qzdoom-gpl/src/p_3dmidtex.h
Christoph Oelckers 622d1ebe6a - fixed: Spawning things abuve a 3D midtexture did not provess the 'is above midtexture' state properly.
- fixed: When teleporting an actor the destination must be checked with the new z position, not the old one.


SVN r3111 (trunk)
2011-01-20 11:40:05 +00:00

25 lines
1 KiB
C++

#ifndef __3DMIDTEX_H
#define __3DMIDTEX_H
#include "doomtype.h"
class DInterpolation;
struct sector_t;
struct line_t;
class AActor;
bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling);
void P_Start3dMidtexInterpolations(TArray<DInterpolation *> &list, sector_t *sec, bool ceiling);
void P_Attach3dMidtexLinesToSector(sector_t *dest, int lineid, int tag, bool ceiling);
bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot);
bool P_Check3dMidSwitch(AActor *actor, line_t *line, int side);
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom, bool *above);
bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling);
void P_StartLinkedSectorInterpolations(TArray<DInterpolation *> &list, sector_t *sector, bool ceiling);
bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype);
void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling);
#endif