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- moved friction flag from special to Flags as well.
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6a63effa1f
commit
3ffcec3eb3
4 changed files with 15 additions and 6 deletions
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@ -630,7 +630,7 @@ int P_GetFriction(const AActor *mo, int *frictionfactor)
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}
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}
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if (!(sec->special & FRICTION_MASK) &&
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if (!(sec->Flags & SECF_FRICTION) &&
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Terrains[TerrainTypes[sec->GetTexture(sector_t::floor)]].Friction == 0)
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{
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continue;
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@ -413,8 +413,12 @@ void P_SerializeWorld (FArchive &arc)
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if (sec->special & SECRET_MASK)
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{
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sec->Flags |= SECF_SECRET;
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sec->special &= ~SECRET_MASK;
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}
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if (sec->special & FRICTION_MASK)
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{
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sec->Flags |= SECF_FRICTION;
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}
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sec->special &= ~(SECRET_MASK|FRICTION_MASK);
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}
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arc << sec->interpolations[0]
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<< sec->interpolations[1]
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@ -1191,9 +1191,13 @@ void P_SpawnSpecials (void)
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if (sector->special & SECRET_MASK)
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{
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sector->Flags |= SECF_SECRET | SECF_WASSECRET;
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sector->special &= ~SECRET_MASK;
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level.total_secrets++;
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}
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if (sector->special & FRICTION_MASK)
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{
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sector->Flags |= SECF_FRICTION;
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}
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sector->special &= ~(SECRET_MASK|FRICTION_MASK);
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switch (sector->special & 0xff)
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{
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@ -1262,7 +1266,7 @@ void P_SpawnSpecials (void)
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sector->friction = FRICTION_LOW;
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sector->movefactor = 0x269;
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sector->special &= 0xff00;
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sector->special |= FRICTION_MASK;
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sector->Flags |= SECF_FRICTION;
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break;
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// [RH] Hexen-like phased lighting
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@ -2060,11 +2064,11 @@ void P_SetSectorFriction (int tag, int amount, bool alterFlag)
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// can be enabled and disabled at will.
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if (friction == ORIG_FRICTION)
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{
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sectors[s].special &= ~FRICTION_MASK;
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sectors[s].Flags &= ~SECF_FRICTION;
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}
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else
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{
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sectors[s].special |= FRICTION_MASK;
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sectors[s].Flags |= SECF_FRICTION;
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}
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}
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}
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@ -355,6 +355,7 @@ enum
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SECF_NOFALLINGDAMAGE= 2, // No falling damage in this sector
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SECF_FLOORDROP = 4, // all actors standing on this floor will remain on it when it lowers very fast.
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SECF_NORESPAWN = 8, // players can not respawn in this sector
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SECF_FRICTION = 16, // sector has friction enabled
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SECF_WASSECRET = 1 << 30, // a secret that was discovered
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