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- more wall cleanup
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parent
031ad6e4a5
commit
bb315f8148
2 changed files with 7 additions and 65 deletions
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@ -1567,58 +1567,6 @@ void PreMapCombineFloors(void)
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}
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}
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#if 0
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// example of way to traverse through sectors from closest to farthest
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void TraverseSectors(short start_sect)
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{
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int i, j, k;
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short sectlist[M AXSECTORS];
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short sectlistplc, sectlistend, sect, startwall, endwall, nextSector;
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sectlist[0] = start_sect;
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sectlistplc = 0; sectlistend = 1;
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while (sectlistplc < sectlistend)
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{
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sect = sectlist[sectlistplc++];
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startwall = sector[sect].wallptr;
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endwall = startwall + sector[sect].wallnum;
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for (j=startwall; j<endwall; j++)
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{
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nextSector = wall[j].nextSector;
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if (nextSector < 0)
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continue;
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// make sure its not on the list
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for (k = sectlistend-1; k >= 0; k--)
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{
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if (sectlist[k] == nextSector)
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break;
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}
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// if its not on the list add it to the end
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if (k < 0)
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sectlist[sectlistend++] = nextSector;
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}
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}
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// list is finished - can now traverse it
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#if 0
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sect = pp->cursectnum;
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for (j=0; j<sectlistend; j++)
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{
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if (sectlist[j] == sect)
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{
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break;
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}
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}
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#endif
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}
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#endif
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void SpriteSetupPost(void)
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{
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@ -2259,27 +2207,21 @@ void SpriteSetup(void)
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u->WaitTics = time*15; // 1/8 of a sec
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u->Tics = 0;
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startwall = sp->sector()->wallptr;
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endwall = startwall + sp->sector()->wallnum - 1;
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// count walls of sector
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for (w = startwall, wallcount = 0; w <= endwall; w++)
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wallcount++;
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u->rotator.Alloc();
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u->rotator->open_dest = SP_TAG5(sp);
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u->rotator->speed = SP_TAG7(sp);
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u->rotator->vel = SP_TAG8(sp);
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u->rotator->pos = 0; // closed
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u->rotator->tgt = u->rotator->open_dest; // closed
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u->rotator->SetNumWalls(wallcount);
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u->rotator->SetNumWalls(sp->sector()->wallnum);
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u->rotator->orig_speed = u->rotator->speed;
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for (w = startwall, wallcount = 0; w <= endwall; w++)
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wallcount = 0;
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for(auto& wal : wallsofsector(sp->sector()))
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{
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u->rotator->origX[wallcount] = wall[w].x;
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u->rotator->origY[wallcount] = wall[w].y;
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u->rotator->origX[wallcount] = wal.x;
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u->rotator->origY[wallcount] = wal.y;
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wallcount++;
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}
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@ -8417,8 +8417,8 @@ bool SlopeBounce(DSWActor* actor, bool *hit_wall)
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*hit_wall = false;
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// get angle of the first wall of the sector
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k = sector[hit_sector].wallptr;
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daang = getangle(wall[k].delta());
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auto wallp = sector[hit_sector].firstWall();
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daang = getangle(wallp->delta());
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// k is now the slope of the ceiling or floor
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