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https://github.com/ZDoom/Raze.git
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- more simple replacements.
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parent
3edbec4f55
commit
838d28b934
4 changed files with 20 additions and 20 deletions
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@ -3971,7 +3971,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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sc->add_int_ceilingz(sc->extra);
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if (sc->int_ceilingz() >= actor->int_pos().Z)
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{
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sc->set_int_ceilingz(actor->int_pos().Z);
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sc->setceilingz(actor->spr.pos.Z);
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deletesprite(actor);
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return;
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}
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@ -3995,7 +3995,7 @@ void handle_se18(DDukeActor *actor, bool morecheck)
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}
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if (sc->int_floorz() <= actor->int_pos().Z)
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{
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sc->set_int_floorz(actor->int_pos().Z);
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sc->setfloorz(actor->spr.pos.Z);
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deletesprite(actor);
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return;
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}
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@ -4474,7 +4474,7 @@ void handle_se32(DDukeActor *actor)
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{
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if (abs(sc->int_ceilingz() - actor->int_pos().Z) < (actor->spr.yvel << 1))
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{
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sc->set_int_ceilingz(actor->int_pos().Z);
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sc->setceilingz(actor->spr.pos.Z);
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callsound(actor->sector(), actor);
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actor->temp_data[2] = 0;
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actor->temp_data[0] = 0;
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@ -4502,7 +4502,7 @@ void handle_se32(DDukeActor *actor)
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actor->temp_data[0] = 0;
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actor->temp_data[2] = !actor->temp_data[2];
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callsound(actor->sector(), actor);
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sc->set_int_ceilingz(actor->int_pos().Z);
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sc->setceilingz(actor->spr.pos.Z);
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}
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else sc->add_int_ceilingz(Sgn(actor->int_pos().Z - sc->int_ceilingz()) * actor->spr.yvel);
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}
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@ -4662,7 +4662,7 @@ void handle_se31(DDukeActor* actor, bool choosedir)
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{
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if (abs(sec->int_floorz() - actor->int_pos().Z) < actor->spr.yvel)
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{
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sec->set_int_floorz(actor->int_pos().Z);
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sec->setfloorz(actor->spr.pos.Z);
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actor->temp_data[2] = 0;
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actor->temp_data[0] = 0;
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if (choosedir) actor->temp_data[3] = actor->spr.hitag;
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@ -642,13 +642,13 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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{
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actor->temp_data[1] = sectp->int_ceilingz();
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if (actor->spr.pal)
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sectp->set_int_ceilingz(actor->int_pos().Z);
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sectp->setceilingz(actor->spr.pos.Z);
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}
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else
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{
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actor->temp_data[1] = sectp->int_floorz();
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if (actor->spr.pal)
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sectp->set_int_floorz(actor->int_pos().Z);
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sectp->setfloorz(actor->spr.pos.Z);
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}
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actor->spr.hitag <<= 2;
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@ -666,11 +666,11 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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else
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actor->temp_data[4] = sectp->int_ceilingz();
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sectp->set_int_ceilingz(actor->int_pos().Z);
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sectp->setceilingz(actor->spr.pos.Z);
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StartInterpolation(sectp, Interp_Sect_Ceilingz);
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break;
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case SE_35:
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sectp->set_int_ceilingz(actor->int_pos().Z);
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sectp->setceilingz(actor->spr.pos.Z);
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break;
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case SE_27_DEMO_CAM:
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if (ud.recstat == 1)
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@ -700,14 +700,14 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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if (actor->spr.ang == 512)
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{
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if (ceiling)
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sectp->set_int_ceilingz(actor->int_pos().Z);
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sectp->setceilingz(actor->spr.pos.Z);
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else
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sectp->set_int_floorz(actor->int_pos().Z);
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sectp->setfloorz(actor->spr.pos.Z);
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}
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else
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{
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sectp->set_int_ceilingz(actor->int_pos().Z);
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sectp->set_int_floorz(actor->int_pos().Z);
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sectp->setceilingz(actor->spr.pos.Z);
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sectp->setfloorz(actor->spr.pos.Z);
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}
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if (sectp->ceilingstat & CSTAT_SECTOR_SKY)
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@ -833,7 +833,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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case SE_31_FLOOR_RISE_FALL:
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actor->temp_data[1] = sectp->int_floorz();
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// actor->temp_data[2] = actor->spr.hitag;
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if (actor->spr.ang != 1536) sectp->set_int_floorz(actor->int_pos().Z);
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if (actor->spr.ang != 1536) sectp->setfloorz(actor->spr.pos.Z);
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for (auto& wal : wallsofsector(sectp))
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if (wal.hitag == 0) wal.hitag = 9999;
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@ -844,7 +844,7 @@ void spawneffector(DDukeActor* actor, TArray<DDukeActor*>* actors)
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case SE_32_CEILING_RISE_FALL:
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actor->temp_data[1] = sectp->int_ceilingz();
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actor->temp_data[2] = actor->spr.hitag;
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if (actor->spr.ang != 1536) sectp->set_int_ceilingz(actor->int_pos().Z);
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if (actor->spr.ang != 1536) sectp->setceilingz(actor->spr.pos.Z);
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for (auto& wal : wallsofsector(sectp))
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if (wal.hitag == 0) wal.hitag = 9999;
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@ -211,8 +211,8 @@ void CopySectorMatch(int match)
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dsectp->hitag = ssectp->hitag;
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dsectp->lotag = ssectp->lotag;
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dsectp->set_int_floorz(ssectp->int_floorz());
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dsectp->set_int_ceilingz(ssectp->int_ceilingz());
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dsectp->setfloorz(ssectp->floorz);
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dsectp->setceilingz(ssectp->ceilingz);
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dsectp->floorshade = ssectp->floorshade;
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dsectp->ceilingshade = ssectp->ceilingshade;
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@ -2431,7 +2431,7 @@ void SpriteSetup(void)
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if (SP_TAG9(actor) == 0)
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SP_TAG9(actor) = 10;
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actor->add_int_z(Z(30));
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actor->spr.pos.Z += 30;
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break;
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}
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@ -2453,9 +2453,9 @@ void SpriteSetup(void)
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sectp->setceilingslope(0);
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}
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SP_TAG4(actor) = abs(sectp->int_ceilingz() - sectp->int_floorz())>>8;
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SP_TAG4(actor) = int(fabs(sectp->ceilingz - sectp->floorz));
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sectp->set_int_ceilingz(sectp->int_floorz());
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sectp->setceilingz(sectp->floorz);
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change_actor_stat(actor, STAT_EXPLODING_CEIL_FLOOR);
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break;
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