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https://github.com/ZDoom/qzdoom.git
synced 2025-01-18 23:21:41 +00:00
- prettification of p_teleport.cpp and some include cleanup.
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parent
ff903da19a
commit
65c2c318fb
6 changed files with 66 additions and 41 deletions
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@ -240,5 +240,13 @@ CCMD(printsections)
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}
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}
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CCMD(dumptags)
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{
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for (auto Level : AllLevels())
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{
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Level->tagManager.DumpTags();
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}
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}
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@ -346,7 +346,7 @@ portnode_t *P_AddPortalnode(FLinePortal *s, AActor *thing, portnode_t *nextnode)
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{
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portnode_t *node;
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if (s == 0)
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if (s == nullptr)
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{
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I_FatalError("AddSecnode of 0 for %s\n", thing->GetClass()->TypeName.GetChars());
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}
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@ -71,6 +71,17 @@
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#include "g_levellocals.h"
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#include "vm.h"
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//==========================================================================
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//
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//
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//
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//==========================================================================
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CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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{
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if (self < 0) self = 1;
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else if (self > 2) self = 2;
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}
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// [RH]
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// P_NextSpecialSector()
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@ -1465,18 +1476,6 @@ void subsector_t::BuildPolyBSP()
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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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//==========================================================================
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CUSTOM_CVAR(Int, r_fakecontrast, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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if (self < 0) self = 1;
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else if (self > 2) self = 2;
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}
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//===========================================================================
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//
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//
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@ -39,10 +39,8 @@
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#include "p_lnspec.h"
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#include "p_3dmidtex.h"
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#include "m_random.h"
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#include "g_game.h"
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#include "s_sound.h"
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#include "doomstat.h"
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#include "r_state.h"
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#include "serializer.h"
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#include "p_maputl.h"
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#include "p_spec.h"
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@ -314,14 +314,6 @@ void FTagManager::DumpTags()
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}
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}
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CCMD(dumptags)
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{
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for (auto Level : AllLevels())
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{
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Level->tagManager.DumpTags();
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}
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}
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//-----------------------------------------------------------------------------
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//
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// RETURN NEXT SECTOR # THAT LINE TAG REFERS TO
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@ -26,23 +26,13 @@
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//
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//-----------------------------------------------------------------------------
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#include "templates.h"
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#include "doomtype.h"
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#include "doomdef.h"
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#include "s_sound.h"
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#include "p_local.h"
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#include "p_terrain.h"
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#include "r_state.h"
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#include "gi.h"
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#include "a_sharedglobal.h"
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#include "doomstat.h"
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#include "d_player.h"
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#include "p_maputl.h"
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#include "r_utility.h"
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#include "p_spec.h"
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#include "g_levellocals.h"
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#include "doomdef.h"
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#include "vm.h"
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#include "g_levellocals.h"
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#include "p_maputl.h"
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#include "gi.h"
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#include "r_utility.h"
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#define FUDGEFACTOR 10
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@ -89,9 +79,11 @@ DEFINE_ACTION_FUNCTION(AActor, SpawnTeleportFog)
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return 0;
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}
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//-----------------------------------------------------------------------------
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//
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// TELEPORTATION
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//
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//-----------------------------------------------------------------------------
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bool P_Teleport (AActor *thing, DVector3 pos, DAngle angle, int flags)
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{
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@ -235,6 +227,12 @@ DEFINE_ACTION_FUNCTION(AActor, Teleport)
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ACTION_RETURN_BOOL(P_Teleport(self, DVector3(x, y, z), an, flags));
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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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AActor *FLevelLocals::SelectTeleDest (int tid, int tag, bool norandom)
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{
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AActor *searcher;
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@ -330,6 +328,12 @@ AActor *FLevelLocals::SelectTeleDest (int tid, int tag, bool norandom)
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return NULL;
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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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bool FLevelLocals::EV_Teleport (int tid, int tag, line_t *line, int side, AActor *thing, int flags)
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{
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AActor *searcher;
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@ -377,7 +381,7 @@ bool FLevelLocals::EV_Teleport (int tid, int tag, line_t *line, int side, AActor
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z = searcher->Z();
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}
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else if (searcher->IsKindOf (PClass::FindClass(NAME_TeleportDest2)))
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else if (searcher->IsKindOf (NAME_TeleportDest2))
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{
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z = searcher->Z();
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}
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@ -413,15 +417,18 @@ bool FLevelLocals::EV_Teleport (int tid, int tag, line_t *line, int side, AActor
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return false;
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}
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//-----------------------------------------------------------------------------
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//
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// Silent linedef-based TELEPORTATION, by Lee Killough
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// Primarily for rooms-over-rooms etc.
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// This is the complete player-preserving kind of teleporter.
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// It has advantages over the teleporter with thing exits.
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//
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// [RH] Modified to support different source and destination ids.
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// [RH] Modified some more to be accurate.
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//
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//-----------------------------------------------------------------------------
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bool FLevelLocals::EV_SilentLineTeleport (line_t *line, int side, AActor *thing, int id, INTBOOL reverse)
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{
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int i;
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@ -599,7 +606,12 @@ bool FLevelLocals::EV_SilentLineTeleport (line_t *line, int side, AActor *thing,
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return false;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Teleport anything matching other_tid to dest_tid
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//
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//-----------------------------------------------------------------------------
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bool FLevelLocals::EV_TeleportOther (int other_tid, int dest_tid, bool fog)
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{
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bool didSomething = false;
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@ -619,6 +631,12 @@ bool FLevelLocals::EV_TeleportOther (int other_tid, int dest_tid, bool fog)
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return didSomething;
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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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bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool floorz, bool fog)
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{
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DAngle an = dest->Angles.Yaw - source->Angles.Yaw;
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@ -636,8 +654,13 @@ bool DoGroupForOne (AActor *victim, AActor *source, AActor *dest, bool floorz, b
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return res;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Teleport a group of actors centered around source_tid so
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// that they become centered around dest_tid instead.
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//
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//-----------------------------------------------------------------------------
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bool FLevelLocals::EV_TeleportGroup (int group_tid, AActor *victim, int source_tid, int dest_tid, bool moveSource, bool fog)
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{
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AActor *sourceOrigin, *destOrigin;
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@ -690,9 +713,14 @@ bool FLevelLocals::EV_TeleportGroup (int group_tid, AActor *victim, int source_t
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return didSomething;
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}
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//-----------------------------------------------------------------------------
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//
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// [RH] Teleport a group of actors in a sector. Source_tid is used as a
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// reference point so that they end up in the same position relative to
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// dest_tid. Group_tid can be used to not teleport all actors in the sector.
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//
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//-----------------------------------------------------------------------------
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bool FLevelLocals::EV_TeleportSector (int tag, int source_tid, int dest_tid, bool fog, int group_tid)
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{
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AActor *sourceOrigin, *destOrigin;
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@ -714,7 +742,7 @@ bool FLevelLocals::EV_TeleportSector (int tag, int source_tid, int dest_tid, boo
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}
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bool didSomething = false;
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bool floorz = !destOrigin->IsKindOf (PClass::FindClass("TeleportDest2"));
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bool floorz = !destOrigin->IsKindOf(NAME_TeleportDest2);
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int secnum;
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secnum = -1;
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