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- all of track.cpp and vis.cpp
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parent
dcb375a3c6
commit
85a814d379
2 changed files with 18 additions and 25 deletions
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@ -710,10 +710,8 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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{
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I_Error("SOP bound sprite with hitag %d not found", 501 + (int(sop - SectorObject) * 5));
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}
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BoundSprite = &BoundActor->s();
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xhigh = BoundSprite->pos.X;
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yhigh = BoundSprite->pos.Y;
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xhigh = BoundActor->spr.pos.X;
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yhigh = BoundActor->spr.pos.Y;
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KillActor(BoundActor);
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@ -726,10 +724,9 @@ void SectorObjectSetupBounds(SECTOR_OBJECTp sop)
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BoundActor = FindBoundSprite(SECT_SO_CENTER);
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if (BoundActor)
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{
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BoundSprite = &BoundActor->s();
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sop->xmid = BoundSprite->pos.X;
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sop->ymid = BoundSprite->pos.Y;
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sop->zmid = BoundSprite->pos.Z;
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sop->xmid = BoundActor->spr.pos.X;
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sop->ymid = BoundActor->spr.pos.Y;
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sop->zmid = BoundActor->spr.pos.Z;
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KillActor(BoundActor);
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}
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@ -2811,11 +2808,10 @@ void DoAutoTurretObject(SECTOR_OBJECTp sop)
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{
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DSWActor* sActor = sop->so_actors[i];
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if (!sActor) continue;
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auto shootp = &sActor->s();
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if (shootp->statnum == STAT_SO_SHOOT_POINT)
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if (sActor->spr.statnum == STAT_SO_SHOOT_POINT)
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{
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if (!FAFcansee(shootp->pos.X, shootp->pos.Y, shootp->pos.Z-Z(4), shootp->sector(),
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if (!FAFcansee(sActor->spr.pos.X, sActor->spr.pos.Y, sActor->spr.pos.Z-Z(4), sActor->spr.sector(),
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u->targetActor->spr.pos.X, u->targetActor->spr.pos.Y, ActorUpperZ(u->targetActor), u->targetActor->spr.sector()))
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{
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return;
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@ -3362,7 +3358,6 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
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if (u->ActorActionSet->Jump)
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{
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int bos_z,nx,ny;
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SPRITEp lsp;
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HitInfo near;
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//
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@ -3375,17 +3370,16 @@ bool ActorTrackDecide(TRACK_POINTp tpoint, DSWActor* actor)
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ActorLeaveTrack(actor);
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return false;
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}
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lsp = &lActor->s();
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// determine where the player is supposed to be in relation to the ladder
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// move out in front of the ladder
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nx = MOVEx(100, lsp->ang);
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ny = MOVEy(100, lsp->ang);
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nx = MOVEx(100, lActor->spr.ang);
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ny = MOVEy(100, lActor->spr.ang);
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actor->spr.pos.X = lsp->pos.X + nx;
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actor->spr.pos.Y = lsp->pos.Y + ny;
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actor->spr.pos.X = lActor->spr.pos.X + nx;
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actor->spr.pos.Y = lActor->spr.pos.Y + ny;
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actor->spr.ang = NORM_ANGLE(lsp->ang + 1024);
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actor->spr.ang = NORM_ANGLE(lActor->spr.ang + 1024);
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//
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// Get the z height to climb
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@ -125,13 +125,12 @@ void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int
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DSWActor* actorNew = nullptr;
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if (parentActor != nullptr)
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{
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auto psp = &parentActor->s();
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auto pu = parentActor->u();
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if (psp->sector()->floorpal == PALETTE_FOG)
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if (parentActor->spr.sector()->floorpal == PALETTE_FOG)
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return;
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if (psp->sector()->floorpal == PALETTE_DIVE_LAVA)
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if (parentActor->spr.sector()->floorpal == PALETTE_DIVE_LAVA)
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return;
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// kill any others with the same parent
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@ -144,16 +143,16 @@ void SpawnVis(DSWActor* parentActor, sectortype* sect, int x, int y, int z, int
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}
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}
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actorNew = insertActor(psp->sector(), STAT_VIS_ON);
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actorNew = insertActor(parentActor->spr.sector(), STAT_VIS_ON);
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SetOwner(parentActor, actorNew);
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ASSERT(parentActor->hasU());
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SET(pu->Flags2, SPR2_CHILDREN);
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actorNew->spr.pos.X = psp->pos.X;
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actorNew->spr.pos.Y = psp->pos.Y;
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actorNew->spr.pos.Z = psp->pos.Z;
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actorNew->spr.pos.X = parentActor->spr.pos.X;
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actorNew->spr.pos.Y = parentActor->spr.pos.Y;
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actorNew->spr.pos.Z = parentActor->spr.pos.Z;
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SET(pu->Flags2, SPR2_VIS_SHADING);
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}
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