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- Exhumed: Interpolate the movable blocks.
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parent
6257ea30e1
commit
b5caf2fd97
1 changed files with 15 additions and 15 deletions
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@ -33,6 +33,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "gamestate.h"
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#include "mapinfo.h"
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#include "automap.h"
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#include "interpolate.h"
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#include <assert.h>
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#include <stdio.h>
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@ -1096,22 +1097,20 @@ void FuncPlayer(int a, int nDamage, int nRun)
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if (((nMove & 0xC000) == 0x4000) || ((nMove & 0xC000) == 0x8000))
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{
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int bx = 0;
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int sectnum = 0;
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if ((nMove & 0xC000) == 0x4000)
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{
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bx = nMove & 0x3FFF;
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sectnum = nMove & 0x3FFF;
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}
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else if ((nMove & 0xC000) == 0x8000)
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{
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bx = wall[nMove & 0x3FFF].nextsector;
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sectnum = wall[nMove & 0x3FFF].nextsector;
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}
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if (bx >= 0)
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if (sectnum >= 0)
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{
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int var_B4 = bx;
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if ((sector[bx].hitag == 45) && bTouchFloor)
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if ((sector[sectnum].hitag == 45) && bTouchFloor)
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{
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int nNormal = GetWallNormal(nMove & 0x3FFF);
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int nDiff = AngleDiff(nNormal, (sprite[nPlayerSprite].ang + 1024) & kAngleMask);
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@ -1122,13 +1121,14 @@ void FuncPlayer(int a, int nDamage, int nRun)
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if (nDiff <= 256)
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{
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nPlayerPushSect[nPlayer] = bx;
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nPlayerPushSect[nPlayer] = sectnum;
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int var_F4 = sPlayerInput[nPlayer].xVel;
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int var_F8 = sPlayerInput[nPlayer].yVel;
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int nMyAngle = GetMyAngle(sPlayerInput[nPlayer].xVel, sPlayerInput[nPlayer].yVel);
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int xvel = sPlayerInput[nPlayer].xVel;
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int yvel = sPlayerInput[nPlayer].yVel;
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int nMyAngle = GetMyAngle(xvel, yvel);
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MoveSector(var_B4, nMyAngle, &var_F4, &var_F8);
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setsectinterpolate(sectnum);
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MoveSector(sectnum, nMyAngle, &xvel, &yvel);
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if (nPlayerPushSound[nPlayer] <= -1)
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{
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@ -1147,8 +1147,8 @@ void FuncPlayer(int a, int nDamage, int nRun)
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mychangespritesect(nPlayerSprite, spr_sectnum);
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}
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movesprite(nPlayerSprite, var_F4, var_F8, z, 5120, -5120, CLIPMASK0);
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goto loc_1AB8E;
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movesprite(nPlayerSprite, xvel, yvel, z, 5120, -5120, CLIPMASK0);
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goto sectdone;
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}
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}
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}
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@ -1166,7 +1166,7 @@ void FuncPlayer(int a, int nDamage, int nRun)
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nPlayerPushSound[nPlayer] = -1;
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}
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loc_1AB8E:
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sectdone:
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playerX -= sprite[nPlayerSprite].x;
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playerY -= sprite[nPlayerSprite].y;
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