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https://github.com/ZDoom/qzdoom-gpl.git
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- added handling for Eternity's 'gap' parameter to:
Ceiling_LowerToFloor Ceiling_LowerToHighestFloor Ceiling_ToFloorInstant Floor_RaiseToCeiling Floor_RaiseToLowestCeiling Floor_ToCeilingInstant
This commit is contained in:
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95c3464973
commit
c1a4dd74c4
4 changed files with 23 additions and 23 deletions
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@ -176,7 +176,7 @@ DEFINE_SPECIAL(Sector_SetCeilingScale, 188, 5, 5, 5)
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DEFINE_SPECIAL(Sector_SetFloorScale, 189, 5, 5, 5)
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DEFINE_SPECIAL(Static_Init, 190, -1, -1, 4)
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DEFINE_SPECIAL(SetPlayerProperty, 191, 3, 3, 3)
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DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 4, 4)
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DEFINE_SPECIAL(Ceiling_LowerToHighestFloor, 192, 2, 4, 5)
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DEFINE_SPECIAL(Ceiling_LowerInstant, 193, 3, 5, 5)
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DEFINE_SPECIAL(Ceiling_RaiseInstant, 194, 3, 4, 4)
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DEFINE_SPECIAL(Ceiling_CrushRaiseAndStayA, 195, 4, 5, 5)
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@ -222,7 +222,7 @@ DEFINE_SPECIAL(Light_MaxNeighbor, 234, 1, 1, 1)
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DEFINE_SPECIAL(Floor_TransferTrigger, 235, 1, 1, 1)
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DEFINE_SPECIAL(Floor_TransferNumeric, 236, 1, 1, 1)
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DEFINE_SPECIAL(ChangeCamera, 237, 3, 3, 3)
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DEFINE_SPECIAL(Floor_RaiseToLowestCeiling, 238, 2, 4, 4)
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DEFINE_SPECIAL(Floor_RaiseToLowestCeiling, 238, 2, 4, 5)
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DEFINE_SPECIAL(Floor_RaiseByValueTxTy, 239, 3, 3, 3)
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DEFINE_SPECIAL(Floor_RaiseByTexture, 240, 2, 4, 4)
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DEFINE_SPECIAL(Floor_LowerToLowestTxTy, 241, 2, 2, 2)
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@ -238,21 +238,21 @@ DEFINE_SPECIAL(Floor_Donut, 250, 3, 3, 3)
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DEFINE_SPECIAL(FloorAndCeiling_LowerRaise, 251, 3, 4, 4)
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DEFINE_SPECIAL(Ceiling_RaiseToNearest, 252, 2, 3, 3)
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DEFINE_SPECIAL(Ceiling_LowerToLowest, 253, 2, 4, 4)
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DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 4, 4)
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DEFINE_SPECIAL(Ceiling_LowerToFloor, 254, 2, 4, 5)
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DEFINE_SPECIAL(Ceiling_CrushRaiseAndStaySilA, 255, 4, 5, 5)
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DEFINE_SPECIAL(Floor_LowerToHighestEE, 256, 2, 3, 3)
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DEFINE_SPECIAL(Floor_RaiseToLowest, 257, 1, 3, 3)
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DEFINE_SPECIAL(Floor_LowerToLowestCeiling, 258, 2, 3, 3)
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DEFINE_SPECIAL(Floor_RaiseToCeiling, 259, 2, 4, 4)
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DEFINE_SPECIAL(Floor_ToCeilingInstant, 260, 1, 3, 3)
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DEFINE_SPECIAL(Floor_RaiseToCeiling, 259, 2, 4, 5)
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DEFINE_SPECIAL(Floor_ToCeilingInstant, 260, 1, 3, 4)
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DEFINE_SPECIAL(Floor_LowerByTexture, 261, 2, 3, 3)
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DEFINE_SPECIAL(Ceiling_RaiseToHighest, 262, 2, 3, 3)
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DEFINE_SPECIAL(Ceiling_ToHighestInstant, 263, 1, 3, 3)
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DEFINE_SPECIAL(Ceiling_LowerToNearest, 264, 2, 4, 4)
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DEFINE_SPECIAL(Ceiling_RaiseToLowest, 265, 2, 3, 3)
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DEFINE_SPECIAL(Ceiling_RaiseToHighestFloor, 266, 2, 3, 3)
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DEFINE_SPECIAL(Ceiling_ToFloorInstant, 267, 1, 3, 3)
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DEFINE_SPECIAL(Ceiling_ToFloorInstant, 267, 1, 3, 4)
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DEFINE_SPECIAL(Ceiling_RaiseByTexture, 268, 2, 3, 3)
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DEFINE_SPECIAL(Ceiling_LowerByTexture, 269, 2, 4, 4)
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DEFINE_SPECIAL(Stairs_BuildDownDoom, 270, 5, 5, 5)
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@ -309,7 +309,7 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilLowerToHighestFloor:
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targheight = sec->FindHighestFloorSurrounding (&spot);
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targheight = sec->FindHighestFloorSurrounding (&spot) + height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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@ -359,13 +359,13 @@ bool P_CreateCeiling(sector_t *sec, DCeiling::ECeiling type, line_t *line, int t
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break;
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case DCeiling::ceilLowerToFloor:
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight = sec->FindHighestFloorPoint (&spot) + height;
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ceiling->m_BottomHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = -1;
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break;
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case DCeiling::ceilRaiseToFloor: // [RH] What's this for?
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targheight = sec->FindHighestFloorPoint (&spot);
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targheight = sec->FindHighestFloorPoint (&spot) + height;
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ceiling->m_TopHeight = sec->ceilingplane.PointToDist (spot, targheight);
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ceiling->m_Direction = 1;
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break;
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@ -387,13 +387,13 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorRaiseToCeiling:
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floor->m_Direction = 1;
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newheight = sec->FindLowestCeilingPoint(&spot);
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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case DFloor::floorLowerToLowestCeiling:
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingSurrounding(&spot);
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newheight = sec->FindLowestCeilingSurrounding(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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@ -406,7 +406,7 @@ bool P_CreateFloor(sector_t *sec, DFloor::EFloor floortype, line_t *line,
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case DFloor::floorLowerToCeiling:
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// [RH] Essentially instantly raises the floor to the ceiling
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floor->m_Direction = -1;
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newheight = sec->FindLowestCeilingPoint(&spot);
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newheight = sec->FindLowestCeilingPoint(&spot) - height;
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floor->m_FloorDestDist = sec->floorplane.PointToDist(spot, newheight);
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break;
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@ -420,9 +420,9 @@ FUNC(LS_Floor_RaiseInstant)
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}
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FUNC(LS_Floor_ToCeilingInstant)
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// Floor_ToCeilingInstant (tag, change, crush)
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// Floor_ToCeilingInstant (tag, change, crush, gap)
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{
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return EV_DoFloor (DFloor::floorLowerToCeiling, ln, arg0, 0, 0, CRUSH(arg2), CHANGE(arg1), true);
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return EV_DoFloor (DFloor::floorLowerToCeiling, ln, arg0, 0, arg3, CRUSH(arg2), CHANGE(arg1), true);
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}
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FUNC(LS_Floor_MoveToValueTimes8)
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@ -448,7 +448,7 @@ FUNC(LS_Floor_RaiseToLowestCeiling)
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FUNC(LS_Floor_LowerToLowestCeiling)
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// Floor_LowerToLowestCeiling (tag, speed, change)
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{
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return EV_DoFloor (DFloor::floorLowerToLowestCeiling, ln, arg0, SPEED(arg1), 0, -1, CHANGE(arg2), true);
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return EV_DoFloor (DFloor::floorLowerToLowestCeiling, ln, arg0, SPEED(arg1), arg4, -1, CHANGE(arg2), true);
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}
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FUNC(LS_Floor_RaiseByTexture)
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@ -464,9 +464,9 @@ FUNC(LS_Floor_LowerByTexture)
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}
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FUNC(LS_Floor_RaiseToCeiling)
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// Floor_RaiseToCeiling (tag, speed, change, crush)
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// Floor_RaiseToCeiling (tag, speed, change, crush, gap)
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{
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return EV_DoFloor (DFloor::floorRaiseToCeiling, ln, arg0, SPEED(arg1), 0, CRUSH(arg3), CHANGE(arg2), true);
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return EV_DoFloor (DFloor::floorRaiseToCeiling, ln, arg0, SPEED(arg1), arg4, CRUSH(arg3), CHANGE(arg2), true);
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}
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FUNC(LS_Floor_RaiseByValueTxTy)
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@ -706,9 +706,9 @@ FUNC(LS_Ceiling_MoveToValue)
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}
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FUNC(LS_Ceiling_LowerToHighestFloor)
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// Ceiling_LowerToHighestFloor (tag, speed, change, crush)
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// Ceiling_LowerToHighestFloor (tag, speed, change, crush, gap)
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{
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return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg2));
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return EV_DoCeiling (DCeiling::ceilLowerToHighestFloor, ln, arg0, SPEED(arg1), 0, arg4, CRUSH(arg3), 0, CHANGE(arg2));
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}
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FUNC(LS_Ceiling_LowerInstant)
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@ -808,15 +808,15 @@ FUNC(LS_Ceiling_ToHighestInstant)
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}
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FUNC(LS_Ceiling_ToFloorInstant)
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// Ceiling_ToFloorInstant (tag, change, crush)
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// Ceiling_ToFloorInstant (tag, change, crush, gap)
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{
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return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, 2, 0, 0, CRUSH(arg2), 0, CHANGE(arg1));
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return EV_DoCeiling (DCeiling::ceilRaiseToFloor, ln, arg0, 2, 0, arg3, CRUSH(arg2), 0, CHANGE(arg1));
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}
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FUNC(LS_Ceiling_LowerToFloor)
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// Ceiling_LowerToFloor (tag, speed, change, crush)
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// Ceiling_LowerToFloor (tag, speed, change, crush, gap)
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{
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return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, 0, CRUSH(arg3), 0, CHANGE(arg4));
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return EV_DoCeiling (DCeiling::ceilLowerToFloor, ln, arg0, SPEED(arg1), 0, arg4, CRUSH(arg3), 0, CHANGE(arg4));
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}
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FUNC(LS_Ceiling_LowerByTexture)
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