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- some simple stuff
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c7c9ab52ce
commit
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3 changed files with 6 additions and 8 deletions
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@ -455,7 +455,7 @@ void EnemyDefaults(DSWActor* actor, ACTOR_ACTION_SET* action, PERSONALITY* perso
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if (depth && abs(actor->spr.pos.Z - actor->user.loz) < 8)
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{
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actor->add_int_z(Z(depth));
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actor->spr.pos.Z += depth;
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actor->user.loz = actor->spr.pos.Z;
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actor->backupz();
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}
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@ -1401,7 +1401,6 @@ void PreMapCombineFloors(void)
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const int MAX_FLOORS = 32;
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int i, j, k;
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int base_offset;
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int dx, dy;
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short pnum;
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struct BOUND_LIST
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@ -1439,8 +1438,7 @@ void PreMapCombineFloors(void)
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continue;
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}
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dx = BoundList[base_offset].offset->int_pos().X - BoundList[i].offset->int_pos().X;
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dy = BoundList[base_offset].offset->int_pos().Y - BoundList[i].offset->int_pos().Y;
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DVector2 dv = BoundList[base_offset].offset->spr.pos.XY() - BoundList[i].offset->spr.pos.XY();
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BFSSectorSearch search(BoundList[i].offset->sector());
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while (auto dasect = search.GetNext())
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@ -1448,12 +1446,12 @@ void PreMapCombineFloors(void)
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SWSectIterator it2(dasect);
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while (auto jActor = it2.Next())
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{
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jActor->add_int_pos({ dx, dy, 0 });
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jActor->spr.pos += dv;
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}
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for (auto& wal : wallsofsector(dasect))
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{
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wal.movexy(wal.wall_int_pos().X + dx, wal.wall_int_pos().Y + dy);
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wal.move(wal.pos + dv);
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if (wal.twoSided())
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search.Add(wal.nextSector());
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@ -1469,7 +1467,7 @@ void PreMapCombineFloors(void)
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{
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if (itsect == dasect)
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{
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pp->add_int_ppos_XY({ dx, dy });
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pp->pos += dv;
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pp->opos.XY() = pp->oldpos.XY() = pp->pos.XY();
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break;
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}
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@ -3760,7 +3760,7 @@ AutoShrap:
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if (shrap_rand_zamt)
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{
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actor->add_int_z(Z(RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2)));
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actor->spr.pos.Z += RandomRange(shrap_rand_zamt) - (shrap_rand_zamt/2);
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}
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actor->spr.pal = actor->user.spal = uint8_t(shrap_pal);
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