mirror of
https://github.com/ZDoom/Raze.git
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ported NBlood commit e3d7ab8b919c230b2b4a825137d607b03b363796
- (gModernMap) Add a way to move sprites that are close to outside walls of sector - (gModernMap) Add loadsave construct - (gModernMap) Fix movement direction for reverse moving sprites in TranslateSector
This commit is contained in:
parent
97b7f4b46a
commit
0139ac5e4a
6 changed files with 377 additions and 31 deletions
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@ -729,6 +729,7 @@ set( NOT_COMPILED_SOURCE_FILES
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games/blood/src/mirrors.cpp
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games/blood/src/misc.cpp
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games/blood/src/nnexts.cpp
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games/blood/src/nnsprinsect.cpp
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games/blood/src/osdcmd.cpp
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games/blood/src/player.cpp
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games/blood/src/prediction.cpp
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@ -47,6 +47,7 @@
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#include "src/messages.cpp"
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#include "src/mirrors.cpp"
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#include "src/misc.cpp"
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#include "src/nnsprinsect.cpp"
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#include "src/nnexts.cpp"
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#include "src/osdcmd.cpp"
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#include "src/player.cpp"
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@ -9090,8 +9090,9 @@ void SerializeNNExts(FSerializer& arc)
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.Array("impactspriteslist", gImpactSpritesList, gImpactSpritesCount)
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("eventredirects", gEventRedirectsUsed)
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("trconditioncount", gTrackingCondsCount)
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.Array("trcondition", gCondition, gTrackingCondsCount)
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.EndObject();
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.Array("trcondition", gCondition, gTrackingCondsCount);
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gSprNSect.Serialize(arc);
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arc.EndObject();
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}
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}
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@ -411,6 +411,9 @@ inline bool aiInPatrolState(int nAiStateType) {
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// ------------------------------------------------------------------------- //
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bool readyForCrit(DBloodActor* pHunter, DBloodActor* pVictim);
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void clampSprite(DBloodActor* actor, int which = 3);
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int getSpritesNearWalls(int nSrcSect, int* spriOut, int nMax, int nDist);
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bool isMovableSector(int nType);
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bool isMovableSector(sectortype* pSect);
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#endif
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inline bool valueIsBetween(int val, int min, int max)
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222
source/games/blood/src/nnsprinsect.cpp
Normal file
222
source/games/blood/src/nnsprinsect.cpp
Normal file
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@ -0,0 +1,222 @@
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//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 Nuke.YKT
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Copyright (C) NoOne
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This file is part of NBlood.
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NBlood is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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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 "serializer.h"
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#include "maptypes.h"
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#ifdef NOONE_EXTENSIONS
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BEGIN_BLD_NS
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TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist);
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// - CLASSES ------------------------------------------------------------------
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// SPRITES_NEAR_SECTORS
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// Intended for move sprites that is close to the outside walls with
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// TranslateSector and/or zTranslateSector similar to Powerslave(Exhumed) way
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// --------------------------------------------------------------------------
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class SPRINSECT
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{
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public:
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static const int kMaxSprNear = 256;
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static const int kWallDist = 16;
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struct SPRITES
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{
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unsigned int nSector;
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TArray<TObjPtr<DBloodActor*>> pActors; // this is a weak reference!
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};
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private:
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TArray<SPRITES> db;
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public:
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void Free() { db.Clear(); }
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void Init(int nDist = kWallDist); // used in trInit to collect the sprites before translation
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void Serialize(FSerializer& pSave);
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TArray<TObjPtr<DBloodActor*>>* GetSprPtr(int nSector);
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};
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// SPRITES_NEAR_SECTORS
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// Intended for move sprites that is close to the outside walls with
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// TranslateSector and/or zTranslateSector similar to Powerslave(Exhumed) way
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// --------------------------------------------------------------------------
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SPRINSECT gSprNSect;
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void SPRINSECT::Init(int nDist)
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{
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Free();
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int j;
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for(auto§ : sector)
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{
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if (!isMovableSector(sect.type))
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continue;
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switch (sect.type) {
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case kSectorZMotionSprite:
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case kSectorSlideMarked:
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case kSectorRotateMarked:
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continue;
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// only allow non-marked sectors
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default:
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break;
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}
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auto collected = getSpritesNearWalls(§, nDist);
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// exclude sprites that is not allowed
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for (j = collected.Size() - 1; j >= 0; j--)
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{
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auto pActor = collected[j];
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if ((pActor->spr.cstat & CSTAT_SPRITE_MOVE_MASK) && pActor->insector())
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{
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// if *next* sector is movable, exclude to avoid fighting
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if (!isMovableSector(pActor->sector()->type))
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{
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switch (pActor->spr.statnum)
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{
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default:
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continue;
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case kStatMarker:
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case kStatPathMarker:
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if (pActor->spr.flags & 0x1) continue;
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[[fallthrough]];
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case kStatDude:
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break;
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}
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}
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}
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collected.Delete(j);
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}
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if (collected.Size())
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{
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db.Resize(db.Size() + 1);
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SPRITES& pEntry = db.Last();
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pEntry.pActors.Resize(collected.Size());
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for (unsigned ii = 0; ii < collected.Size(); ii++)
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pEntry.pActors[ii] = collected[ii];
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pEntry.nSector = sectnum(§);
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}
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}
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}
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TArray<TObjPtr<DBloodActor*>>* SPRINSECT::GetSprPtr(int nSector)
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{
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for (auto &spre : db)
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{
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if (spre.nSector == (unsigned int)nSector && spre.pActors.Size() > 0)
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return &spre.pActors;
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}
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return nullptr;
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}
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FSerializer& Serialize(FSerializer& arc, const char* key, SPRINSECT::SPRITES& obj, SPRINSECT::SPRITES* defval)
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{
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if (arc.BeginObject(key))
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{
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arc("sector", obj.nSector)
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("actors", obj.pActors)
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.EndObject();
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}
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return arc;
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}
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void SPRINSECT::Serialize(FSerializer& arc)
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{
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arc("db", db);
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}
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bool isMovableSector(int nType)
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{
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return (nType && nType != kSectorDamage && nType != kSectorTeleport && nType != kSectorCounter);
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}
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bool isMovableSector(sectortype* pSect)
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{
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if (isMovableSector(pSect->type) && pSect->hasX())
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{
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return (pSect->xs().busy && !pSect->xs().unused1);
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}
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return false;
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}
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TArray<DBloodActor*> getSpritesNearWalls(sectortype* pSrcSect, int nDist)
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{
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int i, c = 0, nWall, nSect, swal, ewal;
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int xi, yi, wx, wy, lx, ly, sx, sy, qx, qy, num, den;
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TArray<DBloodActor*> skip;
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TArray<DBloodActor*> out;
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swal = pSrcSect->wallptr;
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ewal = swal + pSrcSect->wallnum - 1;
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for (i = swal; i <= ewal; i++)
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{
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nSect = wall[i].nextsector;
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if (nSect < 0)
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continue;
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nWall = i;
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wx = wall[nWall].wall_int_pos().X;
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wy = wall[nWall].wall_int_pos().Y;
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lx = wall[wall[nWall].point2].wall_int_pos().X - wx;
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ly = wall[wall[nWall].point2].wall_int_pos().Y - wy;
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BloodSectIterator it(nSect);
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while(auto ac = it.Next())
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{
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if (skip.Find(ac))
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continue;
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sx = ac->spr.pos.X; qx = sx - wx;
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sy = ac->spr.pos.Y; qy = sy - wy;
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num = DMulScale(qx, lx, qy, ly, 4);
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den = DMulScale(lx, lx, ly, ly, 4);
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if (num > 0 && num < den)
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{
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xi = wx + Scale(lx, num, den);
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yi = wy + Scale(ly, num, den);
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if (approxDist(xi - sx, yi - sy) <= nDist)
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{
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skip.Push(ac);
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out.Push(ac);
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}
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}
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}
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}
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return out;
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}
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END_BLD_NS
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#endif
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@ -866,6 +866,15 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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});
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};
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#ifdef NOONE_EXTENSIONS
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// fix Y arg in RotatePoint for reverse (green) moving sprites?
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int sprDy = (gModernMap) ? a5 : a4;
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#else
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int sprDy = a4;
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#endif
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if (bAllWalls)
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{
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for (auto& wal : wallsofsector(pSector))
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@ -929,7 +938,7 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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else if (actor->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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if (ang)
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RotatePoint((int*)&x, (int*)&y, -ang, a4, a4);
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RotatePoint((int*)&x, (int*)&y, -ang, a4, sprDy);
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viewBackupSpriteLoc(actor);
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actor->spr.ang = (actor->spr.ang - v14) & 2047;
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actor->spr.pos.X = x - (vc - a4);
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}
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}
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}
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#ifdef NOONE_EXTENSIONS
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// translate sprites near outside walls
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////////////////////////////////////////////////////////////
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if (gModernMap)
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{
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auto ptr = gSprNSect.GetSprPtr(sectnum(pSector));
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if (ptr)
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{
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for (auto& ac : *ptr)
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{
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if (ac == nullptr)
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continue;
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x = ac->basePoint.X;
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y = ac->basePoint.Y;
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if (ac->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD)
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{
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if (ang)
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RotatePoint(&x, &y, ang, a4, a5);
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viewBackupSpriteLoc(ac);
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ac->spr.ang = (ac->spr.ang + v14) & 2047;
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ac->spr.pos.X = x + vc - a4;
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ac->spr.pos.Y = y + v8 - a5;
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}
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else if (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE)
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{
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if (ang)
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RotatePoint(&x, &y, -ang, a4, sprDy);
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viewBackupSpriteLoc(ac);
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ac->spr.ang = (ac->spr.ang - v14) & 2047;
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ac->spr.pos.X = x - (vc - a4);
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ac->spr.pos.Y = y - (v8 - a5);
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}
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}
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}
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}
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/////////////////////
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#endif
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}
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//---------------------------------------------------------------------------
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@ -962,11 +1012,20 @@ void TranslateSector(sectortype* pSector, int a2, int a3, int a4, int a5, int a6
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void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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{
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viewInterpolateSector(pSector);
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int dz = pXSector->onFloorZ - pXSector->offFloorZ;
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if (dz != 0)
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int dfz = pXSector->onFloorZ - pXSector->offFloorZ;
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int dcz = pXSector->onCeilZ - pXSector->offCeilZ;
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#ifdef NOONE_EXTENSIONS
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// get pointer to sprites near outside walls before translation
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///////////////////////////////////////////////////////////////
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auto ptr1 = (gModernMap && (dfz || dcz))? gSprNSect.GetSprPtr(sectnum(pSector)) : nullptr;
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#endif
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if (dfz != 0)
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{
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int oldZ = pSector->floorz;
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pSector->setfloorz((pSector->baseFloor = pXSector->offFloorZ + MulScale(dz, GetWaveValue(a3, a4), 16)));
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pSector->setfloorz((pSector->baseFloor = pXSector->offFloorZ + MulScale(dfz, GetWaveValue(a3, a4), 16)));
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pSector->velFloor += (pSector->floorz - oldZ) << 8;
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BloodSectIterator it(pSector);
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actor->spr.pos.Z += pSector->floorz - oldZ;
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}
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}
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#ifdef NOONE_EXTENSIONS
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// translate sprites near outside walls (floor)
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////////////////////////////////////////////////////////////
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if (ptr1)
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{
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for(auto& ac : *ptr1)
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{
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if (ac && (ac->spr.cstat & CSTAT_SPRITE_MOVE_FORWARD))
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{
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viewBackupSpriteLoc(ac);
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ac->spr.pos.Z += pSector->floorz - oldZ;
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}
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}
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}
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/////////////////////
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#endif
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}
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dz = pXSector->onCeilZ - pXSector->offCeilZ;
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if (dz != 0)
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if (dcz != 0)
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{
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int oldZ = pSector->ceilingz;
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pSector->setceilingz((pSector->baseCeil = pXSector->offCeilZ + MulScale(dz, GetWaveValue(a3, a4), 16)));
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pSector->setceilingz((pSector->baseCeil = pXSector->offCeilZ + MulScale(dcz, GetWaveValue(a3, a4), 16)));
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pSector->velCeil += (pSector->ceilingz - oldZ) << 8;
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BloodSectIterator it(pSector);
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@ -1008,6 +1086,26 @@ void ZTranslateSector(sectortype* pSector, XSECTOR* pXSector, int a3, int a4)
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actor->spr.pos.Z += pSector->ceilingz - oldZ;
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}
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}
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#ifdef NOONE_EXTENSIONS
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// translate sprites near outside walls (ceil)
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////////////////////////////////////////////////////////////
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if (ptr1)
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{
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for (auto& ac : *ptr1)
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{
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if (ac && (ac->spr.cstat & CSTAT_SPRITE_MOVE_REVERSE))
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{
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viewBackupSpriteLoc(ac);
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ac->spr.pos.Z += pSector->ceilingz - oldZ;
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}
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}
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}
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/////////////////////
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#endif
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}
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}
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@ -2153,15 +2251,49 @@ void trProcessBusy(void)
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//
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//---------------------------------------------------------------------------
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static void UpdateBasePoints(sectortype* pSector)
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{
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#ifdef NOONE_EXTENSIONS
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if (gModernMap)
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{
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// must set basepoint for outside sprites as well
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auto ptr1 = gSprNSect.GetSprPtr(sectnum(pSector));
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if (ptr1)
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{
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for (auto& ac : *ptr1)
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ac->basePoint = ac->spr.pos;
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}
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}
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#endif
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for (auto& wal : wallsofsector(pSector))
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{
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wal.baseWall = wal.pos;
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}
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BloodSectIterator it(pSector);
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while (auto actor = it.Next())
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{
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actor->basePoint = actor->spr.pos;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void InitGenerator(DBloodActor*);
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void trInit(TArray<DBloodActor*>& actors)
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{
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#ifdef NOONE_EXTENSIONS
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if (gModernMap)
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gSprNSect.Init(); // collect sprites near outside walls
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#endif
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gBusy.Clear();
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for (auto& wal : wall)
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{
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wal.baseWall = wal.pos;
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}
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for (auto actor : actors)
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{
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if (!actor->exists()) continue;
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||||
|
@ -2170,6 +2302,7 @@ void trInit(TArray<DBloodActor*>& actors)
|
|||
}
|
||||
for (auto& wal : wall)
|
||||
{
|
||||
wal.baseWall = wal.pos;
|
||||
if (wal.hasX())
|
||||
{
|
||||
XWALL* pXWall = &wal.xw();
|
||||
|
@ -2209,15 +2342,7 @@ void trInit(TArray<DBloodActor*>& actors)
|
|||
auto marker0 = pXSector->marker0;
|
||||
auto marker1 = pXSector->marker1;
|
||||
TranslateSector(pSector, 0, -65536, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.ang, marker1->spr.pos.X, marker1->spr.pos.Y, marker1->spr.ang, pSector->type == kSectorSlide);
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
wal.baseWall = wal.pos;
|
||||
}
|
||||
BloodSectIterator it(pSector);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
actor->basePoint = actor->spr.pos;
|
||||
}
|
||||
UpdateBasePoints(pSector);
|
||||
TranslateSector(pSector, 0, pXSector->busy, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.ang, marker1->spr.pos.X, marker1->spr.pos.Y, marker1->spr.ang, pSector->type == kSectorSlide);
|
||||
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
|
||||
break;
|
||||
|
@ -2227,19 +2352,12 @@ void trInit(TArray<DBloodActor*>& actors)
|
|||
{
|
||||
auto marker0 = pXSector->marker0;
|
||||
TranslateSector(pSector, 0, -65536, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.pos.X, marker0->spr.pos.Y, 0, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.ang, pSector->type == kSectorRotate);
|
||||
for (auto& wal : wallsofsector(pSector))
|
||||
{
|
||||
wal.baseWall = wal.pos;
|
||||
}
|
||||
BloodSectIterator it(pSector);
|
||||
while (auto actor = it.Next())
|
||||
{
|
||||
actor->basePoint = actor->spr.pos;
|
||||
}
|
||||
UpdateBasePoints(pSector);
|
||||
TranslateSector(pSector, 0, pXSector->busy, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.pos.X, marker0->spr.pos.Y, 0, marker0->spr.pos.X, marker0->spr.pos.Y, marker0->spr.ang, pSector->type == kSectorRotate);
|
||||
ZTranslateSector(pSector, pXSector, pXSector->busy, 1);
|
||||
break;
|
||||
}
|
||||
|
||||
case kSectorPath:
|
||||
InitPath(pSector, pXSector);
|
||||
break;
|
||||
|
|
Loading…
Reference in a new issue