//------------------------------------------------------------------------- /* Copyright (C) 1996, 2003 - 3D Realms Entertainment Copyright (C) 2000, 2003 - Matt Saettler (EDuke Enhancements) Copyright (C) 2020 - Christoph Oelckers This file is part of Enhanced Duke Nukem 3D version 1.5 - Atomic Edition Duke Nukem 3D is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. Original Source: 1996 - Todd Replogle Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms EDuke enhancements integrated: 04/13/2003 - Matt Saettler Note: EDuke source was in transition. Changes are in-progress in the source as it is released. */ //------------------------------------------------------------------------- #include "ns.h" #include "global.h" #include "build.h" #include "dukeactor.h" #include "precache.h" BEGIN_DUKE_NS //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void prelevel_d(int g, TArray& actors) { unsigned j; TArray lotags; prelevel_common(g); DukeStatIterator it(STAT_DEFAULT); while (auto ac = it.Next()) { LoadActor(ac, -1, -1); if (ac->spr.lotag == -1 && (ac->spr.cstat & CSTAT_SPRITE_ALIGNMENT_WALL)) { getPlayer(0)->Exit = ac->spr.pos.XY(); } else premapcontroller(ac); } for (auto actor : actors) { if (actor->exists()) { if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR) continue; spriteinit(actor, actors); } } for (auto actor : actors) { if (actor->exists()) { if (iseffector(actor) && actor->spr.lotag == SE_14_SUBWAY_CAR) spriteinit(actor, actors); } } it.Reset(STAT_DEFAULT); while (auto actor = it.Next()) { auto ext = GetExtInfo(actor->spr.spritetexture()); if (ext.switchphase == 1 && switches[ext.switchindex].type == SwitchDef::Regular) { j = lotags.Find(actor->spr.lotag); if (j == lotags.Size()) { lotags.Push(actor->spr.lotag); DukeStatIterator it1(STAT_EFFECTOR); while (auto ac = it1.Next()) { if (ac->spr.lotag == SE_12_LIGHT_SWITCH && ac->spr.hitag == actor->spr.lotag) ac->counter = 1; } } } } } END_DUKE_NS