qzdoom/src/p_3dmidtex.h
Christoph Oelckers ca43ea7345 - Fixed: A_CustomMissile with aimmode 2 ignored spawnofs_xy.
- Changed savegame versioning so that the written version is never lower
  than the minmum one reported as compatible. 
- Added mirrored movement modes for linked sectors.
- Added Eternity-style initialization for linked sectors as a new subtype
  of Static_Init.
- Added linked sectors. The control sector determines how they move but if
  any one of the linked sectors is blocked, movement for all linked sectors
  will be affected. This will allow lifts consisting out of more than one
  sector without the risk of breaking them if only one of the sectors is
  blocked.
- Fixed: A_Mushroom created an actor on the stack.


SVN r825 (trunk)
2008-03-20 21:12:03 +00:00

25 lines
1.1 KiB
C++

#ifndef __3DMIDTEX_H
#define __3DMIDTEX_H
#include "doomtype.h"
#include "r_defs.h"
class AActor;
bool P_Scroll3dMidtex(sector_t *sector, int crush, fixed_t move, bool ceiling);
void P_Start3dMidtexInterpolations(sector_t *sec, bool ceiling);
void P_Stop3dMidtexInterpolations(sector_t *sec, bool ceiling);
void P_Attach3dMidtexLinesToSector(sector_t *dest, int lineid, int tag, bool ceiling);
bool P_GetMidTexturePosition(const line_t *line, int sideno, fixed_t *ptextop, fixed_t *ptexbot);
bool P_Check3dMidSwitch(AActor *actor, line_t *line, int side);
bool P_LineOpening_3dMidtex(AActor *thing, const line_t *linedef, fixed_t &opentop, fixed_t &openbottom);
bool P_MoveLinkedSectors(sector_t *sector, int crush, fixed_t move, bool ceiling);
void P_StartLinkedSectorInterpolations(sector_t *sector, bool ceiling);
void P_StopLinkedSectorInterpolations(sector_t *sector, bool ceiling);
bool P_AddSectorLinks(sector_t *control, int tag, INTBOOL ceiling, int movetype);
void P_AddSectorLinksByID(sector_t *control, int id, INTBOOL ceiling);
#endif