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https://github.com/ZDoom/Raze.git
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- more st functions.
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parent
2a290dec48
commit
2aec8f47d3
1 changed files with 30 additions and 35 deletions
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@ -657,10 +657,9 @@ static void handle_st16(sectortype* sptr, DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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static void handle_st18(int sn, DDukeActor* actor)
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static void handle_st18(sectortype* sptr, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i = getanimationgoal(anim_floorz, sn);
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int i = getanimationgoal(anim_floorz, sectnum(sptr));
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if (i == -1)
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{
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@ -670,9 +669,9 @@ static void handle_st18(int sn, DDukeActor* actor)
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int j = sectp->floorz;
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int q = sptr->extra;
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int l = sptr->ceilingz - sptr->floorz;
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setanimation(sn, anim_floorz, sn, j, q);
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setanimation(sn, anim_ceilingz, sn, j + l, q);
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callsound(sn, actor);
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setanimation(sptr, anim_floorz, sptr, j, q);
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setanimation(sptr, anim_ceilingz, sptr, j + l, q);
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callsound(sptr, actor);
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}
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}
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@ -682,15 +681,14 @@ static void handle_st18(int sn, DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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static void handle_st29(int sn, DDukeActor* actor)
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static void handle_st29(sectortype* sptr, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int j;
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if (sptr->lotag & 0x8000)
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j = nextsectorneighborzptr(sptr, sptr->ceilingz, 1, 1)->floorz;
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else
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j = nextsectorneighborzptr(sn, sptr->ceilingz, -1, -1)->ceilingz;
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j = nextsectorneighborzptr(sptr, sptr->ceilingz, -1, -1)->ceilingz;
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DukeStatIterator it(STAT_EFFECTOR);
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while (auto act2 = it.Next())
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@ -700,16 +698,16 @@ static void handle_st29(int sn, DDukeActor* actor)
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{
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act2->getSector()->extra = -act2->getSector()->extra;
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act2->temp_data[0] = sn;
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act2->temp_data[0] = sectnum(sptr);
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act2->temp_data[1] = 1;
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}
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}
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sptr->lotag ^= 0x8000;
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setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
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setanimation(sptr, anim_ceilingz, sptr, j, sptr->extra);
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callsound(sn, actor);
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callsound(sptr, actor);
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}
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//---------------------------------------------------------------------------
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@ -718,16 +716,15 @@ static void handle_st29(int sn, DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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static void handle_st20(int sn, DDukeActor* actor)
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static void handle_st20(sectortype* sptr, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int j = 0;
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REDODOOR:
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if (sptr->lotag & 0x8000)
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{
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DDukeActor* a2;
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DukeSectIterator it(sn);
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DukeSectIterator it(sptr);
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while ((a2 = it.Next()))
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{
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if (a2->s->statnum == 3 && a2->s->lotag == 9)
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@ -753,8 +750,8 @@ REDODOOR:
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sptr->lotag ^= 0x8000;
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setanimation(sn, anim_ceilingz, sn, j, sptr->extra);
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callsound(sn, actor);
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setanimation(sptr, anim_ceilingz, sptr, j, sptr->extra);
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callsound(sptr, actor);
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}
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//---------------------------------------------------------------------------
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@ -763,10 +760,9 @@ REDODOOR:
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//
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//---------------------------------------------------------------------------
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static void handle_st21(int sn, DDukeActor* actor)
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static void handle_st21(sectortype* sptr, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int i = getanimationgoal(anim_floorz, sn);
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int i = getanimationgoal(anim_floorz, sectnum(sptr));
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int j;
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if (i >= 0)
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{
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@ -778,13 +774,13 @@ static void handle_st21(int sn, DDukeActor* actor)
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else
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{
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if (sptr->ceilingz == sptr->floorz)
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j = nextsectorneighborzptr(sn, sptr->ceilingz, 1, 1)->floorz;
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j = nextsectorneighborzptr(sptr, sptr->ceilingz, 1, 1)->floorz;
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else j = sptr->ceilingz;
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sptr->lotag ^= 0x8000;
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if (setanimation(sn, anim_floorz, sn, j, sptr->extra) >= 0)
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callsound(sn, actor);
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if (setanimation(sptr, anim_floorz, sptr, j, sptr->extra) >= 0)
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callsound(sptr, actor);
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}
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}
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@ -794,27 +790,26 @@ static void handle_st21(int sn, DDukeActor* actor)
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//
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//---------------------------------------------------------------------------
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static void handle_st22(int sn, DDukeActor* actor)
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static void handle_st22(sectortype* sptr, DDukeActor* actor)
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{
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sectortype* sptr = §or[sn];
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int j, q;
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if ((sptr->lotag & 0x8000))
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{
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q = (sptr->ceilingz + sptr->floorz) >> 1;
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j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
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j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
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j = setanimation(sptr, anim_floorz, sptr, q, sptr->extra);
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j = setanimation(sptr, anim_ceilingz, sptr, q, sptr->extra);
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}
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else
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{
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q = nextsectorneighborzptr(sptr, sptr->floorz, 1, 1)->floorz;
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j = setanimation(sn, anim_floorz, sn, q, sptr->extra);
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j = setanimation(sptr, anim_floorz, sptr, q, sptr->extra);
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q = nextsectorneighborzptr(sptr, sptr->ceilingz, -1, -1)->ceilingz;
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j = setanimation(sn, anim_ceilingz, sn, q, sptr->extra);
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j = setanimation(sptr, anim_ceilingz, sptr, q, sptr->extra);
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}
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sptr->lotag ^= 0x8000;
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callsound(sn, actor);
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callsound(sptr, actor);
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}
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@ -1047,22 +1042,22 @@ void operatesectors(int sn, DDukeActor *actor)
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case ST_18_ELEVATOR_DOWN:
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case ST_19_ELEVATOR_UP:
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handle_st18(sn, actor);
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handle_st18(sptr, actor);
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return;
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case ST_29_TEETH_DOOR:
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handle_st29(sn, actor);
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handle_st29(sptr, actor);
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return;
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case ST_20_CEILING_DOOR:
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handle_st20(sn, actor);
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handle_st20(sptr, actor);
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return;
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case ST_21_FLOOR_DOOR:
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handle_st21(sn, actor);
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handle_st21(sptr, actor);
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return;
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case ST_22_SPLITTING_DOOR:
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handle_st22(sn, actor);
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handle_st22(sptr, actor);
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return;
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case ST_23_SWINGING_DOOR: //Swingdoor
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