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sw/src/copysect.cpp: Temporarily disable interpolation of sector object
if any of its sectors is impacted by CopySectorWalls. Fixes a possible flicker with the drill at the end of level 2.
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1 changed files with 17 additions and 0 deletions
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@ -33,6 +33,7 @@ Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
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#include "weapon.h"
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#include "weapon.h"
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#include "sprite.h"
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#include "sprite.h"
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#include "track.h"
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#include "track.h"
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#include "interpso.h"
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BEGIN_SW_NS
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BEGIN_SW_NS
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@ -41,6 +42,8 @@ extern int GlobSpeedSO;
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void CopySectorWalls(short dest_sectnum, short src_sectnum)
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void CopySectorWalls(short dest_sectnum, short src_sectnum)
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{
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{
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short dest_wall_num, src_wall_num, start_wall;
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short dest_wall_num, src_wall_num, start_wall;
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SECTOR_OBJECTp sop;
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SECTORp *sectp;
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dest_wall_num = sector[dest_sectnum].wallptr;
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dest_wall_num = sector[dest_sectnum].wallptr;
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src_wall_num = sector[src_sectnum].wallptr;
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src_wall_num = sector[src_sectnum].wallptr;
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@ -86,6 +89,20 @@ void CopySectorWalls(short dest_sectnum, short src_sectnum)
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src_wall_num = wall[src_wall_num].point2;
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src_wall_num = wall[src_wall_num].point2;
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}
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}
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while (dest_wall_num != start_wall);
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while (dest_wall_num != start_wall);
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// TODO: Mapping a sector to the sector object to which it belongs is better
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for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
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{
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if (SO_EMPTY(sop))
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continue;
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for (sectp = sop->sectp; *sectp; sectp++)
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if (*sectp - sector == dest_sectnum)
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{
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so_setinterpolationtics(sop, 0);
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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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void CopySectorMatch(short match)
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void CopySectorMatch(short match)
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