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- handle most GetOverlapSector callers.
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parent
11d3a660ad
commit
1162442068
2 changed files with 11 additions and 15 deletions
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@ -4073,7 +4073,6 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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auto sectu = pp->cursector();
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SPRITEp under_sp = nullptr, over_sp = nullptr;
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bool Found = false;
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short over, under;
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if (Prediction)
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return;
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@ -4122,15 +4121,15 @@ void DoPlayerWarpToUnderwater(PLAYERp pp)
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pp->posx = under_sp->x - u->sx;
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pp->posy = under_sp->y - u->sy;
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over = over_sp->sectnum;
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under = under_sp->sectnum;
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auto over = over_sp->sector();
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auto under = under_sp->sector();
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if (GetOverlapSector(pp->posx, pp->posy, &over, &under) == 2)
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{
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pp->cursectnum = under;
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pp->setcursector(under);
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}
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else
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pp->cursectnum = over;
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pp->setcursector(over);
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pp->posz = under_sp->sector()->ceilingz + Z(6);
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@ -4146,7 +4145,6 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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{
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USERp u = pp->Actor()->u();
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auto sectu = pp->cursector();
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short over, under;
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SPRITEp under_sp = nullptr, over_sp = nullptr;
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bool Found = false;
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@ -4197,12 +4195,12 @@ void DoPlayerWarpToSurface(PLAYERp pp)
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pp->posx = over_sp->x - u->sx;
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pp->posy = over_sp->y - u->sy;
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over = over_sp->sectnum;
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under = under_sp->sectnum;
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auto over = over_sp->sector();
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auto under = under_sp->sector();
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if (GetOverlapSector(pp->posx, pp->posy, &over, &under))
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{
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pp->cursectnum = over;
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pp->setcursector(over);
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}
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pp->posz = over_sp->sector()->floorz - Z(2);
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@ -18023,7 +18023,6 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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auto sectu = sp->sector();
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SPRITEp under_sp = nullptr, over_sp = nullptr;
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bool Found = false;
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short over, under;
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int sx, sy;
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// 0 not valid for water match tags
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@ -18073,8 +18072,8 @@ bool SpriteWarpToUnderwater(DSWActor* actor)
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sp->x = under_sp->x - sx;
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sp->y = under_sp->y - sy;
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over = over_sp->sectnum;
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under = under_sp->sectnum;
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auto over = over_sp->sector();
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auto under = under_sp->sector();
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if (GetOverlapSector(sp->x, sp->y, &over, &under) == 2)
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{
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@ -18097,7 +18096,6 @@ bool SpriteWarpToSurface(DSWActor* actor)
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USERp u = actor->u();
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auto sp = &actor->s();
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auto sectu = sp->sector();
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short over, under;
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int sx, sy;
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SPRITEp under_sp = nullptr, over_sp = nullptr;
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@ -18154,8 +18152,8 @@ bool SpriteWarpToSurface(DSWActor* actor)
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sp->x = over_sp->x - sx;
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sp->y = over_sp->y - sy;
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over = over_sp->sectnum;
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under = under_sp->sectnum;
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auto over = over_sp->sector();
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auto under = under_sp->sector();
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if (GetOverlapSector(sp->x, sp->y, &over, &under))
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{
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