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TROR: Prototypical no-SE7 water submersion/emersion.
Submersion only happens when the upper sector has lotag 1 and its vertical neighbor has lotag 2 (this can be useful to create non-submergible above-water sectors). Currently, only the player is handled. On the implementation side, the water handling code is split into P_Submerge() and P_Emerge() preparing the "teleportation", and P_FinishWaterChange() for the finalization. git-svn-id: https://svn.eduke32.com/eduke32@3072 1a8010ca-5511-0410-912e-c29ae57300e0
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3 changed files with 161 additions and 102 deletions
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@ -1057,12 +1057,16 @@ BOLT:
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}
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}
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static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect);
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static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect);
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static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag, int32_t ow, int32_t newsectnum);
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int32_t otherp;
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ACTOR_STATIC void G_MovePlayers(void)
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{
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int32_t i = headspritestat[STAT_PLAYER];
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int32_t otherx;
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while (i >= 0)
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{
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@ -1083,6 +1087,34 @@ ACTOR_STATIC void G_MovePlayers(void)
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}
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else
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{
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int32_t otherx;
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#ifdef YAX_ENABLE
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// TROR water submerge/emerge
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const int32_t psect=s->sectnum, slotag=sector[psect].lotag;
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if (slotag==ST_1_ABOVE_WATER || slotag==ST_2_UNDERWATER)
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{
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int32_t othersect = yax_getneighborsect(
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s->x, s->y, psect, slotag==ST_1_ABOVE_WATER ? YAX_FLOOR : YAX_CEILING);
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// If submerging, the lower sector MUST have lotag 2.
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if (othersect >= 0 && (slotag==ST_2_UNDERWATER || sector[othersect].lotag==ST_2_UNDERWATER))
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{
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int32_t k = 0;
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// Compare with G_MoveTransports().
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p->on_warping_sector = 1;
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if (slotag==ST_1_ABOVE_WATER)
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k = P_Submerge(i, s->yvel, p, psect, othersect);
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else
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k = P_Emerge(i, s->yvel, p, psect, othersect);
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if (k == 1)
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P_FinishWaterChange(i, p, slotag, -1, othersect);
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}
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}
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#endif
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if (g_netServer || ud.multimode > 1)
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otherp = P_FindOtherPlayer(s->yvel,&otherx);
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else
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@ -3107,18 +3139,108 @@ BOLT:
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}
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}
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static int32_t P_Submerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect)
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{
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if (ps->on_ground &&
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ps->pos.z >= sector[sect].floorz &&
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(TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH) || ps->vel.z > 2048))
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// if( onfloorz && sectlotag == 1 && ps->pos.z > (sector[sect].floorz-(6<<8)) )
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{
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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S_ClearSoundLocks();
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}
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if (sprite[ps->i].extra > 0)
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A_PlaySound(DUKE_UNDERWATER, j);
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ps->opos.z = ps->pos.z = sector[othersect].ceilingz;
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// ps->vel.x = 4096-(krand()&8192);
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// ps->vel.y = 4096-(krand()&8192);
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if (TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH))
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ps->vel.z += 512;
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return 1;
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}
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return 0;
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}
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static int32_t P_Emerge(int32_t j, int32_t p, DukePlayer_t *ps, int32_t sect, int32_t othersect)
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{
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// r1449-:
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if (ps->pos.z < (sector[sect].ceilingz+1080) && ps->vel.z == 0)
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// r1450+, breaks submergible slime in bobsp2:
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// if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/)
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{
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// if( sprite[j].extra <= 0) break;
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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S_ClearSoundLocks();
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}
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A_PlaySound(DUKE_GASP, j);
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ps->opos.z = ps->pos.z = sector[othersect].floorz;
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ps->vel.z = 0;
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// ps->vel.z += 1024;
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ps->jumping_toggle = 1;
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ps->jumping_counter = 0;
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return 1;
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}
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return 0;
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}
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static void P_FinishWaterChange(int32_t j, DukePlayer_t *ps, int32_t sectlotag, int32_t ow, int32_t newsectnum)
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{
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int32_t l;
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vec3_t vect;
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ps->bobposx = ps->opos.x = ps->pos.x;
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ps->bobposy = ps->opos.y = ps->pos.y;
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if (ow < 0 || sprite[ow].owner != ow)
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ps->transporter_hold = -2;
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ps->cursectnum = newsectnum;
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changespritesect(j, newsectnum);
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vect.x = ps->pos.x;
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vect.y = ps->pos.y;
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vect.z = ps->pos.z+PHEIGHT;
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setsprite(ps->i, &vect);
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P_UpdateScreenPal(ps);
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if ((krand()&255) < 32)
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A_Spawn(j, WATERSPLASH2);
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if (sectlotag == ST_1_ABOVE_WATER)
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for (l = 0; l < 9; l++)
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{
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int32_t q = A_Spawn(ps->i,WATERBUBBLE);
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sprite[q].z += krand()&16383;
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}
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}
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ACTOR_STATIC void G_MoveTransports(void)
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{
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int32_t warpspriteto;
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int32_t i = headspritestat[STAT_TRANSPORT], j, k, l, sect, sectlotag, nexti, nextj;
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int32_t ll,onfloorz,q;
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int32_t i = headspritestat[STAT_TRANSPORT], j, k;
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while (i >= 0)
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{
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sect = SECT;
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sectlotag = sector[sect].lotag;
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const int32_t sect = SECT;
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const int32_t sectlotag = sector[sect].lotag;
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nexti = nextspritestat[i];
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const int32_t nexti = nextspritestat[i];
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int32_t onfloorz;
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if (OW == i)
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{
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@ -3126,14 +3248,14 @@ ACTOR_STATIC void G_MoveTransports(void)
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continue;
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}
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onfloorz = T5;
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onfloorz = T5; // ONFLOORZ
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if (T1 > 0) T1--;
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j = headspritesect[sect];
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while (j >= 0)
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{
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nextj = nextspritesect[j];
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const int32_t nextj = nextspritesect[j];
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switch (sprite[j].statnum)
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{
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@ -3212,82 +3334,20 @@ ACTOR_STATIC void G_MoveTransports(void)
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}
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k = 0;
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if (onfloorz && sectlotag == 1 && ps->on_ground &&
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ps->pos.z >= sector[sect].floorz &&
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(TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH) || ps->vel.z > 2048))
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// if( onfloorz && sectlotag == 1 && ps->pos.z > (sector[sect].floorz-(6<<8)) )
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if (onfloorz)
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{
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k = 1;
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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S_ClearSoundLocks();
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}
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if (sprite[ps->i].extra > 0)
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A_PlaySound(DUKE_UNDERWATER,j);
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ps->opos.z = ps->pos.z =
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sector[sprite[OW].sectnum].ceilingz;
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/*
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ps->vel.x = 4096-(krand()&8192);
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ps->vel.y = 4096-(krand()&8192);
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*/
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if (TEST_SYNC_KEY(g_player[p].sync->bits, SK_CROUCH))
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ps->vel.z += 512;
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}
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// r1449-:
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if (onfloorz && sectlotag == 2 && ps->pos.z < (sector[sect].ceilingz+1080) && ps->vel.z == 0)
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// r1450+, breaks submergible slime in bobsp2:
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// if (onfloorz && sectlotag == 2 && ps->pos.z <= sector[sect].ceilingz /*&& ps->vel.z == 0*/)
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{
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k = 1;
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// if( sprite[j].extra <= 0) break;
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if (screenpeek == p)
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{
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FX_StopAllSounds();
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S_ClearSoundLocks();
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}
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A_PlaySound(DUKE_GASP,j);
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ps->opos.z = ps->pos.z =
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sector[sprite[OW].sectnum].floorz;
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ps->jumping_toggle = 1;
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ps->jumping_counter = 0;
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ps->vel.z = 0;
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// ps->vel.z += 1024;
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if (sectlotag==ST_1_ABOVE_WATER)
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k = P_Submerge(j, p, ps, sect, sprite[OW].sectnum);
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else if (sectlotag==ST_2_UNDERWATER)
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k = P_Emerge(j, p, ps, sect, sprite[OW].sectnum);
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}
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if (k == 1)
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{
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vec3_t vect;
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ps->bobposx = ps->opos.x = ps->pos.x += sprite[OW].x-SX;
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ps->bobposy = ps->opos.y = ps->pos.y += sprite[OW].y-SY;
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ps->pos.x += sprite[OW].x-SX;
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ps->pos.y += sprite[OW].y-SY;
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if (sprite[OW].owner != OW)
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ps->transporter_hold = -2;
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ps->cursectnum = sprite[OW].sectnum;
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changespritesect(j,sprite[OW].sectnum);
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vect.x = ps->pos.x;
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vect.y = ps->pos.y;
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vect.z = ps->pos.z+PHEIGHT;
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setsprite(ps->i,&vect);
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P_UpdateScreenPal(ps);
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if ((krand()&255) < 32)
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A_Spawn(j,WATERSPLASH2);
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if (sectlotag == 1)
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for (l = 0; l < 9; l++)
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{
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q = A_Spawn(ps->i,WATERBUBBLE);
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sprite[q].z += krand()&16383;
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}
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P_FinishWaterChange(j, ps, sectlotag, OW, sprite[OW].sectnum);
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}
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}
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break;
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@ -3305,16 +3365,17 @@ ACTOR_STATIC void G_MoveTransports(void)
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case STAT_MISC:
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case STAT_FALLER:
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case STAT_DUMMYPLAYER:
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ll = klabs(sprite[j].zvel);
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{
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int32_t ll = klabs(sprite[j].zvel);
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if (totalclock > actor[j].lasttransport)
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{
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warpspriteto = 0;
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if (ll && sectlotag == 2 && sprite[j].z < (sector[sect].ceilingz+ll))
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int32_t warpspriteto = 0;
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if (ll && sectlotag == ST_2_UNDERWATER && sprite[j].z < (sector[sect].ceilingz+ll))
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warpspriteto = 1;
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if (ll && sectlotag == 1 && sprite[j].z > (sector[sect].floorz-ll))
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if (ll && sectlotag == ST_1_ABOVE_WATER && sprite[j].z > (sector[sect].floorz-ll))
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warpspriteto = 1;
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if (sectlotag == 0 && (onfloorz || klabs(sprite[j].z-SZ) < 4096))
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changespritesect(j,sprite[OW].sectnum);
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}
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break;
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case 1:
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case ST_1_ABOVE_WATER:
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case ST_2_UNDERWATER:
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{
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int32_t osect = sprite[OW].sectnum;
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actor[j].lasttransport = totalclock + (TICSPERFRAME<<2);
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sprite[j].x += (sprite[OW].x-SX);
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sprite[j].y += (sprite[OW].y-SY);
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sprite[j].z = sector[sprite[OW].sectnum].ceilingz;
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Bmemcpy(&actor[j].bposx, &sprite[j], sizeof(vec3_t));
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changespritesect(j,sprite[OW].sectnum);
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break;
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case 2:
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actor[j].lasttransport = totalclock + (TICSPERFRAME<<2);
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sprite[j].x += (sprite[OW].x-SX);
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sprite[j].y += (sprite[OW].y-SY);
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sprite[j].z = sector[sprite[OW].sectnum].floorz;
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sprite[j].z = sectlotag==ST_1_ABOVE_WATER ?
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sector[osect].ceilingz : sector[osect].floorz;
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Bmemcpy(&actor[j].bposx, &sprite[j], sizeof(vec3_t));
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break;
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}
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}
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break;
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}
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}
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break;
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}
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} // switch (sprite[j].statnum)
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JBOLT:
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j = nextj;
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}
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@ -5409,7 +5409,7 @@ int32_t A_Spawn(int32_t j, int32_t pn)
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}
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else OW = i;
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T5 = sector[sect].floorz == SZ;
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T5 = (sector[sect].floorz == SZ); // ONFLOORZ
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sp->cstat = 0;
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changespritestat(i, STAT_TRANSPORT);
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goto SPAWN_END;
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@ -392,7 +392,10 @@ enum {
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// sector lotags
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enum {
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// left: ST 1 and 2
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ST_1_ABOVE_WATER = 1,
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ST_2_UNDERWATER = 2,
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ST_3 = 3,
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// ^^^ maybe not complete substitution in code
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ST_9_SLIDING_ST_DOOR = 9,
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ST_15_WARP_ELEVATOR = 15,
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ST_16_PLATFORM_DOWN = 16,
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