<<(FRACBITS-PUSH_FACTOR);
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thing->vel.y += yspeed<<(FRACBITS-PUSH_FACTOR);
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}
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}
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/////////////////////////////
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//
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// P_GetPushThing() returns a pointer to an MT_PUSH or MT_PULL thing,
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// NULL otherwise.
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AActor *P_GetPushThing (int s)
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{
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AActor* thing;
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sector_t* sec;
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sec = sectors + s;
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thing = sec->thinglist;
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while (thing &&
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thing->GetClass()->TypeName != NAME_PointPusher &&
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thing->GetClass()->TypeName != NAME_PointPuller)
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{
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thing = thing->snext;
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}
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return thing;
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}
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/////////////////////////////
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//
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// Initialize the sectors where pushers are present
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//
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void P_SpawnPushers ()
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{
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int i;
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line_t *l = lines;
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||||
int s;
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||||
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for (i = 0; i < numlines; i++, l++)
|
||||
{
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||||
switch (l->special)
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||||
{
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case Sector_SetWind: // wind
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||||
{
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FSectorTagIterator itr(l->args[0]);
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while ((s = itr.Next()) >= 0)
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new DPusher(DPusher::p_wind, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
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l->special = 0;
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||||
break;
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||||
}
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case Sector_SetCurrent: // current
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||||
{
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||||
FSectorTagIterator itr(l->args[0]);
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while ((s = itr.Next()) >= 0)
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new DPusher(DPusher::p_current, l->args[3] ? l : NULL, l->args[1], l->args[2], NULL, s);
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l->special = 0;
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||||
break;
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||||
}
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case PointPush_SetForce: // push/pull
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if (l->args[0]) { // [RH] Find thing by sector
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||||
FSectorTagIterator itr(l->args[0]);
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||||
while ((s = itr.Next()) >= 0)
|
||||
{
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||||
AActor *thing = P_GetPushThing (s);
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||||
if (thing) { // No MT_P* means no effect
|
||||
// [RH] Allow narrowing it down by tid
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if (!l->args[1] || l->args[1] == thing->tid)
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||||
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
|
||||
0, thing, s);
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||||
}
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||||
}
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||||
} else { // [RH] Find thing by tid
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||||
AActor *thing;
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||||
FActorIterator iterator (l->args[1]);
|
||||
|
||||
while ( (thing = iterator.Next ()) )
|
||||
{
|
||||
if (thing->GetClass()->TypeName == NAME_PointPusher ||
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||||
thing->GetClass()->TypeName == NAME_PointPuller)
|
||||
{
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||||
new DPusher (DPusher::p_push, l->args[3] ? l : NULL, l->args[2],
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||||
0, thing, int(thing->Sector - sectors));
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||||
}
|
||||
}
|
||||
}
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||||
l->special = 0;
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||||
break;
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||||
}
|
||||
}
|
||||
}
|
||||
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||||
void AdjustPusher (int tag, int magnitude, int angle, bool wind)
|
||||
{
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||||
DPusher::EPusher type = wind? DPusher::p_wind : DPusher::p_current;
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||||
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||||
// Find pushers already attached to the sector, and change their parameters.
|
||||
TArray<FThinkerCollection> Collection;
|
||||
{
|
||||
TThinkerIterator<DPusher> iterator;
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||||
FThinkerCollection collect;
|
||||
|
||||
while ( (collect.Obj = iterator.Next ()) )
|
||||
{
|
||||
if ((collect.RefNum = ((DPusher *)collect.Obj)->CheckForSectorMatch (type, tag)) >= 0)
|
||||
{
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||||
((DPusher *)collect.Obj)->ChangeValues (magnitude, angle);
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||||
Collection.Push (collect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
size_t numcollected = Collection.Size ();
|
||||
int secnum;
|
||||
|
||||
// Now create pushers for any sectors that don't already have them.
|
||||
FSectorTagIterator itr(tag);
|
||||
while ((secnum = itr.Next()) >= 0)
|
||||
{
|
||||
unsigned int i;
|
||||
for (i = 0; i < numcollected; i++)
|
||||
{
|
||||
if (Collection[i].RefNum == sectors[secnum].sectornum)
|
||||
break;
|
||||
}
|
||||
if (i == numcollected)
|
||||
{
|
||||
new DPusher (type, NULL, magnitude, angle, NULL, secnum);
|
||||
}
|
||||
}
|
||||
}
|
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