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- floatified exit position.
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parent
1a64d18349
commit
2de1aea4a6
6 changed files with 11 additions and 13 deletions
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@ -296,13 +296,13 @@ void DoPlayer(bool bSet, int lVar1, int lLabelID, int lVar2, DDukeActor* sActor,
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break;
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case PLAYER_EXITX:
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if (bSet) ps[iPlayer].exit.X = lValue;
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else SetGameVarID(lVar2, ps[iPlayer].exit.X, sActor, sPlayer);
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if (bSet) ps[iPlayer].Exit.X = lValue * maptoworld;
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else SetGameVarID(lVar2, ps[iPlayer].Exit.X / maptoworld, sActor, sPlayer);
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break;
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case PLAYER_EXITY:
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if (bSet) ps[iPlayer].exit.Y = lValue;
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else SetGameVarID(lVar2, ps[iPlayer].exit.Y, sActor, sPlayer);
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if (bSet) ps[iPlayer].Exit.Y = lValue * maptoworld;
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else SetGameVarID(lVar2, ps[iPlayer].Exit.Y / maptoworld, sActor, sPlayer);
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break;
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case PLAYER_LOOGIEX:
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@ -746,8 +746,7 @@ void prelevel_common(int g)
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if (sectp->lotag == -1)
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{
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ps[0].exit.X = sectp->firstWall()->wall_int_pos().X;
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ps[0].exit.Y = sectp->firstWall()->wall_int_pos().Y;
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ps[0].Exit = sectp->firstWall()->pos;
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continue;
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}
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}
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@ -282,8 +282,7 @@ void prelevel_d(int g, TArray<DDukeActor*>& actors)
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if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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ps[0].exit.X = ac->int_pos().X;
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ps[0].exit.Y = ac->int_pos().Y;
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ps[0].Exit = ac->spr.pos.XY();
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}
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else
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premapcontroller(ac);
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@ -535,8 +535,7 @@ void prelevel_r(int g, TArray<DDukeActor*>& actors)
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if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL))
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{
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ps[0].exit.X = ac->int_pos().X;
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ps[0].exit.Y = ac->int_pos().Y;
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ps[0].Exit = ac->spr.pos.XY();
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}
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else switch (ac->spr.picnum)
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{
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@ -114,8 +114,8 @@ FSerializer& Serialize(FSerializer& arc, const char* keyname, player_struct& w,
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("pals", w.pals)
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("fricx", w.fric.X)
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("fricy", w.fric.Y)
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("exitx", w.exit.X)
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("exity", w.exit.Y)
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("exitx", w.Exit.X)
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("exity", w.Exit.Y)
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("numloogs", w.numloogs)
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("loogcnt", w.loogcnt)
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.Array("loogie", w.loogie, w.numloogs)
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@ -206,6 +206,7 @@ struct player_struct
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DVector3 pos, opos;
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DVector2 bobpos;
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DVector2 fric;
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DVector2 Exit;
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// player's horizon and angle structs.
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PlayerHorizon horizon;
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@ -219,7 +220,7 @@ struct player_struct
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PalEntry pals;
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// this was a global variable originally.
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vec2_t exit, loogie[64];
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vec2_t loogie[64];
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// weapon drawer variables and their interpolation counterparts.
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int weapon_sway;
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