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EVENT_MOVESECTOR. This isn't enough to really do anything with yet--more to come.
git-svn-id: https://svn.eduke32.com/eduke32@5578 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 5 additions and 1 deletions
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@ -748,9 +748,11 @@ static int32_t move_rotfixed_sprite(int32_t j, int32_t pivotspr, int32_t daang)
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static void A_MoveSector(int i)
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{
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// T1,T2 and T3 are used for all the sector moving stuff!!!
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spritetype * const s = &sprite[i];
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int32_t p, pl = A_FindPlayer(s, &p);
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int const k = VM_OnEventWithBoth(EVENT_MOVESECTOR, i, pl, p, T3);
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int j = T2;
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int const k = T3;
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s->x += (s->xvel * (sintable[(s->ang + 512) & 2047])) >> 14;
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s->y += (s->xvel * (sintable[s->ang & 2047])) >> 14;
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@ -120,6 +120,7 @@ enum GameEvent_t {
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EVENT_DISPLAYSCUBA,
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EVENT_DISPLAYTIP,
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EVENT_DISPLAYACCESS,
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EVENT_MOVESECTOR,
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#ifdef LUNATIC
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EVENT_ANIMATEALLSPRITES,
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#endif
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@ -696,6 +696,7 @@ const char *EventNames[MAXEVENTS] =
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"EVENT_DISPLAYSCUBA",
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"EVENT_DISPLAYTIP",
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"EVENT_DISPLAYACCESS",
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"EVENT_MOVESECTOR",
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#ifdef LUNATIC
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"EVENT_ANIMATEALLSPRITES",
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#endif
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