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https://github.com/ZDoom/qzdoom.git
synced 2024-11-10 14:51:51 +00:00
- added code submission for printing secret information.
- added missing TRXTCOLOR_CYAN #define. - changed bridge things to be completely immobile towards sector plane movement. This problem again reared its ugly head in 007LTSD where the oversized bridges got messed up by some opening doors and lowering lifts. Now any plane trying to move such a thing will get blocked. Moving these things by other means still works normally, of course SVN r3013 (trunk)
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14f4a9e835
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3 changed files with 144 additions and 6 deletions
120
src/c_cmds.cpp
120
src/c_cmds.cpp
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@ -68,6 +68,8 @@
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#include "p_setup.h"
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#include "p_setup.h"
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#include "cmdlib.h"
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#include "cmdlib.h"
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#include "d_net.h"
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#include "d_net.h"
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#include "v_text.h"
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#include "p_lnspec.h"
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extern FILE *Logfile;
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extern FILE *Logfile;
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extern bool insave;
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extern bool insave;
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@ -929,6 +931,7 @@ CCMD(nextsecret)
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//
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//
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//
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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CCMD(currentpos)
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CCMD(currentpos)
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{
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{
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AActor *mo = players[consoleplayer].mo;
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AActor *mo = players[consoleplayer].mo;
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@ -936,4 +939,121 @@ CCMD(currentpos)
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FIXED2FLOAT(mo->x), FIXED2FLOAT(mo->y), FIXED2FLOAT(mo->z), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
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FIXED2FLOAT(mo->x), FIXED2FLOAT(mo->y), FIXED2FLOAT(mo->z), mo->angle/float(ANGLE_1), FIXED2FLOAT(mo->floorz), mo->Sector->sectornum, mo->Sector->lightlevel);
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Print secret info (submitted by Karl Murks)
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//
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//-----------------------------------------------------------------------------
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static void PrintSecretString(const char *string, bool thislevel)
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{
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const char *colstr = thislevel? TEXTCOLOR_YELLOW : TEXTCOLOR_CYAN;
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if (string != NULL)
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{
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if (*string == '$')
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{
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if (string[1] == 'S' || string[1] == 's')
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{
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long secnum = strtol(string+2, (char**)&string, 10);
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if (*string == ';') string++;
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if (thislevel && secnum >= 0 && secnum < numsectors)
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{
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if (sectors[secnum].secretsector)
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{
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if ((sectors[secnum].special & SECRET_MASK)) colstr = TEXTCOLOR_RED;
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else colstr = TEXTCOLOR_GREEN;
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}
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else colstr = TEXTCOLOR_ORANGE;
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}
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}
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else if (string[1] == 'T' || string[1] == 't')
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{
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long tid = strtol(string+2, (char**)&string, 10);
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if (*string == ';') string++;
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FActorIterator it(tid);
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AActor *actor;
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bool foundone = false;
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if (thislevel)
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{
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while ((actor = it.Next()))
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{
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if (!actor->IsKindOf(PClass::FindClass("SecretTrigger"))) continue;
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foundone = true;
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break;
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}
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}
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if (foundone) colstr = TEXTCOLOR_YELLOW;
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else colstr = TEXTCOLOR_RED;
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}
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}
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FBrokenLines *brok = V_BreakLines(ConFont, screen->GetWidth()*95/100, string);
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for (int k = 0; brok[k].Width >= 0; k++)
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{
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Printf("%s%s\n", colstr, brok[k].Text.GetChars());
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}
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V_FreeBrokenLines(brok);
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}
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}
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//============================================================================
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//
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// Print secret hints
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//
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//============================================================================
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CCMD(secret)
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{
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const char *mapname = argv.argc() < 2? level.mapname : argv[1];
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bool thislevel = !stricmp(mapname, level.mapname);
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bool foundsome = false;
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int lumpno=Wads.CheckNumForName("SECRETS");
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if (lumpno < 0) return;
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FWadLump lump = Wads.OpenLumpNum(lumpno);
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FString maphdr;
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maphdr.Format("[%s]", mapname);
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FString linebuild;
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char readbuffer[1024];
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bool inlevel = false;
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while (lump.Gets(readbuffer, 1024))
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{
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if (!inlevel)
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{
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if (readbuffer[0] == '[')
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{
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inlevel = !strnicmp(readbuffer, maphdr, maphdr.Len());
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if (!foundsome)
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{
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FString levelname;
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level_info_t *info = FindLevelInfo(mapname);
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levelname.Format("%s - %s\n", mapname, info->LevelName);
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size_t llen = levelname.Len() - 1;
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for(size_t ii=0; ii<llen; ii++) levelname += '-';
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Printf(TEXTCOLOR_YELLOW"%s\n", levelname);
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foundsome = true;
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}
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}
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continue;
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}
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else
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{
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if (readbuffer[0] != '[')
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{
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linebuild += readbuffer;
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if (linebuild.Len() < 1023 || linebuild[1022] == '\n')
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{
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// line complete so print it.
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linebuild.Substitute("\r", "");
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linebuild.StripRight(" \t\n");
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PrintSecretString(linebuild, thislevel);
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linebuild = "";
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}
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}
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else inlevel = false;
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}
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}
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}
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@ -4737,9 +4737,11 @@ int P_PushUp (AActor *thing, FChangePosition *cpos)
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{
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{
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AActor *intersect = intersectors[firstintersect];
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AActor *intersect = intersectors[firstintersect];
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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(!(intersect->flags3 & MF3_ISMONSTER) &&
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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intersect->Mass > mymass))
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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{ // Can't push things more massive than ourself
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)
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{
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// Can't push bridges or things more massive than ourself
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return 2;
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return 2;
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}
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}
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fixed_t oldz = intersect->z;
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fixed_t oldz = intersect->z;
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@ -4779,9 +4781,11 @@ int P_PushDown (AActor *thing, FChangePosition *cpos)
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{
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{
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AActor *intersect = intersectors[firstintersect];
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AActor *intersect = intersectors[firstintersect];
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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if (!(intersect->flags2 & MF2_PASSMOBJ) ||
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(!(intersect->flags3 & MF3_ISMONSTER) &&
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(!(intersect->flags3 & MF3_ISMONSTER) && intersect->Mass > mymass) ||
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intersect->Mass > mymass))
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(intersect->flags4 & MF4_ACTLIKEBRIDGE)
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{ // Can't push things more massive than ourself
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)
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{
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// Can't push bridges or things more massive than ourself
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return 2;
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return 2;
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}
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}
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fixed_t oldz = intersect->z;
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fixed_t oldz = intersect->z;
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@ -4813,6 +4817,7 @@ void PIT_FloorDrop (AActor *thing, FChangePosition *cpos)
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P_AdjustFloorCeil (thing, cpos);
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P_AdjustFloorCeil (thing, cpos);
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if (oldfloorz == thing->floorz) return;
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if (oldfloorz == thing->floorz) return;
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if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things
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if (thing->velz == 0 &&
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if (thing->velz == 0 &&
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(!(thing->flags & MF_NOGRAVITY) ||
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(!(thing->flags & MF_NOGRAVITY) ||
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@ -4856,6 +4861,11 @@ void PIT_FloorRaise (AActor *thing, FChangePosition *cpos)
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if (thing->z <= thing->floorz ||
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if (thing->z <= thing->floorz ||
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(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
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(!(thing->flags & MF_NOGRAVITY) && (thing->flags2 & MF2_FLOATBOB)))
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{
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{
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if (thing->flags4 & MF4_ACTLIKEBRIDGE)
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{
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cpos->nofit = true;
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return; // do not move bridge things
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}
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intersectors.Clear ();
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intersectors.Clear ();
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fixed_t oldz = thing->z;
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fixed_t oldz = thing->z;
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if (!(thing->flags2 & MF2_FLOATBOB))
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if (!(thing->flags2 & MF2_FLOATBOB))
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@ -4898,6 +4908,11 @@ void PIT_CeilingLower (AActor *thing, FChangePosition *cpos)
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if (thing->z + thing->height > thing->ceilingz)
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if (thing->z + thing->height > thing->ceilingz)
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{
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{
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if (thing->flags4 & MF4_ACTLIKEBRIDGE)
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{
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cpos->nofit = true;
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return; // do not move bridge things
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}
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intersectors.Clear ();
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intersectors.Clear ();
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fixed_t oldz = thing->z;
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fixed_t oldz = thing->z;
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if (thing->ceilingz - thing->height >= thing->floorz)
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if (thing->ceilingz - thing->height >= thing->floorz)
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@ -4935,6 +4950,8 @@ void PIT_CeilingRaise (AActor *thing, FChangePosition *cpos)
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{
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{
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bool isgood = P_AdjustFloorCeil (thing, cpos);
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bool isgood = P_AdjustFloorCeil (thing, cpos);
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if (thing->flags4 & MF4_ACTLIKEBRIDGE) return; // do not move bridge things
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// For DOOM compatibility, only move things that are inside the floor.
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// For DOOM compatibility, only move things that are inside the floor.
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// (or something else?) Things marked as hanging from the ceiling will
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// (or something else?) Things marked as hanging from the ceiling will
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// stay where they are.
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// stay where they are.
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@ -67,6 +67,7 @@ struct FBrokenLines
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#define TEXTCOLOR_DARKBROWN "\034S"
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#define TEXTCOLOR_DARKBROWN "\034S"
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#define TEXTCOLOR_PURPLE "\034T"
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#define TEXTCOLOR_PURPLE "\034T"
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#define TEXTCOLOR_DARKGRAY "\034U"
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#define TEXTCOLOR_DARKGRAY "\034U"
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#define TEXTCOLOR_CYAN "\034V"
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#define TEXTCOLOR_NORMAL "\034-"
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#define TEXTCOLOR_NORMAL "\034-"
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#define TEXTCOLOR_BOLD "\034+"
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#define TEXTCOLOR_BOLD "\034+"
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