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- SectorWallBits
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parent
1763fbc7ff
commit
9a6bd0b7e1
2 changed files with 10 additions and 10 deletions
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@ -88,9 +88,9 @@ SINE_WAVE_FLOOR SineWaveFloor[MAX_SINE_WAVE][21];
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SINE_WALL SineWall[MAX_SINE_WALL][MAX_SINE_WALL_POINTS];
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SPRING_BOARD SpringBoard[20];
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void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall)
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void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool set_nextwall)
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{
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auto start_wall = sector[sectnum].firstWall();
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auto start_wall = sect->firstWall();
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auto wall_num = start_wall;
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do
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@ -457,7 +457,7 @@ void SectorSetup(void)
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break;
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case TAG_DOOR_SLIDING:
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SetSectorWallBits(i, WALLFX_DONT_STICK, true, true);
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SetSectorWallBits(sectp, WALLFX_DONT_STICK, true, true);
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break;
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case TAG_SINE_WAVE_FLOOR:
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@ -104,7 +104,7 @@ static Collision globhihit, globlohit;
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short wait_active_check_offset;
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int PlaxCeilGlobZadjust, PlaxFloorGlobZadjust;
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void SetSectorWallBits(short sectnum, int bit_mask, bool set_sectwall, bool set_nextwall);
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void SetSectorWallBits(sectortype* sect, int bit_mask, bool set_sectwall, bool set_nextwall);
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int DoActorDebris(DSWActor* actor);
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void ActorWarpUpdatePos(DSWActor*,short sectnum);
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void ActorWarpType(DSWActor* sp, DSWActor* act_warp);
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@ -2092,7 +2092,7 @@ void SpriteSetup(void)
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SET(sectp->flags, SECTFU_VATOR_BOTH);
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}
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SET(sectp->extra, SECTFX_VATOR);
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SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
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SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, true, true);
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SET(sp->sector()->extra, SECTFX_DYNAMIC_AREA);
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// don't step on toes of other sector settings
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@ -2195,7 +2195,7 @@ void SpriteSetup(void)
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short wallcount,startwall,endwall,w;
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u = SpawnUser(actor, 0, nullptr);
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SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
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SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, true, true);
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// need something for this
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sectp->lotag = TAG_ROTATOR;
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@ -2250,7 +2250,7 @@ void SpriteSetup(void)
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u = SpawnUser(actor, 0, nullptr);
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SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, true, true);
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SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, true, true);
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// need something for this
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sectp->lotag = TAG_SLIDOR;
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@ -2302,7 +2302,7 @@ void SpriteSetup(void)
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Collision trash;
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u = SpawnUser(actor, 0, nullptr);
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SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
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SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, false, true);
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SET(sp->sector()->extra, SECTFX_DYNAMIC_AREA);
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type = SP_TAG3(sp);
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@ -2536,7 +2536,7 @@ void SpriteSetup(void)
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{
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SECTORp sectp = sp->sector();
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SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
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SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, false, true);
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if (TEST(sectp->floorstat, FLOOR_STAT_SLOPE))
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{
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@ -2566,7 +2566,7 @@ void SpriteSetup(void)
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case SECT_COPY_DEST:
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{
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SetSectorWallBits(sp->sectnum, WALLFX_DONT_STICK, false, true);
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SetSectorWallBits(sp->sector(), WALLFX_DONT_STICK, false, true);
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change_actor_stat(actor, STAT_COPY_DEST);
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break;
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}
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