- split up operatesectors into more digestable pieces.

This commit is contained in:
Christoph Oelckers 2020-10-23 19:05:42 +02:00
parent 4dd9be7b6d
commit 88adef3caa

View file

@ -473,6 +473,469 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
}
return 0;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st09(int sn, DDukeActor* actor)
{
int dax, day, dax2, day2, sp;
int wallfind[2];
sectortype* sptr = &sector[sn];
int startwall = sptr->wallptr;
int endwall = startwall + sptr->wallnum - 1;
sp = sptr->extra >> 4;
//first find center point by averaging all points
dax = 0L, day = 0L;
for (int i = startwall; i <= endwall; i++)
{
dax += wall[i].x;
day += wall[i].y;
}
dax /= (endwall - startwall + 1);
day /= (endwall - startwall + 1);
//find any points with either same x or same y coordinate
// as center (dax, day) - should be 2 points found.
wallfind[0] = -1;
wallfind[1] = -1;
for (int i = startwall; i <= endwall; i++)
if ((wall[i].x == dax) || (wall[i].y == day))
{
if (wallfind[0] == -1)
wallfind[0] = i;
else wallfind[1] = i;
}
for (int j = 0; j < 2; j++)
{
if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day))
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
int i = wallfind[j] - 1; if (i < startwall) i = endwall;
dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
if (dax2 != 0)
{
dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
dax2 -= wall[wall[wallfind[j]].point2].x;
setanimation(sn, anim_vertexx, wallfind[j], wall[wallfind[j]].x + dax2, sp);
setanimation(sn, anim_vertexx, i, wall[i].x + dax2, sp);
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].x + dax2, sp);
callsound(sn, actor);
}
else if (day2 != 0)
{
day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
day2 -= wall[wall[wallfind[j]].point2].y;
setanimation(sn, anim_vertexy, wallfind[j], wall[wallfind[j]].y + day2, sp);
setanimation(sn, anim_vertexy, i, wall[i].y + day2, sp);
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].y + day2, sp);
callsound(sn, actor);
}
}
else
{
int i = wallfind[j] - 1; if (i < startwall) i = endwall;
dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
if (dax2 != 0)
{
setanimation(sn, anim_vertexx, wallfind[j], dax, sp);
setanimation(sn, anim_vertexx, i, dax + dax2, sp);
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, dax + dax2, sp);
callsound(sn, actor);
}
else if (day2 != 0)
{
setanimation(sn, anim_vertexy, wallfind[j], day, sp);
setanimation(sn, anim_vertexy, i, day + day2, sp);
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, day + day2, sp);
callsound(sn, actor);
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st15(int sn, DDukeActor* actor)
{
if (actor->s.picnum != TILE_APLAYER) return;
int i;
// if(ps[sprite[ii].yvel].select_dir == 1) return;
sectortype* sptr = &sector[sn];
SectIterator it(sn);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 17) break;
}
if (actor->s.sectnum == sn)
{
if (activatewarpelevators(&hittype[i], -1))
activatewarpelevators(&hittype[i], 1);
else if (activatewarpelevators(&hittype[i], 1))
activatewarpelevators(&hittype[i], -1);
return;
}
else
{
if (sptr->floorz > sprite[i].z)
activatewarpelevators(&hittype[i], -1);
else
activatewarpelevators(&hittype[i], 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st16(int sn, DDukeActor* actor)
{
sectortype* sptr = &sector[sn];
int i = getanimationgoal(anim_floorz, sn);
int j;
if (i == -1)
{
i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
if (i == -1)
{
i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
if (i == -1) return;
j = sector[i].floorz;
setanimation(sn, anim_floorz, sn, j, sptr->extra);
}
else
{
j = sector[i].floorz;
setanimation(sn, anim_floorz, sn, j, sptr->extra);
}
callsound(sn, actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st18(int sn, DDukeActor* actor)
{
sectortype* sptr = &sector[sn];
int i = getanimationgoal(anim_floorz, sn);
if (i == -1)
{
i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
if (i == -1) i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
if (i == -1) return;
int j = sector[i].floorz;
int q = sptr->extra;
int l = sptr->ceilingz - sptr->floorz;
setanimation(sn, anim_floorz, sn, j, q);
setanimation(sn, anim_ceilingz, sn, j + l, q);
callsound(sn, actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st29(int sn, DDukeActor* actor)
{
sectortype* sptr = &sector[sn];
int i,j;
if (sptr->lotag & 0x8000)
j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else
j = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
StatIterator it(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if ((sprite[i].lotag == 22) &&
(sprite[i].hitag == sptr->hitag))
{
sector[sprite[i].sectnum].extra = -sector[sprite[i].sectnum].extra;
hittype[i].temp_data[0] = sn;
hittype[i].temp_data[1] = 1;
}
}
sptr->lotag ^= 0x8000;
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
callsound(sn, actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st20(int sn, DDukeActor* actor)
{
sectortype* sptr = &sector[sn];
int i,j;
REDODOOR:
if (sptr->lotag & 0x8000)
{
SectIterator it(sn);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].statnum == 3 && sprite[i].lotag == 9)
{
j = sprite[i].z;
break;
}
}
if (i == -1)
j = sptr->floorz;
}
else
{
j = nextsectorneighborz(sn, sptr->ceilingz, -1, -1);
if (j >= 0) j = sector[j].ceilingz;
else
{
sptr->lotag |= 32768;
goto REDODOOR;
}
}
sptr->lotag ^= 0x8000;
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
callsound(sn, actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st21(int sn, DDukeActor* actor)
{
sectortype* sptr = &sector[sn];
int i = getanimationgoal(anim_floorz, sn);
int j;
if (i >= 0)
{
if (animategoal[sn] == sptr->ceilingz)
animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else animategoal[i] = sptr->ceilingz;
j = animategoal[i];
}
else
{
if (sptr->ceilingz == sptr->floorz)
j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else j = sptr->ceilingz;
sptr->lotag ^= 0x8000;
if (setanimation(sn, anim_floorz, sn, j, sptr->extra) >= 0)
callsound(sn, actor);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st22(int sn, DDukeActor* actor)
{
sectortype* sptr = &sector[sn];
int j, q;
if ((sptr->lotag & 0x8000))
{
q = (sptr->ceilingz + sptr->floorz) >> 1;
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
}
else
{
q = sector[nextsectorneighborz(sn, sptr->floorz, 1, 1)].floorz;
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
q = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
}
sptr->lotag ^= 0x8000;
callsound(sn, actor);
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st23(int sn, DDukeActor* actor)
{
int j = -1;
int q = 0;
int i;
StatIterator it(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].lotag == 11 && sprite[i].sectnum == sn && !hittype[i].temp_data[4])
{
j = i;
break;
}
}
int l = sector[sprite[i].sectnum].lotag & 0x8000;
if (j >= 0)
{
StatIterator it(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if (l == (sector[sprite[i].sectnum].lotag & 0x8000) && sprite[i].lotag == 11 && sprite[j].hitag == sprite[i].hitag && !hittype[i].temp_data[4])
{
if (sector[sprite[i].sectnum].lotag & 0x8000) sector[sprite[i].sectnum].lotag &= 0x7fff;
else sector[sprite[i].sectnum].lotag |= 0x8000;
hittype[i].temp_data[4] = 1;
hittype[i].temp_data[3] = -hittype[i].temp_data[3];
if (q == 0)
{
callsound(sn, i);
q = 1;
}
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st25(int sn, DDukeActor* actor)
{
StatIterator it(STAT_EFFECTOR);
int i, j;
while ((j = it.NextIndex()) >= 0)
{
if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn)
break; //Found the sectoreffector.
}
if (j < 0)
return;
it.Reset(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].hitag == sprite[j].hitag)
{
if (sprite[i].lotag == 15)
{
sector[sprite[i].sectnum].lotag ^= 0x8000; // Toggle the open or close
sprite[i].ang += 1024;
if (hittype[i].temp_data[4]) callsound(sprite[i].sectnum, i);
callsound(sprite[i].sectnum, i);
if (sector[sprite[i].sectnum].lotag & 0x8000) hittype[i].temp_data[4] = 1;
else hittype[i].temp_data[4] = 2;
}
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st27(int sn, DDukeActor* actor)
{
int j;
StatIterator it(STAT_EFFECTOR);
while ((j = it.NextIndex()) >= 0)
{
if ((sprite[j].lotag & 0xff) == 20 && sprite[j].sectnum == sn) //Bridge
{
sector[sn].lotag ^= 0x8000;
if (sector[sn].lotag & 0x8000) //OPENING
hittype[j].temp_data[0] = 1;
else hittype[j].temp_data[0] = 2;
callsound(sn, actor);
break;
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
static void handle_st28(int sn, DDukeActor* actor)
{
int j, l;
//activate the rest of them
SectIterator it(sn);
while ((j = it.NextIndex()) >= 0)
{
if (sprite[j].statnum == 3 && (sprite[j].lotag & 0xff) == 21)
break; //Found it
}
j = sprite[j].hitag;
StatIterator it1(STAT_EFFECTOR);
while ((l = it1.NextIndex()) >= 0)
{
if ((sprite[l].lotag & 0xff) == 21 && !hittype[l].temp_data[0] &&
(sprite[l].hitag) == j)
hittype[l].temp_data[0] = 1;
}
callsound(sn, actor);
}
//---------------------------------------------------------------------------
//
//
@ -481,15 +944,14 @@ bool activatewarpelevators(DDukeActor* actor, int d) //Parm = sectoreffectornum
void operatesectors(int sn, int ii)
{
int j=0, l, q, startwall, endwall;
auto actor = &hittype[ii];
int j=0, startwall, endwall;
int i;
char sect_error;
sectortype* sptr;
sect_error = 0;
sptr = &sector[sn];
switch (sptr->lotag & (0xffff - 49152))
switch (sptr->lotag & (0x3fff))
{
case 41:
@ -543,383 +1005,55 @@ void operatesectors(int sn, int ii)
return;
case ST_9_SLIDING_ST_DOOR:
{
int dax, day, dax2, day2, sp;
int wallfind[2];
startwall = sptr->wallptr;
endwall = startwall + sptr->wallnum - 1;
sp = sptr->extra >> 4;
//first find center point by averaging all points
dax = 0L, day = 0L;
for (i = startwall; i <= endwall; i++)
{
dax += wall[i].x;
day += wall[i].y;
}
dax /= (endwall - startwall + 1);
day /= (endwall - startwall + 1);
//find any points with either same x or same y coordinate
// as center (dax, day) - should be 2 points found.
wallfind[0] = -1;
wallfind[1] = -1;
for (i = startwall; i <= endwall; i++)
if ((wall[i].x == dax) || (wall[i].y == day))
{
if (wallfind[0] == -1)
wallfind[0] = i;
else wallfind[1] = i;
}
for (j = 0; j < 2; j++)
{
if ((wall[wallfind[j]].x == dax) && (wall[wallfind[j]].y == day))
{
//find what direction door should open by averaging the
// 2 neighboring points of wallfind[0] & wallfind[1].
i = wallfind[j] - 1; if (i < startwall) i = endwall;
dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
if (dax2 != 0)
{
dax2 = wall[wall[wall[wallfind[j]].point2].point2].x;
dax2 -= wall[wall[wallfind[j]].point2].x;
setanimation(sn, anim_vertexx, wallfind[j], wall[wallfind[j]].x + dax2, sp);
setanimation(sn, anim_vertexx, i, wall[i].x + dax2, sp);
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].x + dax2, sp);
callsound(sn, ii);
}
else if (day2 != 0)
{
day2 = wall[wall[wall[wallfind[j]].point2].point2].y;
day2 -= wall[wall[wallfind[j]].point2].y;
setanimation(sn, anim_vertexy, wallfind[j], wall[wallfind[j]].y + day2, sp);
setanimation(sn, anim_vertexy, i, wall[i].y + day2, sp);
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, wall[wall[wallfind[j]].point2].y + day2, sp);
callsound(sn, ii);
}
}
else
{
i = wallfind[j] - 1; if (i < startwall) i = endwall;
dax2 = ((wall[i].x + wall[wall[wallfind[j]].point2].x) >> 1) - wall[wallfind[j]].x;
day2 = ((wall[i].y + wall[wall[wallfind[j]].point2].y) >> 1) - wall[wallfind[j]].y;
if (dax2 != 0)
{
setanimation(sn, anim_vertexx, wallfind[j], dax, sp);
setanimation(sn, anim_vertexx, i, dax + dax2, sp);
setanimation(sn, anim_vertexx, wall[wallfind[j]].point2, dax + dax2, sp);
callsound(sn, ii);
}
else if (day2 != 0)
{
setanimation(sn, anim_vertexy, wallfind[j], day, sp);
setanimation(sn, anim_vertexy, i, day + day2, sp);
setanimation(sn, anim_vertexy, wall[wallfind[j]].point2, day + day2, sp);
callsound(sn, ii);
}
}
}
}
return;
handle_st09(sn, actor);
return;
case ST_15_WARP_ELEVATOR://Warping elevators
{
if (sprite[ii].picnum != TILE_APLAYER) return;
// if(ps[sprite[ii].yvel].select_dir == 1) return;
SectIterator it(sn);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].picnum == SECTOREFFECTOR && sprite[i].lotag == 17) break;
}
if (sprite[ii].sectnum == sn)
{
if (activatewarpelevators(&hittype[i], -1))
activatewarpelevators(&hittype[i], 1);
else if (activatewarpelevators(&hittype[i], 1))
activatewarpelevators(&hittype[i], -1);
return;
}
else
{
if (sptr->floorz > sprite[i].z)
activatewarpelevators(&hittype[i], -1);
else
activatewarpelevators(&hittype[i], 1);
}
handle_st15(sn, actor);
return;
}
case ST_16_PLATFORM_DOWN:
case ST_17_PLATFORM_UP:
i = getanimationgoal(anim_floorz, sn);
if (i == -1)
{
i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
if (i == -1)
{
i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
if (i == -1) return;
j = sector[i].floorz;
setanimation(sn, anim_floorz, sn, j, sptr->extra);
}
else
{
j = sector[i].floorz;
setanimation(sn, anim_floorz, sn, j, sptr->extra);
}
callsound(sn, ii);
}
handle_st16(sn, actor);
return;
case ST_18_ELEVATOR_DOWN:
case ST_19_ELEVATOR_UP:
i = getanimationgoal(anim_floorz, sn);
if (i == -1)
{
i = nextsectorneighborz(sn, sptr->floorz, 1, -1);
if (i == -1) i = nextsectorneighborz(sn, sptr->floorz, 1, 1);
if (i == -1) return;
j = sector[i].floorz;
q = sptr->extra;
l = sptr->ceilingz - sptr->floorz;
setanimation(sn, anim_floorz, sn, j, q);
setanimation(sn, anim_ceilingz, sn, j + l, q);
callsound(sn, ii);
}
handle_st18(sn, actor);
return;
case ST_29_TEETH_DOOR:
{
if (sptr->lotag & 0x8000)
j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else
j = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
StatIterator it(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if ((sprite[i].lotag == 22) &&
(sprite[i].hitag == sptr->hitag))
{
sector[sprite[i].sectnum].extra = -sector[sprite[i].sectnum].extra;
hittype[i].temp_data[0] = sn;
hittype[i].temp_data[1] = 1;
}
}
sptr->lotag ^= 0x8000;
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
callsound(sn, ii);
handle_st29(sn, actor);
return;
}
case ST_20_CEILING_DOOR:
REDODOOR:
if (sptr->lotag & 0x8000)
{
SectIterator it(sn);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].statnum == 3 && sprite[i].lotag == 9)
{
j = sprite[i].z;
break;
}
}
if (i == -1)
j = sptr->floorz;
}
else
{
j = nextsectorneighborz(sn, sptr->ceilingz, -1, -1);
if (j >= 0) j = sector[j].ceilingz;
else
{
sptr->lotag |= 32768;
goto REDODOOR;
}
}
sptr->lotag ^= 0x8000;
setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
callsound(sn, ii);
handle_st20(sn, actor);
return;
case ST_21_FLOOR_DOOR:
i = getanimationgoal(anim_floorz, sn);
if (i >= 0)
{
if (animategoal[sn] == sptr->ceilingz)
animategoal[i] = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else animategoal[i] = sptr->ceilingz;
j = animategoal[i];
}
else
{
if (sptr->ceilingz == sptr->floorz)
j = sector[nextsectorneighborz(sn, sptr->ceilingz, 1, 1)].floorz;
else j = sptr->ceilingz;
sptr->lotag ^= 0x8000;
if (setanimation(sn, anim_floorz, sn, j, sptr->extra) >= 0)
callsound(sn, ii);
}
handle_st21(sn, actor);
return;
case ST_22_SPLITTING_DOOR:
if ((sptr->lotag & 0x8000))
{
q = (sptr->ceilingz + sptr->floorz) >> 1;
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
}
else
{
q = sector[nextsectorneighborz(sn, sptr->floorz, 1, 1)].floorz;
j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
q = sector[nextsectorneighborz(sn, sptr->ceilingz, -1, -1)].ceilingz;
j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
}
sptr->lotag ^= 0x8000;
callsound(sn, ii);
handle_st22(sn, actor);
return;
case ST_23_SWINGING_DOOR: //Swingdoor
{
j = -1;
q = 0;
StatIterator it(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].lotag == 11 && sprite[i].sectnum == sn && !hittype[i].temp_data[4])
{
j = i;
break;
}
}
l = sector[sprite[i].sectnum].lotag & 0x8000;
if (j >= 0)
{
StatIterator it(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if (l == (sector[sprite[i].sectnum].lotag & 0x8000) && sprite[i].lotag == 11 && sprite[j].hitag == sprite[i].hitag && !hittype[i].temp_data[4])
{
if (sector[sprite[i].sectnum].lotag & 0x8000) sector[sprite[i].sectnum].lotag &= 0x7fff;
else sector[sprite[i].sectnum].lotag |= 0x8000;
hittype[i].temp_data[4] = 1;
hittype[i].temp_data[3] = -hittype[i].temp_data[3];
if (q == 0)
{
callsound(sn, i);
q = 1;
}
}
}
}
handle_st23(sn, actor);
return;
}
case ST_25_SLIDING_DOOR: //Subway type sliding doors
{
StatIterator it(STAT_EFFECTOR);
while ((j = it.NextIndex()) >= 0)
{
if ((sprite[j].lotag) == 15 && sprite[j].sectnum == sn)
break; //Found the sectoreffector.
}
if (j < 0)
return;
it.Reset(STAT_EFFECTOR);
while ((i = it.NextIndex()) >= 0)
{
if (sprite[i].hitag == sprite[j].hitag)
{
if (sprite[i].lotag == 15)
{
sector[sprite[i].sectnum].lotag ^= 0x8000; // Toggle the open or close
sprite[i].ang += 1024;
if (hittype[i].temp_data[4]) callsound(sprite[i].sectnum, i);
callsound(sprite[i].sectnum, i);
if (sector[sprite[i].sectnum].lotag & 0x8000) hittype[i].temp_data[4] = 1;
else hittype[i].temp_data[4] = 2;
}
}
}
handle_st25(sn, actor);
return;
}
case ST_27_STRETCH_BRIDGE: //Extended bridge
{
StatIterator it(STAT_EFFECTOR);
while ((j = it.NextIndex()) >= 0)
{
if ((sprite[j].lotag & 0xff) == 20 && sprite[j].sectnum == sn) //Bridge
{
sector[sn].lotag ^= 0x8000;
if (sector[sn].lotag & 0x8000) //OPENING
hittype[j].temp_data[0] = 1;
else hittype[j].temp_data[0] = 2;
callsound(sn, ii);
break;
}
}
handle_st27(sn, actor);
return;
}
case ST_28_DROP_FLOOR:
{
//activate the rest of them
SectIterator it(sn);
while ((j = it.NextIndex()) >= 0)
{
if (sprite[j].statnum == 3 && (sprite[j].lotag & 0xff) == 21)
break; //Found it
}
j = sprite[j].hitag;
StatIterator it1(STAT_EFFECTOR);
while ((l = it1.NextIndex()) >= 0)
{
if ((sprite[l].lotag & 0xff) == 21 && !hittype[l].temp_data[0] &&
(sprite[l].hitag) == j)
hittype[l].temp_data[0] = 1;
}
callsound(sn, ii);
handle_st28(sn, actor);
return;
}
}
}
@ -954,7 +1088,7 @@ void operateactivators(int low, int snum)
StatIterator it(STAT_ACTIVATOR);
while ((i = it.NextIndex()) >= 0)
{
auto si = &sprite[i];
auto si = &hittype[i].s;
if (si->lotag == low)
{
if (si->picnum == ACTIVATORLOCKED)
@ -1121,7 +1255,7 @@ void allignwarpelevators(void)
void moveclouds(double smoothratio)
{
// The math here is very messy... :(
// The math here is very messy.. :(
int myclock = smoothratio < 32768? ud.levelclock-2 : ud.levelclock;
if (myclock > cloudclock || myclock < (cloudclock - 7))
{