mirror of
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- engine-side portal setup for Blood and RRRA.
This commit is contained in:
parent
b91441f849
commit
a36377111c
6 changed files with 212 additions and 16 deletions
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@ -36,15 +36,13 @@ enum
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{
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{
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PORTAL_SECTOR_FLOOR = 1,
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PORTAL_SECTOR_FLOOR = 1,
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PORTAL_SECTOR_CEILING = 2,
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PORTAL_SECTOR_CEILING = 2,
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PORTAL_SECTOR_FLOOR_REFLECT = 4,
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PORTAL_SECTOR_FLOOR_REFLECT = 3,
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PORTAL_SECTOR_CEILING_REFLECT = 8,
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PORTAL_SECTOR_CEILING_REFLECT = 4,
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PORTAL_WALL_VIEW = 5,
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PORTAL_WALL_MIRROR = 6,
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PORTAL_SECTOR_GEOMETRY = 7,
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};
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};
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enum
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{
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PORTAL_WALL_VIEW = 1,
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PORTAL_WALL_MIRROR = 2,
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};
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//40 bytes
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//40 bytes
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struct sectortype
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struct sectortype
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@ -68,6 +66,7 @@ struct sectortype
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uint8_t dirty;
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uint8_t dirty;
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float ceilingxpan_, ceilingypan_, floorxpan_, floorypan_;
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float ceilingxpan_, ceilingypan_, floorxpan_, floorypan_;
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uint8_t portalflags;
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uint8_t portalflags;
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uint8_t portalnum;
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int ceilingxpan() const { return int(ceilingxpan_); }
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int ceilingxpan() const { return int(ceilingxpan_); }
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int ceilingypan() const { return int(ceilingypan_); }
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int ceilingypan() const { return int(ceilingypan_); }
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@ -120,6 +119,7 @@ struct walltype
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float xpan_, ypan_;
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float xpan_, ypan_;
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angle_t clipangle;
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angle_t clipangle;
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uint8_t portalflags;
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uint8_t portalflags;
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uint8_t portalnum;
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int xpan() const { return int(xpan_); }
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int xpan() const { return int(xpan_); }
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int ypan() const { return int(ypan_); }
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int ypan() const { return int(ypan_); }
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@ -54,6 +54,7 @@ EXTERN_CVAR(Bool, cl_capfps)
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PalEntry GlobalMapFog;
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PalEntry GlobalMapFog;
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float GlobalFogDensity;
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float GlobalFogDensity;
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TArray<PortalDesc> allPortals;
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#if 0
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#if 0
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@ -3,3 +3,69 @@
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang);
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void render_drawrooms(spritetype* playersprite, const vec3_t& position, int sectnum, fixed_t q16angle, fixed_t q16horizon, float rollang);
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struct PortalDesc
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{
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int type;
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int dx, dy, dz;
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TArray<int> targets;
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};
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extern TArray<PortalDesc> allPortals;
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inline void portalClear()
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{
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allPortals.Clear();
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}
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inline int portalAdd(int type, int target, int dx = 0, int dy = 0, int dz = 0)
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{
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auto& pt = allPortals[allPortals.Reserve(1)];
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pt.type = type;
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pt.targets.Push(target);
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pt.dx = dx;
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pt.dy = dy;
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pt.dz = dz;
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return allPortals.Size() - 1;
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}
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// merges portals in adjoining sectors. AFAIK the only one of this kind is in Blood's E4M9, which with the original code is very glitchy.
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inline void mergePortals()
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{
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Printf("Have %d portals\n", allPortals.Size());
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bool didsomething = true;
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while (didsomething)
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{
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didsomething = false;
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for (unsigned i = 0; i < allPortals.Size(); i++)
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{
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auto& pt1 = allPortals[i];
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if (pt1.type == PORTAL_SECTOR_CEILING || pt1.type == PORTAL_SECTOR_FLOOR)
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{
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for (unsigned j = i + 1; j < allPortals.Size(); j++)
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{
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auto& pt2 = allPortals[j];
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if (pt1.type != pt2.type || pt1.dx != pt2.dx || pt1.dy != pt2.dy || pt1.dz != pt2.dz) continue;
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for (unsigned s = 0; s < pt1.targets.Size(); s++)
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{
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for (unsigned t = 0; t < pt2.targets.Size(); t++)
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{
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if (findwallbetweensectors(pt1.targets[s], pt2.targets[t]) >= 0)
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{
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pt1.targets.Append(pt2.targets);
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pt2.targets.Reset();
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pt2.type = -1;
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for (int n = 0; n < numsectors; n++)
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{
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Printf("Merged %d and %d\n", i, j);
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if (sector[n].portalnum == j) sector[n].portalnum = i;
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didsomething = true;
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break;
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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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}
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}
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@ -555,6 +555,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, sectortype &c, sectort
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("hitag", c.hitag, def->hitag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("extra", c.extra, def->extra)
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("portalflags", c.portalflags, def->portalflags)
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("portalflags", c.portalflags, def->portalflags)
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("portalnum", c.portalnum, def->portalnum)
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.EndObject();
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.EndObject();
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}
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}
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return arc;
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return arc;
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@ -582,6 +583,7 @@ FSerializer &Serialize(FSerializer &arc, const char *key, walltype &c, walltype
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("hitag", c.hitag, def->hitag)
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("hitag", c.hitag, def->hitag)
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("extra", c.extra, def->extra)
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("extra", c.extra, def->extra)
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("portalflags", c.portalflags, def->portalflags)
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("portalflags", c.portalflags, def->portalflags)
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("portalnum", c.portalnum, def->portalnum)
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.EndObject();
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.EndObject();
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}
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}
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return arc;
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return arc;
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@ -28,6 +28,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "savegamehelp.h"
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#include "savegamehelp.h"
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#include "blood.h"
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#include "blood.h"
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#include "render.h"
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BEGIN_BLD_NS
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BEGIN_BLD_NS
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@ -42,6 +43,7 @@ void InitMirrors(void)
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mirrorcnt = 0;
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mirrorcnt = 0;
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tileDelete(504);
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tileDelete(504);
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portalClear();
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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{
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{
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@ -57,7 +59,7 @@ void InitMirrors(void)
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if (wall[i].extra > 0 && GetWallType(i) == kWallStack)
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if (wall[i].extra > 0 && GetWallType(i) == kWallStack)
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{
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{
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wall[i].overpicnum = nTile;
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wall[i].overpicnum = nTile;
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wall[i].portalflags = PORTAL_WALL_VIEW;
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mirror[mirrorcnt].wallnum = i;
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mirror[mirrorcnt].wallnum = i;
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mirror[mirrorcnt].type = 0;
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mirror[mirrorcnt].type = 0;
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wall[i].cstat |= 32;
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wall[i].cstat |= 32;
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@ -78,8 +80,15 @@ void InitMirrors(void)
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}
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}
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}
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}
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if (j < 0)
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if (j < 0)
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I_Error("wall[%d] has no matching wall link! (data=%d)\n", i, tmp);
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{
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Printf(PRINT_HIGH, "wall[%d] has no matching wall link! (data=%d)\n", i, tmp);
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}
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else
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{
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mirrorcnt++;
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mirrorcnt++;
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wall[i].portalflags = PORTAL_WALL_VIEW;
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wall[i].portalnum = portalAdd(PORTAL_WALL_VIEW, j);
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}
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}
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}
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continue;
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continue;
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}
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}
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@ -117,6 +126,7 @@ void InitMirrors(void)
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mirror[mirrorcnt].link = j;
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mirror[mirrorcnt].link = j;
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sector[i].floorpicnum = 4080+mirrorcnt;
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sector[i].floorpicnum = 4080+mirrorcnt;
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sector[i].portalflags = PORTAL_SECTOR_FLOOR;
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sector[i].portalflags = PORTAL_SECTOR_FLOOR;
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sector[i].portalnum = portalAdd(PORTAL_SECTOR_FLOOR, j, mirror[mirrorcnt].dx, mirror[mirrorcnt].dy, mirror[mirrorcnt].dz);
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mirrorcnt++;
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mirrorcnt++;
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mirror[mirrorcnt].type = 1;
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mirror[mirrorcnt].type = 1;
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mirror[mirrorcnt].dx = sprite[nLink].x-sprite[nLink2].x;
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mirror[mirrorcnt].dx = sprite[nLink].x-sprite[nLink2].x;
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mirror[mirrorcnt].link = i;
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mirror[mirrorcnt].link = i;
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sector[j].ceilingpicnum = 4080+mirrorcnt;
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sector[j].ceilingpicnum = 4080+mirrorcnt;
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sector[j].portalflags = PORTAL_SECTOR_CEILING;
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sector[j].portalflags = PORTAL_SECTOR_CEILING;
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sector[i].portalnum = portalAdd(PORTAL_SECTOR_CEILING, j, mirror[mirrorcnt].dx, mirror[mirrorcnt].dy, mirror[mirrorcnt].dz);
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mirrorcnt++;
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mirrorcnt++;
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}
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}
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}
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}
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mirrorsector = numsectors;
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mirrorsector = numsectors;
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mergePortals();
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#if 1 // The new backend won't need this shit anymore.
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#if 1 // The new backend won't need this shit anymore.
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for (int i = 0; i < 4; i++)
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for (int i = 0; i < 4; i++)
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{
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{
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@ -36,6 +36,7 @@ Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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#include "automap.h"
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#include "automap.h"
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#include "dukeactor.h"
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#include "dukeactor.h"
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#include "interpolate.h"
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#include "interpolate.h"
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#include "render.h"
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BEGIN_DUKE_NS
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BEGIN_DUKE_NS
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@ -838,6 +839,124 @@ void newgame(MapRecord* map, int sk, func completion)
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else completion1(false);
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else completion1(false);
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}
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}
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//---------------------------------------------------------------------------
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//
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// the setup here is very, very sloppy, because mappings are not 1:1.
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// Each portal can have multiple sectors, and even extends to unmarked
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// neighboring sectors if they got the portal tile as floor or ceiling
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//
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//---------------------------------------------------------------------------
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static void SpawnPortals()
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{
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for (int i = 0; i < numwalls; i++)
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{
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if (wall[i].overpicnum == TILE_MIRROR) wall[i].portalflags |= PORTAL_WALL_MIRROR;
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}
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portalClear();
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int tag;
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if (!isRR()) tag = 40;
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else if (isRRRA()) tag = 150;
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else return;
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TArray<int> processedTags;
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DukeStatIterator it(STAT_RAROR);
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while (auto act = it.Next())
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{
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auto spr = &act->s;
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if (spr->picnum == SECTOREFFECTOR && spr->lotag == tag)
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{
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if (processedTags.Find(spr->hitag) == processedTags.Size())
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{
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DukeStatIterator it2(STAT_RAROR);
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while (auto act2 = it2.Next())
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{
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auto spr2 = &act2->s;
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if (spr2->picnum == SECTOREFFECTOR && spr2->lotag == tag + 1 && spr2->hitag == spr->hitag)
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{
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if (processedTags.Find(spr->hitag) == processedTags.Size())
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{
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int s1 = spr->sectnum, s2 = spr2->sectnum;
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sector[s1].portalflags = PORTAL_SECTOR_FLOOR;
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sector[s2].portalflags = PORTAL_SECTOR_CEILING;
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sector[s1].portalnum = portalAdd(PORTAL_SECTOR_FLOOR, s2, spr2->x - spr->x, spr2->y - spr->y, spr->hitag);
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sector[s2].portalnum = portalAdd(PORTAL_SECTOR_CEILING, s1, spr->x - spr2->x, spr->y - spr2->y, spr->hitag);
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processedTags.Push(spr->hitag);
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}
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else
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{
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for (auto& p : allPortals)
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{
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if (p.type == PORTAL_SECTOR_FLOOR && p.dz == spr->hitag)
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{
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p.targets.Push(spr2->sectnum);
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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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else
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{
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for (auto& p : allPortals)
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{
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if (p.type == PORTAL_SECTOR_CEILING && p.dz == spr->hitag)
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{
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p.targets.Push(spr->sectnum);
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}
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}
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}
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}
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}
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// Unfortunately the above still isn't enough. We got to do one more check to add stuff to the portals.
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// There is one map where a sector neighboring a portal is not marked as part of the portal itself.
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for (int i = 0; i < numsectors; i++)
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{
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if (sector[i].floorpicnum == FOF && sector[i].portalflags != PORTAL_SECTOR_FLOOR)
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{
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for (auto& pt : allPortals)
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{
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if (pt.type == PORTAL_SECTOR_CEILING)
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{
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for (auto& t : pt.targets)
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{
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if (findwallbetweensectors(i, t) >= 0)
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{
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sector[i].portalflags = PORTAL_SECTOR_FLOOR;
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sector[i].portalnum = uint8_t(&pt - allPortals.Data());
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pt.targets.Push(i);
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goto nexti;
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}
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}
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}
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}
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}
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else if (sector[i].ceilingpicnum == FOF && sector[i].portalflags != PORTAL_SECTOR_CEILING)
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{
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for (auto& pt : allPortals)
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{
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if (pt.type == PORTAL_SECTOR_FLOOR)
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{
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for (auto& t : pt.targets)
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{
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if (findwallbetweensectors(i, t) >= 0)
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{
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sector[i].portalflags = PORTAL_SECTOR_CEILING;
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sector[i].portalnum = uint8_t(&pt - allPortals.Data());
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pt.targets.Push(i);
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goto nexti;
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}
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}
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}
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}
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}
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nexti:;
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}
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for (auto& p : allPortals) p.dz = 0;
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mergePortals();
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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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@ -853,12 +972,6 @@ static int LoadTheMap(MapRecord *mi, struct player_struct *p, int gamemode)
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}
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}
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engineLoadBoard(mi->fileName, isShareware(), &p->pos, &lbang, &p->cursectnum);
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engineLoadBoard(mi->fileName, isShareware(), &p->pos, &lbang, &p->cursectnum);
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for(int i = 0; i < numsectors; i++)
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{
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if (sector[i].ceilingpicnum == FOF) sector[i].portalflags |= PORTAL_SECTOR_CEILING;
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if (sector[i].floorpicnum == FOF) sector[i].portalflags |= PORTAL_SECTOR_FLOOR;
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|
||||||
if (wall[i].overpicnum == TILE_MIRROR) wall[i].portalflags |= PORTAL_WALL_MIRROR;
|
|
||||||
}
|
|
||||||
|
|
||||||
currentLevel = mi;
|
currentLevel = mi;
|
||||||
SECRET_SetMapName(mi->DisplayName(), mi->name);
|
SECRET_SetMapName(mi->DisplayName(), mi->name);
|
||||||
|
@ -877,6 +990,8 @@ static int LoadTheMap(MapRecord *mi, struct player_struct *p, int gamemode)
|
||||||
if (isRR()) prelevel_r(gamemode);
|
if (isRR()) prelevel_r(gamemode);
|
||||||
else prelevel_d(gamemode);
|
else prelevel_d(gamemode);
|
||||||
|
|
||||||
|
SpawnPortals();
|
||||||
|
|
||||||
if (isRRRA() && mi->levelNumber == levelnum(2, 0))
|
if (isRRRA() && mi->levelNumber == levelnum(2, 0))
|
||||||
{
|
{
|
||||||
for (int i = PISTOL_WEAPON; i < MAX_WEAPONS; i++)
|
for (int i = PISTOL_WEAPON; i < MAX_WEAPONS; i++)
|
||||||
|
|
Loading…
Reference in a new issue