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3df5c440f9
Walls had no sector reference so this was added for marking the sector as altered when a vertex gets dragged around.
241 lines
6.9 KiB
C++
241 lines
6.9 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2020 Christoph Oelckers
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This is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "build.h"
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#include "interpolate.h"
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#include "xs_Float.h"
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#include "serializer.h"
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#include "gamecvars.h"
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struct Interpolation
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{
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double old, bak;
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int index;
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int type;
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};
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static TArray<Interpolation> interpolations;
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double Get(int index, int type)
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{
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switch(type)
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{
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case Interp_Sect_Floorz: return sector[index].floorz;
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case Interp_Sect_Ceilingz: return sector[index].ceilingz;
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case Interp_Sect_Floorheinum: return sector[index].floorheinum;
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case Interp_Sect_Ceilingheinum: return sector[index].ceilingheinum;
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case Interp_Sect_FloorPanX: return sector[index].floorxpan_;
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case Interp_Sect_FloorPanY: return sector[index].floorypan_;
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case Interp_Sect_CeilingPanX: return sector[index].ceilingxpan_;
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case Interp_Sect_CeilingPanY: return sector[index].ceilingypan_;
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case Interp_Wall_X: return wall[index].x;
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case Interp_Wall_Y: return wall[index].y;
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case Interp_Wall_PanX: return wall[index].xpan_;
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case Interp_Wall_PanY: return wall[index].ypan_;
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case Interp_Sprite_Z: return sprite[index].z;
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default: return 0;
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}
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}
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void Set(int index, int type, double val)
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{
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switch(type)
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{
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case Interp_Sect_Floorz: sector[index].floorz = xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingz: sector[index].ceilingz = xs_CRoundToInt(val); break;
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case Interp_Sect_Floorheinum: sector[index].floorheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_Ceilingheinum: sector[index].ceilingheinum = (short)xs_CRoundToInt(val); break;
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case Interp_Sect_FloorPanX: sector[index].floorxpan_ = float(val); break;
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case Interp_Sect_FloorPanY: sector[index].floorypan_ = float(val); break;
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case Interp_Sect_CeilingPanX: sector[index].ceilingxpan_ = float(val); break;
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case Interp_Sect_CeilingPanY: sector[index].ceilingypan_ = float(val); break;
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case Interp_Wall_X: wall[index].x = xs_CRoundToInt(val); sector[wall[index].sector].dirty = 255; break;
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case Interp_Wall_Y: wall[index].y = xs_CRoundToInt(val); sector[wall[index].sector].dirty = 255; break;
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case Interp_Wall_PanX: wall[index].xpan_ = float(val); break;
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case Interp_Wall_PanY: wall[index].ypan_ = float(val); break;
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case Interp_Sprite_Z: sprite[index].z = xs_CRoundToInt(val); break;
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}
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}
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void StartInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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return;
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}
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int n = interpolations.Reserve(1);
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interpolations[n].index = index;
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interpolations[n].type = type;
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interpolations[n].old = Get(index, type);
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}
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void StopInterpolation(int index, int type)
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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if (interpolations[i].index == index && interpolations[i].type == type)
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{
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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return;
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}
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}
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}
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void UpdateInterpolations()
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{
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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interpolations[i].old = Get(interpolations[i].index, interpolations[i].type);
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}
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}
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void DoInterpolations(double smoothratio)
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{
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if (!cl_interpolate) return;
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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double bak;
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interpolations[i].bak = bak = Get(interpolations[i].index, interpolations[i].type);
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double old = interpolations[i].old;
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if (interpolations[i].type < Interp_Pan_First || fabs(bak-old) < 128.)
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{
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Set(interpolations[i].index, interpolations[i].type, old + (bak - old) * smoothratio);
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}
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else
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{
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// with the panning types we need to check for potential wraparound.
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if (bak < old) bak += 256.;
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else old += 256;
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double cur = old + (bak - old) * smoothratio;
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if (cur >= 256.) cur -= 256.;
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Set(interpolations[i].index, interpolations[i].type, cur);
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}
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}
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}
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void RestoreInterpolations()
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{
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if (!cl_interpolate) return;
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for (unsigned i = 0; i < interpolations.Size(); i++)
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{
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Set(interpolations[i].index, interpolations[i].type, interpolations[i].bak);
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}
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}
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void ClearInterpolations()
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{
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interpolations.Clear();
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}
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void ClearMovementInterpolations()
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{
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// This clears all movement interpolations. Needed for Blood which destroys its interpolations each frame.
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for (unsigned i = 0; i < interpolations.Size();)
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{
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switch (interpolations[i].type)
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{
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case Interp_Sect_Floorz:
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case Interp_Sect_Ceilingz:
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case Interp_Sect_Floorheinum:
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case Interp_Sect_Ceilingheinum:
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case Interp_Wall_X:
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case Interp_Wall_Y:
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interpolations[i] = interpolations.Last();
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interpolations.Pop();
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break;
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default:
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i++;
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break;
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}
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}
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}
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void setsectinterpolate(int sectnum)
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{
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int j, k, startwall, endwall;
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auto sect = §or[sectnum];
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startwall = sect->wallptr;
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endwall = startwall + sect->wallnum;
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for (j = startwall; j < endwall; j++)
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{
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StartInterpolation(j, Interp_Wall_X);
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StartInterpolation(j, Interp_Wall_Y);
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k = wall[j].nextwall;
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if (k >= 0)
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{
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StartInterpolation(k, Interp_Wall_X);
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StartInterpolation(k, Interp_Wall_Y);
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k = wall[k].point2;
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StartInterpolation(k, Interp_Wall_X);
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StartInterpolation(k, Interp_Wall_Y);
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}
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}
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}
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void clearsectinterpolate(int sectnum)
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{
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short j, startwall, endwall;
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auto sect = §or[sectnum];
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startwall = sect->wallptr;
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endwall = startwall + sect->wallnum;
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for (j = startwall; j < endwall; j++)
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{
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StopInterpolation(j, Interp_Wall_X);
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StopInterpolation(j, Interp_Wall_Y);
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if (wall[j].nextwall >= 0)
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{
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StopInterpolation(wall[j].nextwall, Interp_Wall_X);
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StopInterpolation(wall[j].nextwall, Interp_Wall_Y);
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}
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}
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}
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FSerializer& Serialize(FSerializer& arc, const char* keyname, Interpolation& w, Interpolation* def)
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{
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if (arc.BeginObject(keyname))
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{
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arc ("index", w.index)
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("type", w.type)
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.EndObject();
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}
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if (arc.isReading())
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{
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w.old = Get(w.index, w.type);
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}
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return arc;
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}
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void SerializeInterpolations(FSerializer& arc)
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{
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arc("interpolations", interpolations);
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}
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