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https://github.com/ZDoom/qzdoom.git
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- removed a few leftover FRACUNITs.
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parent
bb13590e07
commit
046ee3e803
7 changed files with 7 additions and 8 deletions
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@ -205,7 +205,7 @@ void DCeiling::Tick ()
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case ceilCrushAndRaise:
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case ceilLowerAndCrush:
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if (m_CrushMode == ECrushMode::crushSlowdown)
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m_Speed = FRACUNIT / 8;
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m_Speed = 1. / 8;
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break;
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default:
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@ -254,7 +254,7 @@ void DDoor::DoorSound(bool raise, DSeqNode *curseq) const
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if (m_Sector->Flags & SECF_SILENTMOVE) return;
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if (m_Speed >= FRACUNIT*8)
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if (m_Speed >= 8)
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{
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choice += 2;
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}
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@ -615,7 +615,7 @@ bool EV_BuildStairs (int tag, DFloor::EStair type, line_t *line,
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floor->m_PauseTime = 0;
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floor->m_StepTime = floor->m_PerStepTime = persteptime;
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floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4*FRACUNIT) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
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floor->m_Crush = (!(usespecials & DFloor::stairUseSpecials) && speed == 4) ? 10 : -1; //jff 2/27/98 fix uninitialized crush field
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floor->m_Hexencrush = false;
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floor->m_Speed = speed;
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@ -51,7 +51,6 @@ struct FTranslatedLineTarget;
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// mapblocks are used to check movement
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// against lines and things
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#define MAPBLOCKUNITS 128
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#define MAPBLOCKSIZE (MAPBLOCKUNITS*FRACUNIT)
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// Inspired by Maes
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extern int bmapnegx;
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@ -1131,7 +1131,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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break;
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case dSector_DoorCloseIn30:
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new DDoor(sector, DDoor::doorWaitClose, FRACUNIT * 2, 0, 0, 30 * TICRATE);
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new DDoor(sector, DDoor::doorWaitClose, 2, 0, 0, 30 * TICRATE);
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break;
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case dDamage_End:
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@ -1147,7 +1147,7 @@ void P_InitSectorSpecial(sector_t *sector, int special, bool nothinkers)
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break;
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case dSector_DoorRaiseIn5Mins:
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new DDoor (sector, DDoor::doorWaitRaise, 2*FRACUNIT, TICRATE*30/7, 0, 5*60*TICRATE);
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new DDoor (sector, DDoor::doorWaitRaise, 2, TICRATE*30/7, 0, 5*60*TICRATE);
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break;
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case dFriction_Low:
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@ -184,7 +184,7 @@ double I_GetTimeFrac (uint32 *ms)
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if (ms) *ms = TicStart + (1000 / TICRATE);
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if (TicStart == 0)
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{
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return FRACUNIT;
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return 1;
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}
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else
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{
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@ -722,7 +722,7 @@ static int WI_DrawCharPatch (FFont *font, int charcode, int x, int y, EColorRang
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int width;
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screen->DrawTexture(font->GetChar(charcode, &width), x, y,
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nomove ? DTA_CleanNoMove : DTA_Clean, true,
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DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : FRACUNIT/2,
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DTA_ShadowAlpha, (gameinfo.gametype & GAME_DoomChex) ? 0 : OPAQUE/2,
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DTA_Translation, font->GetColorTranslation(translation),
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TAG_DONE);
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return x - width;
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