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- floatified P_ChangeSector.
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4 changed files with 46 additions and 49 deletions
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@ -197,7 +197,7 @@ AActor *P_SpawnPlayerMissile (AActor *source, double x, double y, double z, PCla
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FTranslatedLineTarget *pLineTarget = NULL, AActor **MissileActor = NULL, bool nofreeaim = false, bool noautoaim = false, int aimflags = 0);
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t oldz, bool oldz_has_viewheight=false);
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void P_CheckFakeFloorTriggers(AActor *mo, double oldz, bool oldz_has_viewheight = false);
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AActor *P_SpawnSubMissile (AActor *source, PClassActor *type, AActor *target); // Strife uses it
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@ -336,7 +336,11 @@ enum
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};
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void P_FindFloorCeiling (AActor *actor, int flags=0);
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bool P_ChangeSector (sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset);
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bool P_ChangeSector (sector_t* sector, int crunch, double amt, int floorOrCeil, bool isreset);
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inline bool P_ChangeSector(sector_t* sector, int crunch, int amt, int floorOrCeil, bool isreset)
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{
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return P_ChangeSector(sector, crunch, FIXED2DBL(amt), floorOrCeil, isreset);
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}
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DAngle P_AimLineAttack(AActor *t1, DAngle angle, double distance, FTranslatedLineTarget *pLineTarget = NULL, DAngle vrange = 0., int flags = 0, AActor *target = NULL, AActor *friender = NULL);
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@ -5250,7 +5250,7 @@ void P_RadiusAttack(AActor *bombspot, AActor *bombsource, int bombdamage, int bo
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struct FChangePosition
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{
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sector_t *sector;
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int moveamt;
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double moveamt;
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int crushchange;
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bool nofit;
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bool movemidtex;
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@ -5320,8 +5320,8 @@ void P_FindAboveIntersectors(AActor *actor)
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while (it.Next(&cres))
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{
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AActor *thing = cres.thing;
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fixed_t blockdist = actor->_f_radius() + thing->_f_radius();
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if (abs(thing->_f_X() - cres.position.x) >= blockdist || abs(thing->_f_Y() - cres.position.y) >= blockdist)
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double blockdist = actor->radius + thing->radius;
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if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
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continue;
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if (!(thing->flags & MF_SOLID))
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@ -5376,8 +5376,8 @@ void P_FindBelowIntersectors(AActor *actor)
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while (it.Next(&cres))
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{
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AActor *thing = cres.thing;
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fixed_t blockdist = actor->_f_radius() + thing->_f_radius();
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if (abs(thing->_f_X() - cres.position.x) >= blockdist || abs(thing->_f_Y() - cres.position.y) >= blockdist)
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double blockdist = actor->radius + thing->radius;
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if (fabs(thing->X() - cres.Position.X) >= blockdist || fabs(thing->Y() - cres.Position.Y) >= blockdist)
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continue;
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if (!(thing->flags & MF_SOLID))
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@ -5511,14 +5511,13 @@ int P_PushUp(AActor *thing, FChangePosition *cpos)
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// Can't push bridges or things more massive than ourself
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return 2;
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}
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fixed_t oldz;
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oldz = intersect->_f_Z();
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double oldz = intersect->Z();
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P_AdjustFloorCeil(intersect, cpos);
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intersect->_f_SetZ(thing->_f_Top() + 1);
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intersect->SetZ(thing->Top() + 1/65536.);
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if (P_PushUp(intersect, cpos))
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{ // Move blocked
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P_DoCrunch(intersect, cpos);
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intersect->_f_SetZ(oldz);
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intersect->SetZ(oldz);
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return 2;
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}
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}
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@ -5557,15 +5556,15 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
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// Can't push bridges or things more massive than ourself
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return 2;
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}
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fixed_t oldz = intersect->_f_Z();
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double oldz = intersect->Z();
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P_AdjustFloorCeil(intersect, cpos);
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if (oldz > thing->_f_Z() - intersect->_f_height())
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if (oldz > thing->Z() - intersect->Height)
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{ // Only push things down, not up.
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intersect->_f_SetZ(thing->_f_Z() - intersect->_f_height());
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intersect->SetZ(thing->Z() - intersect->Height);
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if (P_PushDown(intersect, cpos))
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{ // Move blocked
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P_DoCrunch(intersect, cpos);
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intersect->_f_SetZ(oldz);
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intersect->SetZ(oldz);
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return 2;
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}
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}
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@ -5582,40 +5581,37 @@ int P_PushDown(AActor *thing, FChangePosition *cpos)
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void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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{
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fixed_t oldfloorz = thing->_f_floorz();
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fixed_t oldz = thing->_f_Z();
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double oldfloorz = thing->floorz;
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double oldz = thing->Z();
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P_AdjustFloorCeil(thing, cpos);
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if (oldfloorz == thing->_f_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->_f_velz() == 0 &&
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if (thing->Vel.Z == 0 &&
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(!(thing->flags & MF_NOGRAVITY) ||
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(thing->_f_Z() == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
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(thing->Z() == oldfloorz && !(thing->flags & MF_NOLIFTDROP))))
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{
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fixed_t oldz = thing->_f_Z();
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if ((thing->flags & MF_NOGRAVITY) || (thing->flags5 & MF5_MOVEWITHSECTOR) ||
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(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9 * FRACUNIT)
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&& thing->_f_Z() - thing->_f_floorz() <= cpos->moveamt))
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(((cpos->sector->Flags & SECF_FLOORDROP) || cpos->moveamt < 9)
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&& thing->Z() - thing->floorz <= cpos->moveamt))
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{
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thing->SetZ(thing->floorz);
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P_CheckFakeFloorTriggers(thing, oldz);
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}
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}
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else if ((thing->_f_Z() != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
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else if ((thing->Z() != oldfloorz && !(thing->flags & MF_NOLIFTDROP)))
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{
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fixed_t oldz = thing->_f_Z();
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if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
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{
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thing->_f_AddZ(-oldfloorz + thing->_f_floorz());
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thing->AddZ(-oldfloorz + thing->floorz);
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P_CheckFakeFloorTriggers(thing, oldz);
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}
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}
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if (thing->player && thing->player->mo == thing)
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{
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//thing->player->viewz += thing->_f_Z() - oldz;
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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@ -5627,12 +5623,12 @@ void PIT_FloorDrop(AActor *thing, FChangePosition *cpos)
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void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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{
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fixed_t oldfloorz = thing->_f_floorz();
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fixed_t oldz = thing->_f_Z();
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double oldfloorz = thing->floorz;
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double oldz = thing->Z();
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P_AdjustFloorCeil(thing, cpos);
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if (oldfloorz == thing->_f_floorz()) return;
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if (oldfloorz == thing->floorz) return;
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// Move things intersecting the floor up
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if (thing->Z() <= thing->floorz)
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@ -5650,7 +5646,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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if ((thing->flags & MF_NOGRAVITY) && (thing->flags6 & MF6_RELATIVETOFLOOR))
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{
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intersectors.Clear();
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thing->_f_AddZ(-oldfloorz + thing->_f_floorz());
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thing->AddZ(-oldfloorz + thing->floorz);
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}
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else return;
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}
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@ -5665,12 +5661,12 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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break;
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case 2:
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P_DoCrunch(thing, cpos);
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thing->_f_SetZ(oldz);
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thing->SetZ(oldz);
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break;
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - FIXED2DBL(oldz);
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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@ -5683,7 +5679,7 @@ void PIT_FloorRaise(AActor *thing, FChangePosition *cpos)
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void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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{
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bool onfloor;
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fixed_t oldz = thing->_f_Z();
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double oldz = thing->Z();
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onfloor = thing->Z() <= thing->floorz;
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P_AdjustFloorCeil(thing, cpos);
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@ -5696,7 +5692,6 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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return; // do not move bridge things
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}
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intersectors.Clear();
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fixed_t oldz = thing->_f_Z();
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if (thing->ceilingz - thing->Height >= thing->floorz)
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{
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thing->SetZ(thing->ceilingz - thing->Height);
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@ -5722,7 +5717,7 @@ void PIT_CeilingLower(AActor *thing, FChangePosition *cpos)
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - FIXED2DBL(oldz);
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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{
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bool isgood = P_AdjustFloorCeil(thing, cpos);
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fixed_t oldz = thing->_f_Z();
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double oldz = thing->Z();
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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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// (or something else?) Things marked as hanging from the ceiling will
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// stay where they are.
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if (thing->_f_Z() < thing->_f_floorz() &&
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thing->_f_Top() >= thing->_f_ceilingz() - cpos->moveamt &&
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if (thing->Z() < thing->floorz &&
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thing->Top() >= thing->ceilingz - cpos->moveamt &&
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!(thing->flags & MF_NOLIFTDROP))
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{
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fixed_t oldz = thing->_f_Z();
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thing->SetZ(thing->floorz);
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if (thing->Top() > thing->ceilingz)
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{
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}
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if (thing->player && thing->player->mo == thing)
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{
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thing->player->viewz += thing->Z() - FIXED2DBL(oldz);
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thing->player->viewz += thing->Z() - oldz;
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}
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}
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@ -5778,7 +5772,7 @@ void PIT_CeilingRaise(AActor *thing, FChangePosition *cpos)
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//
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//=============================================================================
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bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool isreset)
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bool P_ChangeSector(sector_t *sector, int crunch, double amt, int floorOrCeil, bool isreset)
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{
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FChangePosition cpos;
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void(*iterator)(AActor *, FChangePosition *);
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cpos.nofit = false;
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cpos.crushchange = crunch;
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cpos.moveamt = abs(amt);
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cpos.moveamt = fabs(amt);
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cpos.movemidtex = false;
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cpos.sector = sector;
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@ -5924,7 +5918,7 @@ bool P_ChangeSector(sector_t *sector, int crunch, int amt, int floorOrCeil, bool
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n->visited = true; // mark thing as processed
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n->m_thing->UpdateWaterLevel(false);
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P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->_f_Z() - amt);
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P_CheckFakeFloorTriggers(n->m_thing, n->m_thing->Z() - amt);
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}
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}
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} while (n); // repeat from scratch until all things left are marked valid
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@ -2619,12 +2619,11 @@ void P_ZMovement (AActor *mo, fixed_t oldfloorz)
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}
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}
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}
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P_CheckFakeFloorTriggers (mo, oldz);
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P_CheckFakeFloorTriggers (mo, FIXED2DBL(oldz));
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}
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void P_CheckFakeFloorTriggers (AActor *mo, fixed_t _oldz, bool oldz_has_viewheight)
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void P_CheckFakeFloorTriggers (AActor *mo, double oldz, bool oldz_has_viewheight)
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{
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double oldz = FIXED2FLOAT(_oldz);
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if (mo->player && (mo->player->cheats & CF_PREDICTING))
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{
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return;
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@ -2268,7 +2268,7 @@ void P_CrouchMove(player_t * player, int direction)
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player->crouchviewdelta = player->viewheight - player->mo->ViewHeight;
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// Check for eyes going above/below fake floor due to crouching motion.
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P_CheckFakeFloorTriggers(player->mo, player->mo->_f_Z() + FLOAT2FIXED(oldheight), true);
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P_CheckFakeFloorTriggers(player->mo, player->mo->Z() + oldheight, true);
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}
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//----------------------------------------------------------------------------
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